Are Tier 2 Enchants supposed to take up 2 slots each? Wonder if that was intended or not.
Posts made by Xzait
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RE: Enchantment Issues
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RE: Enchantment Issues
@Sativo said in Enchantment Issues:
@Xzait said in Enchantment Issues:
One issue that is current tho, is that alot of the enchantments are impossible to get to tier 2 (assuming the wiki has all of the reagents listed)
It does, all the ones that are in now at least, that is IF the wiki editors have had time to update it this for test yet.
The devs haven't added all the mobs that drop the "missing" reagents yet to the alpha build. There are a bunch of more mobs to be added to the game that all drop different resources.for sure. especially if we are supposed to be able to get tier 3 eventually. At this point, i doubt there is even a single thing that is possible to get tier 3 yet.
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Minor Bug: Move speed updating
Equipping a necklace with +dex doesn't increase move speed instantly. Your move speed isn't updated until you speed gets modified by something (like a slow or the paved road speed buff).
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RE: Enchantment Issues
One issue that is current tho, is that alot of the enchantments are impossible to get to tier 2 (assuming the wiki has all of the reagents listed), due to there only being 3 reagents present with 'Create', being Bloodvein (Create of 2), Brain Mushrooms (Create of 1) and Spark of Life (Create of 2). Because they have such low values, u need 3 of them, leaving only 2 possible reagents for the other 3 parametres.
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RE: Enchantment Issues
For Tier 2 dex, the only thing that is interchangable is Mandrake root/Crystallized Magic/Rabbit Paw. All the rest can't be swapped.
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RE: Enchantment Issues
Ye, I realised it probably shouldn't have been posted in the bug section. I sure hope you do get to choose which ones later on. They said minimalistic RNG, and this certainly isn't that. I would be happy if u could choose what u want, and based on your luck if the enchantment succeeds or not and the materials are consumed reguardless. I could get behind that, but not this. I don't want to have to make like 20 necklaces before i get one with the right enchants and blowing like 100 reagents or more for just 1 necklace that is completely randomised +all the materials to make new ones.
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RE: Dead wood bow
Who knows, maybe they will introduce a bow with blades on the end of it, that you CAN use as a melee weapon.... or a magic bow that doesn't consume arrows, but mana instead.
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RE: NO EU server? no thanks!
@Namus said in NO EU server? no thanks!:
@Sativo Well then you are minority because most people have 130+. Its fine if they don't open one tbh i just wont play it. Not the end of the world. Also cost of hosting is a bad excuse considering its very cheap now and there is many private servers for various MMOs hosted in EU.
OMFG XD are you seriously complaining about a mere 130 ping?
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RE: Enchantment Issues
I put in all the effort to work out how to be able to get dexterity to tier 2... and i only get penalised for it.
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RE: Enchantment Issues
@Xzait To top it all off, I enchanted it the 2 more times possible, to see what would happen... and sure enough, it filled all 4 slots with everything EXCEPT the Dexterity bonus.
Coz i toooootally need melee damage and intelligence on the same necklace.... or melee damage and spell damage...
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Enchantment Issues
I was trying to enchant a wolf teeth necklace with tier 2 dexterity, but with the rss to make that possible, it allows for 5 different enchantments. I can't pick which one to enchant it with and it keeps giving me everything except the only one i am after... Like... it could at least go for the enchantment with the damn highest amount of the circles filled. what is the point in trying to enchant your necklace for dexterity when you get magic damage up? At least let us CHOOSE what we want... so, what? i need to make 10000 necklaces till i get one with the 4 enchantments i want? and have my old descent one break before i get to make a new descent one, even tho all i am doing is farming for materials for the necklace?
My character has 6 intelligence for a reason... I don't want more... same for cooldown reduction... who cares about that when u almost never use skills?
My charisma is at max... like, that's what luck is for isn't it?
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[FRAC-2063] Vanishing item picture
If you hit ctrl and drag and hold an item, then press i to open your inventory, the picture for the item will vanish. Fortunately, the item will still be in your hand and not deleted, but it looks like it isn't.
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Glitched item details not going away
I was in the enchanting table, moved one penny bun mushroom that was in the enchanter onto another that was in the enchanter, which stacked them. I tried to split them again into seperate enchanting slots from the enchanting slot that they were in and nothing happened. I dragged them into my inventory to split them and the info for the first penny bun mushrooms came up. Dragged it into the first slot and the second quickly into the second and the info for the mushrooms wouldn't go away. Closed my inventory and the enchanting screen, but it still persisted. Moving the mouse will make the info card jump around the screen in an honestly pretty funny fashion.
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No Ranged Bonus on Bow Enchanting
The Longbow has a Melee Bonus Damage Enchant and a Magic Bonus Damage Enchant and no Ranged Damage Bonus Enchant, despite that being the only damage it deals.
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RE: Dead wood bow
That is because Dead Wood gives a melee bonus, reguardless of what u use it for. Just as Yew wood gives accuracy, Birch wood gives Luck and Chestnut wood gives Magic Damage. Hover over the Chestnut wood and u will see that it will give the bow a +% magic damage. +10000% of 0 is still 0 tho. it is up to you to choose the wood u want to use. @Prometheus one thing I'd like to know: Why is there no Ranged Damage Bonus? Luck and Accuracy are still useful for Mage of Melee Builds, but Magic and Melee also have their own special bonus typed wood.
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RE: [FRAC-1769] Equipped shield weight class counts even if shield is not active
@Recoil said in Can't Cast Wearing Light Armor:
As a side note you don’t need an axe equipped to chop trees and such, it just has to be in your inventory
That doesn't matter. All that matters is what your primary weapon slot currently is (and shield if it is in use) and what other armour and accessory gear you have equipped.
I was casting spells just fine as a mage when i had a bow in the first weapon slot and an axe in the second. -
RE: [FRAC-1769] Equipped shield weight class counts even if shield is not active
@PeachMcD The picture is too low a resolution to see what it is. I trust you did this already, but double check all pieces of your gear that u have on are within the requirements and not just the chestplate (i'm assuming that's what u r hovered over).
Also, check to see if your shield is out while u have your wand equipped, coz that could be the issue. -
RE: Mazes bug finds Alpha 2. test 3
@maze If you read the text on your screen when u try to place a chest in the magic shop or town hall, it tells u they aren't intended to be placed in them.
Deleting plots isn't a bug, it just isn't implemented yet.
I think it is possible only citizens are supposed to be able to build in a town, if anyone. It would be a pain getting clutter in your town from complete rando's passing through. Build things like fleshing beams on your plot and set them to public for anyone to use, then u don't need to worry.
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Player Professions and possible implementation idea
People have been complaining alot about the tanning tubs especially lately and I had an idea of a potential way to solve the issue, if the devs are willing to potentially scrap some of their work, and put in effort towards this. It has long been a discussion of what people want to do in the game and what they want to specialise in. Some want to be merchants, others want to be warriors, some want to be hunter/gatherers (like myself).
With the Town/City buildings the way they are, anyone is able to do anything, so long as they are a citizen, which isn't what at the very least, some of the players wanted. Why should I be able to make pristine clothes, if I want to specialise as a blacksmith? They are two completely different jobs! What merit does someone have becoming a crafter and selling their wares, if any Joe Bloe can do it? How would they be able to sell anything?
My idea is this: Player Professions.
At the moment, Personal Player plots don't have much of a use, besides a place to put personal chests and a little fancy decoration, building a house and a bed and a table. Why not change it up and depending on what profession a player chooses, the available items to place on the plot changes. For example;Players with a Tailoring profession can make tanning tubs.
Players with a Craftsman profession can carve furniture and wooden objects out of wood (maybe they can have a buildable woodshed on their plot, and ofc, it would mean furniture would have to be carryable in the inventory , at least temporarily).
Players with a Blacksmith profession can make metal weapons like swords and maces.
Players with an Apothecary profession can make powerful medicines or devistating poisons.
Players with an Anchanter/Enchantress Profession can enchant player's gears.
Players with a Merchant Profession can't build anything on their plots, but instead get a 20% move speed bonus when carrying a resource cart behind them, containing all their wares (if a resource cart actually becomes a thing)
or some other, misc. ideas, like a 'Talented' Profession, where the only bonus is an increase to knowledge gain from enemies, requiring them to kill fewer (for a more casual player - or hardcore if they choose it first, only to change later on when they have mastered everything)
or a 'Miner' Profession, where you dig up mineral resources twice as efficiently.
a Lumberer profession, where you chop down trees or harvest twigs twice as efficiently.
a Scribe profession, where a player can document things on paper and make their own books. As a result of this, a town/city could have a library.
Possibly have some combat professions as well, for the warriors, mages, clerics, assassins, sabateurs and archers (sorry if i missed any combat classes).
And maybe even a profession that increases the chance for rarer loot to drop.What does everyone think? I personally feel that this would be the best way to take the game for a player based economy game, in a way that can make, and keep it interesting for everyone for longer. Feel free to suggest any ideas any of you have!! Please @Prometheus , consider this, especially if alot of players end up loving this idea ^c^
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RE: Tanning Tubs Are a Disaster
I reckon a better way for the devs to implement this is to let people choose professions at the beginning. Depending on what profession someone chooses to go with, alters the outcome of things that player can build on their own plot. Later on this can possibly be changed, but it would be at a very hefty price, as so players don't just swap over 20 times a day to craft literally everything on their own. In reality, if the game economy is going to be player based, all the town needs is possibly a place to store logs to build more houses, a place to store large stones for the same reason and a warehouse or 4, for players to store all their town shared loot with one another. Why have a tailor when, if they want there to be specific players doing their own professions, make it available for literally anyone in a township? I will make a new topic for this to see if anyone else thinks it is a good idea too. Then if enough people like the idea, the devs can get more of an idea as to if they should implement.