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Topics - silverhound

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After having played a bit on Toll's server again, there were two feelings (for me) that cropped up about ECC's.

They feel exploitable on worlds where a lot of ECC's were already collected.
Just making a new character and picking up a single container fills your entire inventory (and on Tolls you can just clean out the inventory several times and do it all over again)

They were annoying me to the point of fearing running into another container.
I like to keep a clean inventory, if i dont need it it's out. (okay, it's not as clean as i might want it to be, but i'm trying)
Running into a single container and having it instantly fill my entire inventory? stuff of nightmares.

Personally, i'd love an option to not have containers turn into enchants 'unless your inventory is full' just so that i would be able to pick up containers to up the charge count for others without turning my own inventory into a mess, since i'm sort of doing my best to avoid touching them right now.
(is there a way to see how many full charges you have left to go? i'm kind of missing the 100%+ number right now, even if its just to tell me that i dont have a giant backlog waiting anymore).

Anyway i was wondering how others feel about the way ECC's work right now, am i alone on wanting my enchant inventory to not look like a big wall every time i open it?

Also, i was wondering how this works in combination with the rare enchant giving containers from the lieutenants / overlord, how does it queue picking up those if your inventory is full, and what does it do if you pick those up with a significant backlog (will it give you lots of rare enchants?)

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A Valley Without Wind 1 & 2 / Killed Toll's world
« on: March 27, 2012, 06:48:00 AM »
Well, just killed the three lieutenants and the overlord on continent 4.

So i left the overlord tower, went to a harbor and sailed to the new continent...
Only there wasn't any, nope... instead the settlement had been placed on continent 1

It shows two settlements now on continent 1, the other called continent 5.
The continent still has all its towers conquered, and is still at tier 5.

And best part of all, i couldn't even leave the game normally, pressing esc took control away from my character but it didnt open the menu.
Instead i got spammed with a huge amount of error messages just by being on continent 1 or 4 (didnt bother checking the other two)
In the end i attempted to access the menu while on a continental ship in the ocean, that finally worked.


Yes, you all have permission to reenact that great scene at the statue of liberty in planet of the apes now :P

added it to mantisbt:
http://www.arcengames.com/mantisbt/view.php?id=6894

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A Valley Without Wind 1 & 2 / Meteor Shower (mission type)
« on: March 26, 2012, 02:17:03 AM »
Not sure how to start, so i'll just throw it out there:

On default difficulty Meteor Showers come across as rather... easy, boring, and taking long to complete.

-I spend the majority just standing at one stack, occasionally shooting a meteor out of its path towards it.
-When the last meteor has fallen, even the stacks I didnt defend usually have one or two crates left each, sometimes more.
-That 100 of them fall only makes it take long, if it wasnt for my character's health i'd just walk away (pretty much the only reason i dont walk away).

And while i was writing this, i completed a Meteor Shower by just waiting invincible at the border for the last meteor to fall and then cleaning up all npcs. (yes i know, exploity. Had to know for sure though, didn't want to make an unsubstantiated statement that it might be possible) ;D
Granted, there was only 1 crate left, but i expect there to be more left the next time.

To be honest, the biggest problem to me personally is that this mission takes so long compared to other missions, and involve so little action.

My suggestion:
Decrease the amount of meteors, and make them explode upon hitting the ground for additional damage that even hits crates that werent in its direct flight path.
This would put more pressure on the player to alter the path of all meteors approaching the stack he is defending, increase the chance of stacks he doesnt defend to have disappeared entirely after the last meteor has fallen, and make the mission itself shorter.

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