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Old 04-17-2016, 06:42 AM   #71
Kimahri_Ronso
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Intended?

If you're inside of a fort, e.g. a conju, buffing your allies, then the ally (e.g. a barb) goes out and kills an enemy, you get NO kill credit at all.

Same goes for the back door of the fort. The enemy has it and you wanna retake it and when they're about to lose it they try to escape via the trap door, you're there, hit them, knock them etc. (you did enough to get a kill count normally), but then they use the trap door again and they die inside, you also get NO credit at all.
Hope I made myself clear regarding the situation and the "bug", if it's one of course.

Once again, fort door usage, be it front or back, cancels all action done before and thus it prevents getting any reward for the kill.

Bug or feature?

If it's a bug, please fix it, belongs to the end gameplay as well.
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Old 04-17-2016, 07:16 AM   #72
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Quote:
Originally Posted by Kimahri_Ronso View Post
Intended?

If you're inside of a fort, e.g. a conju, buffing your allies, then the the ally (e.g. a barb) goes out and kills an enemy, you get NO kill credit at all.

Same goes for the back door of the fort. The enemy has it and you wanna retake it and when they're about to lose it they try to escape via the trap door, you're there, hit them, knock them etc. (you did enough to get a kill count normally), but then they use the trap door again and they die inside, you also get NO credit at all.
Hope I made myself clear regarding the situation and the "bug", if it's one of course.

Once again, fort door usage, be it front or back, cancels all action done before and thus it prevents getting any reward for the kill.

Bug or feature?

If it's a bug, please fix it, belongs to the end gameplay as well.

Plus one on this. I got a conjur in syrtis ra and get no kills from my heals and buffs. The second part you wrote about trap door applies to all classes. Its annoying.
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Old 04-22-2016, 11:31 AM   #73
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Yes, this is very frustrating. You and your allies kill a knight to 10HP and he escapes trough the trapdoor and someone outside gives him one hit and gains all the pionts
Quote:
oh, that crafting thingy maybe? :P nice to know this is getting done, one way or another.
Looking forward to a crafting-system. I hope you come up with something good and simple!



For the reopening of instances, I would wish for the Campion-Set to have a bonus similar to dragon-set. As it is now it's even less usefull than Warmaster-set for some classes.
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Old 04-22-2016, 02:59 PM   #74
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Thanks for mentioning dragon sets ^^

Any chance for some of the bonuses getting modified?





Just my opinion:

Mage set:
Conju bonus is fine, I'd change warlock' "spell focus" to something else, maybe to "+spell range", if it's possible to implement at all.

Warrior set:
Knight is OK, barb is not. You've built the knight ones on the strength /weaknesses of the knight, but forgot about barb's one(s) seemingly. I'd change the +hit chance bonus to something else, can be +mana, +attack speed, everything is better than hit chance IMO.

Archer set:
Can say the same as before, hunter is pretty nice and IMO the best of all of the bonuses for all subclasses, but marks one is ridiculous.
Hunters got +200 mana while the very subclass, the marksman, that has reacharged arrows and high mana cost spells, got only +150 mana bonus... Dexterity seems fine, but +10 concentration?
I'd change concentration bonus definitely to something else, maybe marks could get + attack speed as well or some range bonus, or a mana+HP lowering effect on recharged arrows.

Just my thoughts, end gameplay as well so go go!
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Old 04-23-2016, 11:40 AM   #75
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Quote:
Originally Posted by Kimahri_Ronso View Post
Intended?

If you're inside of a fort, e.g. a conju, buffing your allies, then the ally (e.g. a barb) goes out and kills an enemy, you get NO kill credit at all.

Same goes for the back door of the fort. The enemy has it and you wanna retake it and when they're about to lose it they try to escape via the trap door, you're there, hit them, knock them etc. (you did enough to get a kill count normally), but then they use the trap door again and they die inside, you also get NO credit at all.
Hope I made myself clear regarding the situation and the "bug", if it's one of course.

Once again, fort door usage, be it front or back, cancels all action done before and thus it prevents getting any reward for the kill.

Bug or feature?

If it's a bug, please fix it, belongs to the end gameplay as well.


+1 I 'm from RA and notify that problem before they left the rewards for strong and I asked if it was fortune teller.

I feel this is my English translator
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Old 04-27-2016, 07:43 PM   #76
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Default Sounds well and good, but where is everybody?

All of this sounds well and good but it seems NGD hasn't taken much interest in the game lately. I haven't seen very many administrators online and the game hasn't changed much since I left for a while 2 or 3 years ago. The graphics update back then was too much for the computer I was using at the time.

I started playing again around the beginning of the year. I certainly enjoy playing, even to the degree of suffering considerable boredom just to level up. But it's ashame that I don't see nearly as many other players (particularly in Syrtis Realm) that I use to.

Some of the items mentioned here would go a long way to maintaining player interest in the game.

It's also obvious to me that RO needs to pull it's own weight financially. Otherwise you can't pay programmers to make updates. I've no problem buying Ximerin on occasion to purchase things that make the game easier or more interesting. As such, the more active players you have, the more Ximerin you sell.

I don't know if it's boredom, absurd player ethics, lack of promotion or all of these. But I hope NGD starts taking a little more responsibility for whatever is going on that makes this game so quiet.

Best,
Tre
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Old 05-02-2016, 12:22 AM   #77
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To Adrian and NGD,
Please change skills/spells/powers system. I play as warlock (2007) and all warlock have a high similarity build.

If it is the goal so remove all others spells. I hope was only an accident never fixed. Lot of spells seem to be outdated as armor computation have been change since the beginning.

As example:
I tried recently Elemental Exposure . Firstly this spell seem to not doing lot of thing. Second I see any damage difference before and after to cast this spell.
Sadistic Guards seem not to increase the luck to not resist but only you can check it.
Magma Blast cost too much mana, or do not doing enough damages

Why moving behind a tree that interrupt meteor cast?
The tree is not on the path of the Meteor as it came from the sky.
While Mass Prickling Ivy seem to do it …

Same question with Lightning?
all we know we should not stand under a tree during a thunderstorm.
Instead to interrupt the cast the engine should to increase damages or area effect, or increase the speed cast in such a case ...

and so on and so on ... and so on ...

Last edited by Zarakaye; 05-02-2016 at 12:48 AM.
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Old 05-09-2016, 04:11 PM   #78
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Might be too late but,

which WM skills would you like to keep, which ones should be kept and / but modified and which ones should be replaced with new ones?

-Barbarian;

-Knight;

-Marksman;

-Hunter;

-Warlock;

-Conjurer;


My thoughts.
War council, the WM chat, is IMO completely useless as it is ATM, no one using it, should be removed or modified.
There was a suggestion by someone who wanted it to be the "realm chat" for war masters only, I liked it. Only war masters could see the inner zone chats even in the WZ and thus they could help new or low level players whenever they'd need it.

Regarding all subclasses, the last skill, the HP bonus is ummmm, you know, good, but I'm sure you (NGD) could think of something much better as the LAST WM skill . Thinking of their strength might helps....
Also, I think not many maximizing out the WM tree just to get the + HP, might be wrong tho. I'm not one of them for sure.

I won't analyse every single skill one by one, would take too much time , so here there are the most important ones for me:

-I'd keep war master might for all;

-Marksman need brand new one except the might;

-I wouldn't touch hunter ones, maybe HOTP should be moved to the marksman tree and replaced by a new one, something that better fits into a "support" subclass's repertoire.

-Regarding mage, portals are fine IMO, conju skills are almost as perfect as hunter ones, but Warlock's Mass prickling Ivy should definitely go.

-About knight ones, don't know if a knight should be able to heal herself at all, healing an ally seems fine to me, but it should get higher range and the casting time should be changed to 'instant".

PS: They might have reworked the skills already, but since they didn't share any thoughts, I'm trying to get your ideas dear fellow players .
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Old 05-09-2016, 10:13 PM   #79
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Quote:
Originally Posted by Kimahri_Ronso View Post
...
Hunters got +200 mana while the very subclass, the marksman, that has reacharged arrows and high mana cost spells, got only +150 mana bonus... Dexterity seems fine, but +10 concentration?
I'd change concentration bonus definitely to something else, maybe marks could get + attack speed as well or some range bonus, or a mana+HP lowering effect on recharged arrows.
...
thats just sarcasm, right?
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Old 05-09-2016, 11:36 PM   #80
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Quote:
Originally Posted by Healerous View Post
thats just sarcasm, right?
inb4 range bonus
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