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About NikaoMatiXx

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  1. Amulets are available for runemaking, woodworking, necromancy, blacksmithing, and leatherworking. The following crafting trades are excluded from additional experimentation point: alchemy and jewelcrafting. Due to the lack of amulet option, alchemist and jewelcrafters are forced to use guinecean race for leveraging jewelry. The 3 ring nerf has killed these two professions while mildly impacting other trades with 2 amulets. If amulets were created for alchemy and jewelcrafting, they would have equal opportunity with other trades.
  2. SPK numbers are noticeably higher near hunger shards. Typically run between 2-5 SPK. While hitting a R7 hunger shard, SPK would rise up to 20-30 SPK. While capping a R7 Tower with nearby R7 hunger shard, SPK rose up to 40-50 SPK. Hunger shards are making my characters lag just like a large scrum fight. I stopped farming them because of this issue.
  3. I fell through the world while harvesting near Ruthwig Fort. It must be the northside boundary line between mountain and fort. Unable to spawn near faction fort so had to bring body to temple. It's a death trap!
  4. Tiered strongholds could provide opportunities to learning combat methods, interact with crafting side quests, and earning loot for NPC engagements. The goal is to take out the stronghold as fast as possible while completing required objective(s) for capture points. Learning combat methods Each stronghold could have varying number of guards and ranks for training combat methods. Outposts could have 5 guards. Towers could have 3 guards + 1 captain. Forts could have 10 guards + 1 captain + 1 lieutenant. Keeps could have 25 guards + 2 captains + 1 lieutenant + 1 commander. "Walking" higher-ranked general in the surrounding area could be rallied against attacks in a zone. Fort general could be called when capturing starts to occur. Keep general could be called when tree of life is under attack. Interact with crafting side quests Each stronghold could have varying number of quests for dropping crafting recipes. Common recipes would still be available from specific disciplines. Outposts could have food recipes because this one guard makes uncommon <item>. Towers could have weapon recipes because the captain has a rare <item>. Forts could have armor recipes because the lieutenant has an epic <item>. Keeps could have jewelry recipes because the commander has an legendary <item>. Introduce different racial NPC's for harvesting body parts after successful attacks. Trials could have different races for all strongholds. Each zone could have different races for the strongholds during a trial. Earning loot for NPC engagements Each stronghold could have varying number of loot for NPC groups. Outposts could have gold cache. Towers could have leather/ore/stone cache. Forts could have dust caches. Keeps could have chaos ember caches. Introduce different rarity drops according to the seasons. Spring could have 4x. Summer could have 3x. Fall could have 2x. Winter could have 1x.
  5. The motherload pits are greatly underdesigned and have weak boss zones (like the "Nasty Nick"). Definitely a missed opportunity... Tiered PvE loot should be non-craftable items and stand out against the norm. Gold could be found anywhere but a "Zaleena ring"...
  6. When you have 100% in one branch, you may have points left over in that section. There should be a way to "transfer" the points down the tree inside that same track. If the points were locked into the higher-level tracks, then don't have this situation of "wasted points". Let me add the points anywhere within the specific track after completing a branch. It is disappointing to see these dead points every time I check my skill tree. Combat Basics Example
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