no longer active 734 Share Posted August 12, 2012 Thier Crits now do Double damage though, so imigane Double Shot+FlameArrow+Crit o.o True but until you get to a high level you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. Link to post Share on other sites More sharing options...
Phibbup 286 Share Posted August 12, 2012 100 WRASSLIN' + 100 Stealth = Time to grind mobs. Yolo Link to post Share on other sites More sharing options...
Ruonna/Cerafina 46 Share Posted August 12, 2012 Really looking forward to the update! It looks amazing. Link to post Share on other sites More sharing options...
Necro (Darion) 20 Share Posted August 12, 2012 I'm assuming the potion crafting recipes are secret so no one metagames :P Link to post Share on other sites More sharing options...
The Womping Wizard 400 Share Posted August 12, 2012 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. Link to post Share on other sites More sharing options...
Deleted User 009 0 Author Share Posted August 12, 2012 I'm assuming the potion crafting recipes are secret so no one metagames :P GMs are working on getting images made lol. 1 Link to post Share on other sites More sharing options...
Augor 142 Share Posted August 12, 2012 *screams like a fangirl* *actually reads the changelog* *screams like a fangirl once again* 1 Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted August 12, 2012 Wiki needs update and info on how to level new skills and such and their bonueses Link to post Share on other sites More sharing options...
lordchaos13 2 Share Posted August 12, 2012 Vaq 2012! I can finaly get my fix of Lotc Link to post Share on other sites More sharing options...
Song Druid 1486 Share Posted August 12, 2012 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. Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted August 12, 2012 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 Link to post Share on other sites More sharing options...
Roderick Greymane / Vegas 219 Share Posted August 12, 2012 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 Link to post Share on other sites More sharing options...
Cyndikate 2303 Share Posted August 12, 2012 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. Link to post Share on other sites More sharing options...
Shar'ku/jenspelao 410 Share Posted August 12, 2012 YES! finally we have the new update! 1 Link to post Share on other sites More sharing options...
Sister Sequoia 438 Share Posted August 12, 2012 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. Link to post Share on other sites More sharing options...
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