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  1. Kelzyr

    Mages are trash or what the hell is going on?

    Great example. The key to mages is finding the fastest way to put distance between yourself and the enemy player (this video has some great examples utilizing the terrain/buildings). The biggest problem mages have currently is when you're outside of town with nothing to jump onto (reference...
  2. Kelzyr

    Forcing players to interact with others for crafting purposes is great, but one character per account locks us to one combat playstyle.

    I think the current system works pretty well. I like that my fighter and crafter are the same person so I don't have to log out to make someone equipment or even make myself equipment....trade to my friend, then trade to my combat character. If anything I would be ok with them adding ONLY ONE...
  3. Kelzyr

    Wounded ai should suffer movement speed penelty.

    Henrik has already said this is going to be added. At least the fact that NPCs will not be able to run mach 5 when 1 hit, not so sure about a 'snare' mechanic.
  4. Kelzyr

    Magery and archery?

    When more of the magic schools come out mages will be much stronger. Be patient. If you can't be patient go play something else till they're balanced to your liking. (Which will most likely be never because SV never balances based on 1v1)
  5. Kelzyr

    Magery and archery?

    When more magic schools release the power of mages rises exponentially...especially if they keep some of the schools as powerful as they were in the first game. Unfortunately ecumenical spells is a very basic set of spells so they can be somewhat underwhelming. I think the main problem with...
  6. Kelzyr

    Magery and archery?

    Some people like to fill the support role (like myself) but there is nothing stopping you from tweaking your attributes to temporarily use a melee weapon if you need it to farm solo (I will in the beginning of the game) If you concern yourself with 1v1 scenarios then your best not being a full...
  7. Kelzyr

    Two potential game issues related to PvP I've run into so far in stress test

    I think it's valid to feel like the transition from Haven to Nave sucks and most people haven't gotten a good introduction to how the world really is because the tutorial is lacking. You must keep in mind, both haven and mounting horses was added 3 DAYS before stress test. (Terrible decision...
  8. Kelzyr

    Two potential game issues related to PvP I've run into so far in stress test

    I'll leave my two cents...I fully understand the frustration first of all. Losing shit after spending hours getting it is very heartbreaking. There are a few reasons why what is happening is happening. 1. Towns do not have enough guards to prevent people from killing inside city limits. 2. Just...
  9. Kelzyr

    Build diversity in PVP?

    Not quite sure I said rampant ganking and griefing is a good thing. Your system will not fix these problems, only add another layer. Done responding to you, agree to disagree.
  10. Kelzyr

    Build diversity in PVP?

    IMO, yes, there is a limit to what is fun and what is overly obnoxious. I understand in concept that you'd have to find people content with just crafting, but a system like that will simply turn people to sub 2 accounts...good for starvault's pocket, but not good for the player base.
  11. Kelzyr

    Build diversity in PVP?

    Then you're returning the system to how MO1 was. No thank you
  12. Kelzyr

    Build diversity in PVP?

    That's what the system was in MO1, though I assume you are suggesting we get 2300 points to use however we like... Personally I don't think it's necessary. I get some people are not interested in combat abilities and others are not interested in crafting, but I don't think this will lead to a...
  13. Kelzyr

    Magery and archery?

    For farming specific fauna you basically have to be a mounted archer (springbok and wisents) because they flee at too high of speeds. Most aggressive animals don't give a shit about parries. All humanoid NPCs are best if farmed with a melee weapon for parries. I have tested magic and it does do...
  14. Kelzyr

    How does the Murder Count system work?

    Also this blue blocking scenario would only really arise when fighting in towns...and if you're war-fighting in town and don't have the 'no blue blocking' option turned on you're kinda dumb IMO.
  15. Kelzyr

    How does the Murder Count system work?

    I'm not trolling but you can think that way if you'd like. If we were in spoken comms I'm sure I would be able to explain it in a way that would be more acceptable yet here we are in text. I can explain away most of the griefing tactics you think arise from a system like this.
  16. Kelzyr

    How does the Murder Count system work?

    Yes, there are going to be some situations that it will give the murdering guilds the advantage, especially for someone who has no knowledge of guilds/bands of red players. I just think the system isn't as hard as you make it out to be.
  17. Kelzyr

    How does the Murder Count system work?

    Either I'm not explaining myself well or you're not understanding me. In this case a random guild member wouldn't know...and I think that's an acceptable side effect. If the guild member who hit the blue doesn't relay that info to the rest of the guild...that's their problem IMO.
  18. Kelzyr

    How does the Murder Count system work?

    I'd suggest not letting people turn off their tag...If you're in the guild you should represent it. Not sure what the point of not having your tag off is...unless you're doing shady shit. I think your points are moot. If its a foot group I assume you got away because you are on a mount.....I'm...
  19. Kelzyr

    How does the Murder Count system work?

    It requires players to have more knowledge of which guilds are RPK/murder guilds or not. If you don't have the knowledge then just steer clear of everyone. It may be more difficult than just seeing the color, but its not like knowing is impossible without the old system. And if you were close...
  20. Kelzyr

    How does the Murder Count system work?

    The local grey would only apply to the random blue blocker who got hit....the entire guild wouldn't turn criminal. Do you not remember how the 'local grey' system worked? Guild1 is fighting Guild2 in town (war). A random blue person gets hit by Guild1. Random blue person has free reign to hit...