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  1. Kelzyr

    Criminals need to have actual punishments for playing as criminals.

    They had a jail system in Archeage that was kinda fun....the first two times, then it was just an annoying mechanic you had to deal with... That said, if you only go to jail if you die near the guard zones it would be a great disincentive to pvp near the towns.
  2. Kelzyr

    Solution for Reds(Murderers)

    You obviously aren't reading what I'm typing. I AGREE WITH YOUR CHANGE (mostly) I don't think there is much harm in it. As I've stated a couple times now, there are ways to play as red without these for the time being. I never said to EXCLUDE solo players, I just don't think we need to make...
  3. Kelzyr

    Solution for Reds(Murderers)

    If you have a group of 2-3 people you are good man. That's 2-3 houses and 2-3 crafting benches. Take a little time before you start murdering mindlessly to get a house and some goods and build a base of operations out somewhere. I don't see how leaving the priests in the red towns tips the...
  4. Kelzyr

    Solution for Reds(Murderers)

    If you truly read everything I posted I gave plenty of avenues for the solo player to go down to still play. In some cases it takes a masochist to play that way, but you can. I agreed with some of your post, but not all of it. I still think removing the red priests in the red towns is silly...
  5. Kelzyr

    Solution for Reds(Murderers)

    I can accept the "sandbox argument" but that also comes with the responsibility to try and play in the sandbox with the toys your given. I think the suggestion to be a red player that lives in say vadda then travels to fab/meduli/tindrem to kill is perfectly viable, you'll just have to walk...
  6. Kelzyr

    Solution for Reds(Murderers)

    Why must you insist on being a solo red player? Tbh I don't understand this strange antisocial obsession in a MMO. That said you've misunderstood or refused to understand the suggestions. 1. Don't go red: yeah, pretty simple, you can kill people without going red ... You'll just have an 8hr...
  7. Kelzyr

    Solution for Reds(Murderers)

    Of course my solution is a bit steep, asking new players to farm gold to buy housing deed, build it up and put benches in it. But it's not impossible. Tbh I don't have a ton of sympathy for random new players who go red because they got trigger happy killing people in the graveyard because they...
  8. Kelzyr

    Solution for Reds(Murderers)

    The second part wasn't necessarily directed at you. But the idea would be to build houses near the red priests with crafting benches in them, unlocked for anyone to use (in a sense creating these 'red camps' OP suggested). Tbh I haven't dug into housing so idk what benches are availabile.
  9. Kelzyr

    Solution for Reds(Murderers)

    Agreed, if these camps are added but the priests not removed from red cities that's not a horrible change, but kind of short sighted. Why not just make these camps as a red for reds using housing? Just a thought.
  10. Kelzyr

    Solution for Reds(Murderers)

    This is kind of a silly suggestion that comes from the premature priest change and new players who didn't not understand the consequences of becoming a murderer before doing so (or did and didn't realize the kran boy's are pretty territorial) If you go red prematurely I'd suggest waiting out...
  11. Kelzyr

    The world feels extremely empty.

    Tbh, though the variety is somewhat lacking atm, a good fix would be to lower the spawn count per spawn and then add more spawners sprinkled around.
  12. Kelzyr

    Stolen Items - Why cant we put them in horse bags?

    In all seriousness I agree it's dumb. Not like the pet doesn't turn crim when you do
  13. Kelzyr

    Stolen Items - Why cant we put them in horse bags?

    All horses are pious beings that will never agree with your hedonistic ways of taking from the weak. Shame be upon you. The horse god and it's kin abhor you.
  14. Kelzyr

    Why the mana regen to armour weight nerf?

    Tbh I didn't read the whole thread but this was absolutely an indirect buff to human mages because 90% of the mages are alvarin. MO1 had similar mana regen rates, we made it work, we can make it work here, especially with shields. You don't need 100% mana regen, 70-90 is just fine
  15. Kelzyr

    Starter Sword

    I think the starter sword should not leave Haven. It works fine as a tool in Haven, but once you leave you shouldn't get the crutch. Like I said before, if you used Haven right you shouldn't need the starter sword by the time you leave. Fists are not as bad as the sword, you can't parry with...
  16. Kelzyr

    Starter Sword

    Tbh this should be a no brainer, select a free bound weapon of your choice equivalent to the current sword while in Haven, when you leave Haven it disappears, same with the torch. If you haven't done the tutorial or farmed 10g worth of stuff before leaving Haven that's a you problem. If you...
  17. Kelzyr

    Login Time On The 25th?

    The website has a countdown. It's 'due to release' at 8AM EST Tuesday That said...there can be hiccups and it could be later.
  18. Kelzyr

    I think mats in banks should degrade, how about you?

    Is any MMO ever 'finished' when it releases? Isn't inevitable that there will be cheesey ways to obtain certain things in the game that was not intended by the developers? I'd say look at the history of MMOs and the answer is clearly yes. I understand your concern, and it does suck for people...
  19. Kelzyr

    Larger Pet Spawn timers

    The point is for these pets to be "rare". It's understandable that you'd want these pets....all tamers do, but unless you have a group capable of locking it down till you get one you're kinda stuck with lower tier pets. IMO they should add a couple more white bear spawns locations that are...
  20. Kelzyr

    Render Distance

    I think instead of 'humanoid' it should always show name/tag, and IMO the weapon should load in as well...too many times have I been pegged by an arrow when you see the naked model....