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Patch 2.8 | Herbalism & Stealth

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Thier Crits now do Double damage though, so imigane Double Shot+FlameArrow+Crit o.o

True but until you get to a high level you will be at a huge disadvantage.

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100 WRASSLIN' + 100 Stealth = Time to grind mobs. Yolo

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100 WRASSLIN' + 100 Stealth = Time to grind mobs. Yolo

yolo

Looks like a nice update, already getting a stat reset when I still had 175 credits to spend so I'm not loosing much. Debating whether or not to try he herbalism and I like that you don't need the smith and lumber to buff, frees up 100 credits.

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*screams like a fangirl*

*actually reads the changelog*

*screams like a fangirl once again*

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Wiki needs update and info on how to level new skills and such and their bonueses

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Everything seems well except for the sneak and mob thing. I see this being abused for PVP-will people go around with 100 sneak and 100 swords to beat eachother at pvp?

Also, I do not see how increasing the chance of death at night encourages better RP. I was told this encourages people to look into settlements than going about solo, but what about when every mob in your chunk starts targeting you at night? Even if it can't see you? This seems completely unfair. We'd have to stop RPing in order to fend off the mobs. We already have a ton of mobs in Elandriel, and if we want to survive we have to invest points into a combat skill even if we don't have one. Because, although we could stop them in RP, the mobs will not stop to RP with us.

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Everything seems well except for the sneak and mob thing. I see this being abused for PVP-will people go around with 100 sneak and 100 swords to beat eachother at pvp?

Also, I do not see how increasing the chance of death at night encourages better RP. I was told this encourages people to look into settlements than going about solo, but what about when every mob in your chunk starts targeting you at night? Even if it can't see you? This seems completely unfair. We'd have to stop RPing in order to fend off the mobs. We already have a ton of mobs in Elandriel, and if we want to survive we have to invest points into a combat skill even if we don't have one. Because, although we could stop them in RP, the mobs will not stop to RP with us.

Guards

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I love all the new ideas and additions for this new patch, however I think that there should still be a healing rate from hunger, not like it was before, it would be a lot slower, but still being able to heal over time, I mean in real life we heal very slowly when wounded, which is caused by eating healthily and drinking the right fluids. Not healing at all, unless from using a bandage is slightly ridiculous, considering the realism that is trying to be created with this patch, you should be allowed to heal over time like in real life. An example of this is, say you are a hunter and you get a wound from an animal or mob, a broken leg perhaps, you kill the beast, but have run out of medical supplies/or just didn't have them in the first place and then are forced to stay in a tree or cave until you have healed/recovered enough to move again.(this would create realism and great rp opportunities, forcing others to look for you, writing in a journal about the days you are stranded, having to scavenge for food to not die of starvation, threat of death by other beasts, etc.) Other then that, I think everything else is just fine. :)

P.S. this idea was formed with the help from the Great and Almighty Shady. :P

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Meh, not bad.

Can you also encourage resting out of combat without bandages? It's not like anyone can place a bed down since the whole area has perms in it. Wounds heal overtime without bandages, don't you think?

Also, can you guys explain to me on how this stealth system works?

I'm not saying this to complain, but perhaps offer suggestions.

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I love all the new ideas and additions for this new patch, however I think that there should still be a healing rate from hunger, not like it was before, it would be a lot slower, but still being able to heal over time, I mean in real life we heal very slowly when wounded, which is caused by eating healthily and drinking the right fluids. Not healing at all, unless from using a bandage is slightly ridiculous, considering the realism that is trying to be created with this patch, you should be allowed to heal over time like in real life. An example of this is, say you are a hunter and you get a wound from an animal or mob, a broken leg perhaps, you kill the beast, but have run out of medical supplies/or just didn't have them in the first place and then are forced to stay in a tree or cave until you have healed/recovered enough to move again.(this would create realism and great rp opportunities, forcing others to look for you, writing in a journal about the days you are stranded, having to scavenge for food to not die of starvation, threat of death by other beasts, etc.) Other then that, I think everything else is just fine. :)

P.S. this idea was formed with the help from the Great and Almighty Shady. :P

^^^ That. I'm cool with SLOWER healing without first aid, totally reasonable, but not ZERO healing, that makes no sense. I don't mind having to be more careful, it adds consequences to your actions and decisions, and increases the need for guards and such.

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