• RE: Mele combat need and improvement to hit targents in movement

    I personally havn't tried melee combat yet, other then the spear in alpha 1-2 where i didn't have much issues with it. Perhaps the different types of melee weapons have different ranges? I dunno. I agree that u can't just have a base range of one. Having a low base range could be useful though for player mechanics in fights however. For example, in a PvP fight, you might have an opponent that likes to run in and out of their target for cooldowns on skills or something. You could counter it by swapping to a bow while they aren't in melee range or a staff to cast magic or curses. Your character might not be built towards such things, but if u r quick enough, any debuff or stab with dmg on your opponent when you couldnt have otherwise would still give u an edge 🙂

    posted in Discussions & Feedback
  • RE: Would love to see mob loot drops tied to knowledge

    @Roccandil I think RNG should still have a part. Artificial extensions to games make them longer, and grinding becomes less mechanical. I reckon you have an amazing idea, however, I personally believe that removing RNG isn't an option. When I got to this test, i was happily surprised that trees didn't give 5 twigs every time, regardless of tree. Variation makes the game more fun.

    However, I believe, coming from your idea, the knowledge system should give a higher chance to drop rarer loot, such as rabbit feet. For example, at 0% knowledge on a rabbit you have 5% chance to get a rabbit foot, at 25% knowledge, you have a 10% chance, at 50% you have a 15% chance and at 100% you have a 20% chance. Considering how fast your knowledge goes up, and that rabbit feet are SUPPOSED to be rare, even 20% is a bit high potentially, but it's a rough draft ^c^

    As much as i know some people hate RNG... for the most part, it keeps the game interesting. Seeing the exact thing over and over gets stale very quickly. RNG is the staple of most games today and it adds major replayability.

    posted in General Discussions
  • RE: [Wiki] Info box upgrade

    I think you're worrying about something that may not ever happen. Currently the only items like this are armor with each having 3 variations.

    I modified the Scholar Clothes page to account for this information using the same layout items already present. If at some point an item can use 4 variations of 3 different items then maybe it's time to rethink - until that point building complex items into the wiki seems premature since we have no idea what that future looks like.

    If the game does eventually have a different look for these items based on materials used, we can make a "variations" table with each variation of "Scholar Clothes" since they're all the same base item.

    Unfortunately I haven't had a ton of time lately to do anything with the wiki due to work so I definitely appreciate others stepping in to help. Usually no one makes it past one test cycle once they realize how much work it is 🙂

    posted in Questions & Answers
  • RE: How is bow build viable? seems underwhelming...

    @Prometheus does bow damage stat off or PER? it's hard to tell how its' damage goes up looking at stats, as there is no mention of bows in the character creation. Perhaps there should be a tip put into it in future updates? I got my str to 15 this test in case bow damage statted off of that, but it doesn't seem to have helped.

    I have been trying to do a bow build from the get-go in this game, but the lack of info does make it difficult. I havn't read up much on the news, because i like to discover things for myself instead of be spoiled for info and not have the excitement of discovery, so it is probably my fault... BUT, when the game is eventually released as open beta or a full game, New players with no background knowledge (like I, in effect would be testing as) NEED to be able to find out how they need their build on their own through wit and the descriptions of the different stats before them.

    To add to this, my suggestion would be to add some kind of 'advanced descriptions' to the game. Have the basic description of everything that u do now, but then an extra button to open up more detailed notes on EXACTLY what each stat does for you in-game. Of course, this probably can't be done until all the stats are fleshed out completely and are exactly what u guys want, but I hope to see it implemented ^c^

    posted in Questions & Answers
  • RE: Unintentional movability of objects in other player's house

    That's really neat 😮 pretty sure it was part of the rescent patches too.

    posted in Bug Reports
  • RE: Daily Message posting

    Daily message

    posted in Off Topic
  • RE: 'Bookmarks' on map?

    Also thought of this, found some good spots for herbs.

    posted in Discussions & Feedback
  • RE: Would love to see mob loot drops tied to knowledge

    I wonder if crafting will be open to any class, or if you will need to put points into it.

    I made a new char with high charisma and luck trying to see the difference in drops.

    posted in General Discussions
  • Would love to see mob loot drops tied to knowledge

    Right now the ingredient drops of animal mobs are quite random, and oddly so (how come most rabbits I kill don't have feet?) 🙂

    I'd love to see the following system:

    • You kill an animal
    • You skin/butcher an animal, if you have the right tool
    • Your loot results are determined by your knowledge of the animal (and perhaps the quality/type of tool)
    • RNG has no part! 🙂

    The animal knowledge trees would thus have ingredient unlocks as well as abilities, which would make it even more interesting to get knowledge for creatures without abilities (like rabbits!). 🙂

    So, at rabbit knowledge level x%, you unlock the ability to always loot a rabbit foot.

    As to humanoid mobs like goblins, this system could still work, but only for ingredients that are innate to their bodies, like tongues (and not simply something they might be carrying).

    posted in General Discussions
  • RE: Mele combat need and improvement to hit targents in movement

    @Eigus or at least like in DII with ranges 1-5

    posted in Discussions & Feedback