Showing Posts For Silvermane.1328:

Invulnerable Mobs Suck

in Suggestions

Posted by: Silvermane.1328

Silvermane.1328

I’d prefer to let the player ambush a mob once per day. The invulnerable mechanism could kick in for respawns.

Not-So Splendid Chests

in Suggestions

Posted by: Silvermane.1328

Silvermane.1328

If a chest doesn’t have a rare item in it, then it shouldn’t be called splendid. In fact, if it only contains a rare item the player can’t use or doesn’t need, then it’s really only worth a couple of silver. It’s dissapointing to overcome a challenge, open the “splendid” chest, and find only vendor trash inside. Better to just call it a “Chest” and leave off the splendid.

Invulnerable Mobs Suck

in Suggestions

Posted by: Silvermane.1328

Silvermane.1328

So I’m swimming along trying to find a vista when a Krait attacks me, and stops me with a bolo. I stop to fight him and he suddenly turns invulnerable and starts swimming away. This is usually accompanied by insta-heal. These clumsy, heavy-handed mechanics spoil the game because they break the suspension of disbelief. It happens way too often.

The mob is allowed to run away, but it should not become invulnerable or insta-heal. It takes me up to 30 seconds to leave combat and heal quickly. They shouldn’t be able to do it instantly.

The best thing about Asheron’s Call for me was being a crossbow man who stood on the wall of the Mosswort Fort shooting all the enemies below. That game had ambush positions built into the level design. I think the mechanic that makes mobs invulnerable if they can’t attack you cheapens the tactical variety and fun. There has to be a more subtle and clever way to prevent exploits than that.

Class Specific Rewards

in Suggestions

Posted by: Silvermane.1328

Silvermane.1328

Two suggestions here:

The first time a player completes a challenge, they should get a better reward. Subsequent times, they should get a lesser reward. This encourages the player to take on new challenges instead of farming the same thing over and over.

The player should not be given an item they can’t use as a reward. It cheapens the rewards and the items themselves. It makes the trading post more rewarding than completing challenges in the game.

Rich Ore should be a Reward

in Suggestions

Posted by: Silvermane.1328

Silvermane.1328

I’m dissapointed when I find a rich ore in the middle of the map unguarded, then fight my way to the back of a cave only to find nothing there. It would be better if you moved all the rich ore veins to locations that are hard to get to or are protected by veteran or better mobs.

Events Should Count More than Damage Dealt

in Suggestions

Posted by: Silvermane.1328

Silvermane.1328

When calculating the reward for an event, I think points of healing and points of damage taken should count just as much as points of damage inflicted. That shouldn’t be that hard to keep track of and will reward all players more fairly.

Ideally, contribution should be calculated with an extremely comprehensive algorythm that takes into account buffs, debuffs, and combos; but that would be quite difficult to implement.

Longer Respawn Time

in Suggestions

Posted by: Silvermane.1328

Silvermane.1328

I would like to be able to clear out a bandit camp or other area and have a moment to enjoy the accomplishment. Unfortunately, the monsters respawn so fast that by the time I’ve killed the fourth one, the first has already respawned.

This reduces the sense of accomplishment and makes fighting the bad guys seem pointless because they just pop back up again. I realize they need to respawn for other players and it’s no fun when an area is camped out, but I feel the respawn times are way too fast.

Unable to click environment with mouse

in Bugs: Game, Forum, Website

Posted by: Silvermane.1328

Silvermane.1328

I have the same problem. Please help.