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Changes dnd made that could help roa

Discussion in 'General Discussion' started by aparks, Feb 24, 2018.

  1. aparks

    aparks Obsidian Golem
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    1. Adding inventory to mounts. But should be extended to boats like rafts.
    2. Allowing jump shot on all spells and archery. Not addons. I mean they all naturally have it.
    3. No reg cost for transfers.
    4. Buffs and utility spells auto leveling as the school of magic levels via use.
    5. Add upkeep cost for holdings, but I believe gold or resources would be better than med points. And maybe have cheaper costs for holdings next to each other to better aid in territory control. Extra high taxes on a holding far away from their first holding.
    6. Racial wars, but I believe all races should be red to each other like alfars. But all blue players can enter any NPC City like roa currently is. So a blue Ork can go into a human city etc. just no pvp in newb cities.
    7. I liked leveling up spawns. Made it be a bit more challenging. But I also think there should be a on/off button for players in each spawn Incase it gets too hard like if I take 10 men to kill a dragon I don’t want 10 dragons flying around. We would die instantly. Or would take way to long to kill.
    8. Add in rare cloth and leathers for crafting.
    9. Let cooked fish have hire duration.
    10. Power hour.
     
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  2. Sique

    Sique Fire Giant
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    1. Strongboxes work fine since we don't need to run back to a bank.
    2. May be okay but didn't really think about it. Would make the game feel less clunky but may cause some imbalances with a few things.
    3. Sure.
    4. Unnecessary.
    5. Meh
    6. Factions are coming out, pretty sure that'll replace racial wars.
    7. It's fine as it is.
    8. ...Why?
    9. Sure.
    10. Completely unnecessary. Grind is extremely short now.
     
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  3. Hook

    Hook Chosen of Khamset
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    what both of them said, it was so nice when you where gone. but no per usual you have to make a post and not know about any of the changes made or how the game is now.
     
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  4. Thug Life

    Thug Life Gravelord
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    Liked because of no reg transfers
     
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  5. Uzik

    Uzik Wildtribe Mage
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    No reg transfers is nice, but seriously fucks with the reg economy.
     
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  6. Sique

    Sique Fire Giant
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    eh not really
     
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  7. Uzik

    Uzik Wildtribe Mage
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    Inflation and bank bloat has always been an issue with Darkfall. Imagine the total number of extra regs in RoA today if transfers were free... Would probably be well into the tens of millions.
     
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  8. Sintan

    Sintan Black Knight
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    the regs would just have been used for other spells. for every two stam to healths i dont have to use a mandrake on thats one more lightning bolt i can use on a rare ore golem.
     
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  9. Owyn Magnus

    Owyn Magnus Varangian Warthane

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    And it's still less regs you have to buy.

    This it eliminates a gold sink. Maybe not a problem but if you get rid of enough sinks you will have a problem.
     
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  10. Sique

    Sique Fire Giant
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    Not significant enough to matter. Regs will still be used for bolts and other spells.
     
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  11. aparks

    aparks Obsidian Golem
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    Idk guys these are just things I personally liked. Either way things like mounts having storage is a good sandbox addition. People shouldn’t be soo close minded. Also some of the changes I liked are good for new players like the transitions and power hour. Other things like jump casting every spell takes combat back to original df1 Eu times. Made kite pvp a thing. Everyone has their own opinions though. And some of you will just disagree with anything I say because you like to be in the df Vet cool club sucking each other off a.k.a you guys just instantly have a closed mind and can’t get over the past.
     
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  12. Fengor

    Fengor Eodrin

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    If i remember correctly, the The new billboard system depleted several million from the economy. Major WORTH WHILE syncs such as that, are what we need. Regless transfers serve to help new players QoL far more the removal of the gold sync.
     
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  13. Sique

    Sique Fire Giant
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    Except things like power hour and mount storage are literally pointless in ROA.

    In DND they have a purpose due to the long grind and lack of fast travel.
     
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  14. aparks

    aparks Obsidian Golem
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    I’d use mount storage for hitting enemy city nodes. I know most vets that been playing full time are richer than fuck but I’m not I still raid enemy holdings and hit their farms and groves and mines etc.
     
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  15. Sique

    Sique Fire Giant
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    Kill golems. Its significantly faster than mines.
     
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  16. aparks

    aparks Obsidian Golem
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    No I mean for regular Matterials bro haha

    Casuals and new people still need to farm that stuff and play weight limits can carry only about 550 of a material if you have a gear bag also and not naked
     
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  17. Sique

    Sique Fire Giant
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    Regular nodes hold roughly 70 mats per. Should be no issues at all.
     
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  18. aparks

    aparks Obsidian Golem
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    Ya but what I’m saying is if mounts had inventory you can get twice as much material before banking
     
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  19. Grimtide

    Grimtide Evil Eye
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    Really not worth the development time, it makes sense in DND because local banking.
     
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  20. MerleisAirdburne

    MerleisAirdburne Black Knight
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    I like the idea of power hour, sort of gives a reason to get on once a day.

    Mount storage- does that only last when the mount is spawned, or does it last when the mount is stored

    I remember when they changed jump casting on spells, there was an uproar In the community. I think that should be left alone
     
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