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1.3 Update Preview, Removal Of Shop Plugin.

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The advancement of LOTC ever becoming closer to WOW in grinding and pvp.

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Guest Jhonen

I agree with Pillan in a sense but I do also see why we are setting the skill cap higher and higher. The problem is we need 100 of a skill to be able to have half a chance to bake a cake or make some armour. If our success percents were higher people wouldn't have need of three skills at 100 which would give us more room to move around with our skill points. Meaning we wouldn't need to bump our skill cap more and more as well as allowing 100 in something to mean more than "not amazing but the best you can get"

On another note I think it is a great update and I am interested to see these new skills implemented and how they will work.

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You who always complain that things don't make sense...

-leg is bleeding-

-stuffs 3 loaves of bread down thoat-

allbetter.jpg

Go get some bandages and medical supplies.

Dear Vaqixine,

You are now my idol.

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I want to say a little on the bandages. If people want more realism then how about after you are hit and don't but a bandage you have a chance of getting a disease and DYING. Just suck it up and I like the idea of saying that bandages have a magic quality just to follow RP and maybe cause some issue because of the magic. I still think having a full bar should heal even if its half of what it is. Partially because of people's comments and partly because food does keep you healthy and it will cut the need for cooks as much. Also beds have always healed you at least since I joined.

I am interested in the stealth skill and how it will be implemented.

I hope the percentages get changed so at lvl 100 you have maybe a 5% fail at most because "Garion was careless and arrogant and struck the iron wrong and cracked it." Idk just an idea. I've had to say things like that a number of times already. I don't like the failure anyway because even if you suck all your going to do is make a crappy diamond sword so you can't use it much.

It kind of pains me to hear the shops plugin is gone because my town just built this huge shopping area and now its kind of pointless. I do have to say with my schedule changing daily that a shop helps sell goods for those who can't be on at peak hours. There aren't to many people in my area on at 4 in the morning which is like 3 am server time. I really don't think a game wide reset is necessary since characters like mine don't have the skills that are being added. It might be a strain on teams, but let it be those who have a claim to the skills.

Ultimately complaints on the updates can't be taken seriously until we have a chance to try them out. Until we try and then find they suck or rock we can't really decide on whether we like or hate them.

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  • [NEW] Herbalism skill (first aid / alchemy).

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I'm not really looking forward to huge mob buffs. :/

[MOD] All aggressive mobs now target from up to 64 blocks away instead of the default 16 blocks. (had to edit minecraft_server.jar for this one!)

[MOD] Buffed movement speed of all hostile mobs exluding Pig Zombies; they'll now be able to keep up with you while walking and barely while sprinting.

Yeah... I can see what you mean. The combination of not being able to heal with food and having to use bandages, being able to die from hunger, and now this. I'm surprised nobody saw this. I already got three-hitted from spiders, and now although that will now be 5-6 hits, they'll be faster and chase me farther. Plus, mob drops got nerfed quite a bit, so I lose quite a lot of money when I just leave my house and two spiders and a skeleton randomly catch me off guard. My friend got accepted into the server, and after endless attempts of trying, he finally got a good amount of money and items to settle down somewhere. He ended up dying to one spider, never to come back to the server. I don't think these mechanics will play very well with new players, that's all.

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Just saying, I got mob drops nerfed. I regret that. With the new updates, it will be impossible for new players to get a foothold. "Get a job?" With what? "75 skill points?" Ok, against someone with 100? No. "Well.. but.." Also, they die from not having food on them at all time, or bandages. "B-... kill mobs?" Ok, every mob in four chunks comes after them. "Sprint?" Drain my hunger? See a pattern? And they have no goods, die faster, and have to be a nobody longer. Fun fun. No one roleplays a nobody. Because that means no RP.

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Yeah... I can see what you mean. The combination of not being able to heal with food and having to use bandages, being able to die from hunger, and now this. I'm surprised nobody saw this. I already got three-hitted from spiders, and now although that will now be 5-6 hits, they'll be faster and chase me farther. Plus, mob drops got nerfed quite a bit, so I lose quite a lot of money when I just leave my house and two spiders and a skeleton randomly catch me off guard. My friend got accepted into the server, and after endless attempts of trying, he finally got a good amount of money and items to settle down somewhere. He ended up dying to one spider, never to come back to the server. I don't think these mechanics will play very well with new players, that's all.

Yeah the death penalty scaling with the more money you have, yet no where to keep your money safe (sure there are people banks,but I mean like.. a personal I know I can trust you bank) On my Blacksmith I went out one Night to get some extra ingots and cash and gold nuggets and what not from random mobs, got raped by a spider, ran back to get my gear,died one more time before I could slap it on. finally got it again but by that time I had lost more money than killing a Nights worth of mobs would replace. Since then I stopped traveling really, Spiders are very capable of tearing you apart even with iron armor.

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I'm very happy about the healing/bandaging mechanics, as it adds a lot to RP, but I did have one question:

Will people who have RP'd learning ability to heal, such as clerics, still have to start with the Herbalism skill at a zero? My character has no such ability, but I thought it a good question to ask. Normally people can level the relevant skills to their character with skill credits, but introducing a new skill will block that option off for people who already have used the credits.

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Now to make a choice.

I can continue with Demivar the Oren Man at Arms with Heavy Armour etc. 100 Blacksmithing, Swordsmanship and Wrestling.

OR

I can do old style "Dem", a stealthy archer etc. 100 Archery, 100 Stealth and probably 100 Swords

It depends on some choices Vaq makes regarding some proposed plugins.

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I'm very happy about the healing/bandaging mechanics, as it adds a lot to RP, but I did have one question:

Will people who have RP'd learning ability to heal, such as clerics, still have to start with the Herbalism skill at a zero? My character has no such ability, but I thought it a good question to ask. Normally people can level the relevant skills to their character with skill credits, but introducing a new skill will block that option off for people who already have used the credits.

That's why they're planning to give skill redistributions.

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I love all the "How do I get my health back freak outs" As if Vaq would just remove the regen and not give you someway to heal..... Only on the days when he feels like playing undead does that thought cross his mind.

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Is it possible for their to be some sort of week long trial or something to see how the new update works out? I mean, i really like it but i'm scared that it could make things to hard, not just for new players but also for experienced ones...

Other than that though i really like the new update and 300 limit stats.... Go Vaq!!

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