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Discussion in 'General Discussion' started by Billy Lee, 27 July 2020.
Discussion thread for Summer Update
the rare items on mobs is really cool, this game needs more mmorpg features like such.
Thx guys for you re work!!!
Guys can we please make 1h and shield a viable PvP playstle by increaseing the range of 1h weapons from 2.1 to 2.2 the same range as sithras. Thats all you need to do. Not a over powered change by any means.
nice. Do one of the updates every few weeks to keep people informed about what is going on. Thanks Billy.
@Billy Lee why are the drop rates so low? Should not the group who holds down the prime spawns of the game be able to equip the items together over the week of prowess? 1 out of 300 seems a little unreasonable and inaccessible. Players want solid content, rewards, and progression each time they complete a feat like this. Maybe you have to kill the monster 10x to get it unlocked from your task tracker. If that is too much why not let the party leaders roll or decide which 3-5 people out of the 10 get the reward tracked?
The concern is too many powerful items flooding into the economy, these are intended to be a pleasure to have, not something you can very consistently bring out. However, the monsters will also drop relics so you'll be able to hunt certain monsters for some very exotic items. Also, there is always a chance that in time some monsters will have multiple forsaken items on their loot table. That said, these drop rates are not set in stone.
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I plan to keep the flow of information consistent. There are a lot of things in the works so an update was certainly due.
Can they just give us Alliance tags and make wonder / fortress buff pass to alliance members... We needs some basics up in this bitch.
Also I love how the paper doll doesn't drop in lawful zones but all your weapons on your paper doll will except for the one equipped. That's not confusing at all!
is it something that will help to bring more population? no.
is it something that will waste development time and risk some unbalance on pvp? yes.
is any glyth contested? no.
so all of this worth? def not.
at this point i honestly dont think u guys have the sensibility to understand what df playerbase wants and how to solve it before we all die.
game begs for population and everything on darkfall only works properly with a healthy population. u guys really figure that TCS will work with the current population? or idk double of this? clearly not.
so how to increase the player retention?
Problem with glyphs (and with every other territory control tool potentially implemented in the future) is that they are not linked to siege window (time of prime activity) of clan controlling it. So now it is pointless to capture a glyph as it will be recaptured in off hours, no chance to protect it. The more rewarding it is to own a glyph the more annoying this will get. It is very hard to design such tools on a server that has population divided between NA and EU times. But I like where you are going with darkfall - more conquest based tools - this is great.
I like the idea of city nodes being moved from holdings. But I'd rather see them removed completely, let simple world nodes drop rares in smaller quantities, and mobs.
I don't like the idea of non-lootable items. Darkfall has been built around idea of risk vs reward. This is its core. Don't mess with it please. I understand its nothing too big yet (seems mostly character/playstyle custimization related), but it feels like a small step in the very wrong direction that you even consider introducing combat related items that never drop. Especially when you mention that some of these items might be more potent than the others.
Sounds awesome! Looking forward to seeing more character customisation finaly and a decent reason to actually do pve again. And i know some people might not like that those items dont drop on death but that is what would make them so much more interesting for ALL players and not just the top 10% pvp'ers.
I realy would like to see more new player experience related changes tho. Like a newbie questline rework
One more thing - If you insist on adding specializations in forms of non lootable relics please don't forget to make them show on a player. Now we can see what type of opponent we are facing - type of armor and even rank of weapons (weapon skinns are already meh).
120 str + R6 + Q6 + racial bonus + magekiller + Peerless Relic (+7,21% dmg)
so... what happens if I get hit from behind? my character will explode?
Not sure if making it less casual, less skillbased and more grind and gear based is what the game needs...
They have a damage cap
Don’t get hit in the back?
the relic needs to be bind to account, cant trade or drop on gank even if its not equip.
make players farm them
Would be cool to have relics that grow with your character. You farm 1 and you can then train it up through time gaps or activities that give point to training/altering it. Obviously a soul bound thing like starter weps
How would you sell them then?
i mean he's not completely wrong going to have newbs farming them in green/blue areas and the rich buying them from the market. Atleast this way people will be forced to leave their holding and maybe let go of their dads hand.