The current mastery rate seems fine. I think Mastery would be a better feature if rather than just beating up NPCs to raise it there were actual mini “training exercises” that boost the rate in which u gain mastery and also focus on the skills of each fstyle (e.g. an accuracy-based quest for Cannon Fist).
so? It’ll be hilarious
i agree. I want ultimate art metal pulsar
who tf cares about the meta
Fuck the meta nobody cares about that shit.
I guess the only thing left to do is need the overall distance spiraling goes?
I know it defeats the purpose of the skill a little bit, but I prefer game balance.
A little bit of a crazy suggestion but give thermo a 0.825 or just a 0.8 damage affinity. 0.775 at max heat if you were crazier than me.
Incredible speed + great damage + great stays effect + decent size. Wayyyy too good compared to all the other fighting styles. It’ll still have burning but at least the base damage is worse. Though, maybe the speed is a bigger issue.
alr bet i can do this -999999999 fame
por favor change bounty hunting so that its a cd for the hunted player and not the hunter
Yeah, that’d be nice.
not so much, npcs feel way to weird to go agints (mostly gravy npcs and criminal npcs), npcs can use all things (magic, fighting style and weapons) perfectly and at the same time, ive encountred majors that use weapons fighting style and magic all imbued at the same time and its very unfair, also fighting styles that use bars on npcs never work (ex : sailor fist is always low on npcs), it would fix it making npcs choose a specific build instead of everything random, also npcs m1s are very weird, they spam it and glitch you and can’t do anything
But you dont have to worry about infamy and such.
Some of the drips good
look other then a deckhand rework the only thing I want is the 1 million bounty rank for the A.S like why does the navy have one but not the A.S
Uhhh yeah… just wait until you find out what it is right now ig.
I feel mostly fine when it comes to fighting bosses and some of the basic npcs when they use fighting styles or weapons. The biggest issue for me, however, is how they act when they have magic. Specifically, they have perfect aim on moves like beam and placed explosion. If they use faster magics, it can be annoying and difficult to properly defend yourself. And if they use a laggy magic like ash or magma, they slow your game down, sometimes blinding you with the effects, while leaving you open to be attacked more. Not to mention the problem increased with the new criminal and hero npcs having access to aura spells when they reach level 160, which makes them hit harder.
Eh, kinda. I think for things like potions and gear, there HAS to be a link. But when it comes to something like deckhands, there shouldn’t be. Especially when they are mostly pve based content. But we already know all about that. Generally, the two shouldn’t be too intertwined in my opinion. Especially if a player really likes one part of the game, but can’t enjoy it properly due to it’s shoehorned involvement with another part they really dislike.
Besides being forced to wear certain clothes, it’s fine I suppose. I don’t have too much experience with it to say much.
I think that besides the deckhand bit, it’s fine. You can go and try to reach the leaderboards and prove yourself to be a pvp king if you want, but it generally doesn’t affect your normal gameplay too much all things considered. Unless you get all your renown, which could only be a few thousand, maybe 20 thousand max, wiped out by dying once. Not very fun to deal with.
I made a suggestion like this in the post you linked at the top. Maybe players can have the option to disable pvp outright unless they are on the leaderboard. That way, pvp-centered players have to deal with the risk and reward of being hunted and hunting others, while players who don’t really care much about pvp and want to experience the thousand other parts of the game can do so in peace.
Max right now is 0.875 right?
Since it’s relevant, I can bring up how another game handles global PvP: Aberoth. It’s a small little MMORPG with player governed worlds/economies. PvP is global, but not enabled by default. Instead, players have two modes. Friendly and Unfriendly. Friendly players cannot attack other Friendly players. Unfriendly players can attack anyone. If an Unfriendly attacks a Friendly, they become Wanted and cannot swap back for some time until their Wanted status ends. Wanted status can last longer based on how much harm you cause. If you kill enough people in a short time frame (4 in 24 hours or 10 in 7 days) you become Infamous and can no longer switch to Friendly until your Infamy wears off (which is when enough of your kills are long enough ago to make you below the infamous threshhold) When you die while Infamous, you are sent to jail (can be waited out offline though the timers tend to last a couple hours or days rather than a few minutes) While you are Wanted or Infamous, logouts aren’t instant. You must wait a minute to log out while in either of these conditions. Closing the game leaves your character in the world for that minute, unable to defend themselves.
I’m not saying this should be exactly how AO does it, but it’s a possibility. The part about not innately being able to hurt other friendlies as a friendly unless you turn on the PvP mode (and being able to fight back against people in the PvP mode) could be a nice thing. There should also be an announcement in chat for anyone in speaking distance to see that a player turned PvP on or off. Maybe the announcement is sent, then the player has to wait 5 seconds before they can attack or be attacked. Gives people time to get away.
Your first idea was better. A PVP toggle is stupid and should NEVER be added(especially with the way the game is), however, the “friendly and unfriendly” thing is actually pretty cool, but I doubt it would change much. People that don’t neglect PVP will still dust people that do.
Oh snap, speed reduction needs to come soon then
When were those, anyway?