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Tiberius_Invictus last won the day on May 17

Tiberius_Invictus had the most liked content!

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  1. This is great info, since it helps reduce the grind by making the search more focused. Any chance we can get similar info with the minor and major discs when those become enemy specific drops as well? Same thing if there are plans on making the tool belt items and recipe scrolls enemy specific. Thanks!
  2. RIP. Game is unplayable in current state.
  3. I can log in to TEST, but neither God's reach nor a campaign are open. Is this intended?
  4. Another percent/integer decimal place error. I'm pretty sure many of the passive skill training trees also contain similar errors.
  5. I would very much like to see all campaign exports require a good amount of gold. This is beneficial for several reasons: 1. It gives gold inherent value to all players. 2. It prevents runaway inflation since most gold will be spent at the end of each campaign. 3. It allows various campaigns to experiment with changing export costs and gold availability until a sweet spot is found. 4. With exports no longer being a fixed number per account, it makes it so that buying more accounts no longer reeks of P2W. 5. There can exist special campaigns where legendaries drop more frequently, or crafted items get additional experimenting bonuses, but exports from those campaign require a huuuuge amount of gold.
  6. For what good? Slowing down progress doesn't address the fundamental problems with passive skill gain, which are: 1. Later players to join are permanently behind and can never catch up 2. Greatly rewards players for buying more accounts, essentially P2W.
  7. What kind of ratio were you thinking? How many embers for each ambrosia? @Jah
  8. Given this new system for obtaining disciplines for higher tier vessels, is there going to be an inventory wipe when 5.92 goes to live? Right now most people with higher tier vessels there already have their disciplines equipped and won't experience this new system of obtaining disciplines, so feedback will be limited. Also, many still have the crafting major disciplines slotted, which, based on the non-availability of those on the test server, I presume are being retired (though it would be nice to still be able to get the bonuses they provided through some other means)
  9. Song twisting passive, from the twisting minor disc does not seem to work.
  10. This is another good reason to have these desired items be craftable from many mats that are more likely to be dropped. it's easier to distribute loot after a war tribe run.
  11. There are plenty of incentives to be on the dominant side other than the final campaign reward. I have more respawn points, I'm less likely to encounter hostiles while PvEing, and when "Spirit Bank Anywhere" is abolished, I'll have more places to bank. The devs will have to consider all of this when creating incentives to join other factions, otherwise the dogpiling will continue.
  12. Read the post above yours. There are ways of doing it that are neither instant gratification nor an RNG lottery.
  13. No loot table should include items below 10% probability IMO. If you want us to kill 500 of a certain enemy before we get what we're looking for, that's fine. However, make the item we're looking for require 50 mats that have a 10% drop rate, instead of being 1 thing that has a 0.2% drop rate. At least in the former case there is a sense of meaningful progress.
  14. How is this ironic? Because I play Balance? Look, I freely admit to acting selfishly in my own interests. As long as it is beneficial to me to do so, why would I do anything else? My point is that a game design that is predicated on some hope that players will do anything other than acting in their own self-interest is a flawed game design.
  15. Good idea. Make exports something that must be earned, and therefore independent of how many accounts you spend your time in-game as.
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