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All posts created by Edam

Edam
It will be interesting to see if things like this become possible:

https://massivelyop.com/2016/02/15/eve-player-uses-28000-of-skill-injectors-to-create-max-character/

IronBank created a brand-new character and used around $28,000 worth of injectors to max out every possible skill he could acquire to level 5. A total of around 2,846 injectors were used to boost the new character up to 473,344,000 skill points that would normally take over 20 years of skill training time to acquire.
Edam
NightmareSr
After thinking about this some it occurs to me that the daunting list of hexes with sequences would be much different if it would have been applied to just the assigned hexes.
Even with inactive or dead settlements, if the sequence would have been just spawned into hexes assigned to each settlement there would be plenty left for active settlements to work on after their own but would also be more balanced to the current population.
Would it be possible to isolate this year's sequence or whatever is done to just the "assigned hexes"? Or does anyone have thoughts on this?
The sequence could have been taken down but instead most groups have chosen to farm them. Hexes not being worked on were progressed to either a shadow or a wrath for two reasons. Firstly the nuhr escalations do not decay so you get to preserve the sequence to work on later. Basically "saving" the T3 stuff until you have time to work it. Secondly the nuhr escalations are relatively harmless to gather in and do not harass adjoining holdings overly much.

There was actually no good reason to take the sequence down. There was no reward as such for taking them all out, just the slightly annoying possibility that the Aristocrats would start popping up uncontrolled in places they were not wanted.

I would have been relatively simple to just keep clearing bosses as the hexes naturally decayed down to each new boss and by now we would be down to the last handful of hexes. There was just no good reason to do that.
Edam
NightmareSr
Last year's holiday event of the Nhur Athemon Sequence was my first in this game and I liked it but after logging an insane number of hours in the game by 1/7/2019 I was more than a little burnt out. I'm not sure I would push that hard again. Oh and my characters are just T2 so not sure what PVE elite qualifications since I just join in with any party that will have me.

Reasonably built T2 characters are definitely viable all the way up to Aristocrats. They do die about twice as much but their gear is vastly cheaper to replace so they just need to bank more often.

As far as "Elite" characters go, I am not seeing any huge changes in builds with these new high levels, possibly a tendency to learn more big hitting single shot expendables as they now have a purpose that justifies the XP and power used, but otherwise its business as usual. To be honest, the biggest changes in character builds in recent years is from things like the longbow/great-sword nerfs and the ridiculous and particularly stupid knee jerk nerfing of things like Devourer's Caress - seemingly based almost entirely on the uninformed observations and prejudices of casual players as anyone that partied regularly with a Devourer Caress wizard would soon realise they died way more often than a proper tank. people did it for fun, not because it was overpowered.

TBH … a lot of what I am reading here seems to be driven by a desire to make the game more "co-operative single player" like and hence moving away from being a pure competitive sandbox MMO . Combat difficulty scaling to your characters current level (aside from being incredibly hard to implement in this game a sensible fashion) is very much a single player game thing. Single player games are designed so that you can lose interest and wander off for a long while and come back and takeup where you left off. They do not get "harder" while you are away.

The idea a single player should be able to easily run an entire settlement is also single player thinking (in single player you are "the one" who changes the world, not just one cog in a much bigger picture), as is the desire for vast amounts of developer created special shiney content to keep people entertained.

Maybe a move away from a sandbox is necessary, who knows? However interestingly, some of the above suggestions go the opposite way and actually seem designed to messup struggling settlements run by casual individuals as they will force people to log in to defend whether they want to or not.

That said … there are a a lot of good ideas from various people mixed in there that are worth pursuing smile Its important not to throw out the baby with the bathwater.

BACK ON TOPIC:

One thing to consider for the xmas events might be something that gives individual characters/players rewards over and above the settlement based rewards. Potentially a PvP tournament, controversial as that may be ? Or maybe just something as simple as greatly enhanced chances of stone drops while participating in event escalations on particular days?
Edam
Bob
For bonuses, here are the constant bonuses each feat would focus on. The more specific the bonus is, or the greater the number of bonuses, the lower the actual bonus amounts would be. In some cases, the limited amount of constant bonuses would be balanced by putting greater bonuses on the per-keyword list. Those have a lot more details, so I haven't fully worked through them yet, but would focus on the usual mix of hit points, defenses, recovery, knowledge and skills. I'll post more info on those once I've worked through some initial thoughts on them.

  • Chymist: Negative, Holy, Force and Psychic Resistance
  • Concocter: All Resistances, Base Attack Bonus, Regeneration
  • Fermenter: Acid Resistance
  • Metaphysicist: Energy Resistances
  • Sapper: Fire and Sonic Resistances, Ranged Attack Bonus
  • Scientist: Fire, Cold and Electrical Resistances
  • Seeker: Speed, Perception, Light Melee Attack

Advancement would be very similar to that for all the other armor feats, but focusing on Adventure or Crafting for Category Points and Intelligence for Ability Scores.

Random thoughts …

  • It is hard to know how those will pan out without seeing the keyword bonuses.
  • The resistance theme on everything but seeker is interesting.
  • Only Concocter boosts Physical ? One thought, if Concotor is meant to be defensive, consider giving Concoctor similar keyword recovery bonuses and keyword save bonuses to the cleric healer armor.
  • Also, the perception offered on seeker is a fairly mediocre bonus (useless in PvE but might be a benefit to PvP) however I can see how it fits the role. Maybe give seeker a small physical bonus ?
Edam
I am not sure limiting the token processing to characters with the alchemist combat role actually makes sense unless it is something they do "on the fly" whilst in combat.

Making it a feature of the existing alchemist crafting role seems much more logical.

Also out of curiosity, what is planned for armor feats ? Some thoughts:

  1. rather than creating entirely new armors or just using existing armor already in game for the feats, how about giving the alchemist craft role recipes that "transform" select existing armor items into an alchemist version that better matches alchemist armor feats. This could use the same game mechanics as invoked when enchanting armor, except its done by an alchemist not a spellcrafter. NOTE this would transform the armor to a new type with new name, new keywords and base effects, not just add a feature like resistance the way spellcraft does.
  2. alchemists in tabletop do not suffer spell failure in heavier armors so I assume the same will apply here
  3. regardless of spell failure, making specialist alchemist armors light or cloth would seem to fit the theme
  4. whilst specialist armor that enhances alchemist attacks or improves saves and resistances fits the role well, consider some unusual or funky armor feats that nothing else has as well
  5. random example of "unusual" armor feats might be armor that recovers power or heals on a critical hit or adds extra effect power to alchemical potions and expendables
Edam
The main effect of the Ghostwood Splint gate is to limit high level armorsmiths to larger groups who regularly work high levle escalations. Solo players will struggle to get over level 16.

It does not really effect me either way as all of my armorsmiths are level 20 and TBH the level 20 gate is in many ways harder than level 17.

I was mainly pointing out that creating a low T3 uncommon helm would have potentially unforseen side effects smile
Edam
Sounds good.

Be aware that currently the level 17 armorsmith gateway requires Ghostwood Splint. Nothing else will meet the T3 uncommon +2 requirement and the recipe is difficult to find. If you add a T3 uncommon helm below level 17, levelling a Armorsmith to high T3 could become substantially easier.

Personally I think getting rid of the Ghostwood Splint requirement to level armorsmith would be a very good thing. However such a change should be made with full awareness of its implications.
Edam
This is not really a bug per se

A number of T3 Enchantments list "T3 Helms" as applicable items to enchant. There are no T3 helms.

The reference to helms should probably be removed for now and reinstated if and when we get T3 helms.
Edam
An alternative for expendables (at the expense of a bit of programming) would be to refund the XP but not the spell/manoeuvre itself. If at a later date the respecced character qualifies for the expendable again they then have the opportunity to relearn it by spending XP without needing to find a new copy. The simplest way to do this would be if they got issued invulnerable totally non transferable copies of the unlearnt expendables.

This gives people the XP back with access to previous expendables, but would prevent issues like asset stripping characters to acquire rare expendables for someone else.

However this would be a lot of work compared to just losing the expendables in exchange for the XP or simply having the expendables dormant until the character qualifies again.
Edam
When you can carry 50 tokens or 9 potions its generally hard to justify slotting potions.

We also need a way of right clicking on random tokens or potions in our inventory to activate them. Un-slotting your regular consumables to slot a one off buff and then waiting for the combat timer to finish before you can re-slot your normal loadout means most of the time you do not bother. I can see where bombs may be potentially OP if they can be used in this way but normal buff/heal potions ought to work fine.