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  1. KermyWormy

    One character per account

    Something needs to change with it, which was my point in bringing it up in this one character per account thread, SV can't rely on copy/paste of old systems into the new game because the reality of having only 1 character effects a lot of systems. We used a multitude of characters per account...
  2. KermyWormy

    One character per account

    So basically you're saying, don't do the primary function your character is designed for, in this case magic, to progress in the game, but rather rely on crafting related things (which you may have no interest in) because we now will have another skill point pool to invest in ya? guess what, a...
  3. KermyWormy

    One character per account

    I think the fact that SV has and had plans for more magic schools than we see in most games kind of goes against your claim about their game design regarding magic. Regardless tho I hope you can play the game the way you want to, just like I hope pure mages can as well. But come on bro, a...
  4. KermyWormy

    Road Signs

    I would also like to see some signage on roads that may lead to points of interest that are not towns which would use the actual lore friendly names so we can know what some of these places are actually called. I like sausage lake, love shack, and twin peaks, but some proper names would be good...
  5. KermyWormy

    One character per account

    The thing is that they aren't trying to develop the game just for your particular interests, or mine for that matter, but rather for a lot of potential players. And the issue isn't a matter of "commitment" but rather an issue of complete inefficiency. If you have one character and it is a pure...
  6. KermyWormy

    One character per account

    I think the inherent problem is that it's a playstyle that a significant portion of potential players for the game would like to play, if the gameplay itself is what discourages it and people are forced out of doing what they would like in a game they play for fun, then that in and of itself is...
  7. KermyWormy

    One character per account

    I like the idea in general of the 1 character per account, I think there are some cool effects it can have on our gameplay, but I worry about how some of the systems from MO1 will not mesh well with it. I don't think they can do as much copy paste from MO1 in regards to some of the systems we...
  8. KermyWormy

    MO2 Combat System:Video (NA Player)

    The windup on the one handed overhead attack is pretty funny.
  9. KermyWormy

    Rage Quit Protection - Last Resort Teleport

    So like a teleport to "home" priest and it gives you statloss. I don't see the harm personally, some would hate it probably tho. Given protections so it wouldn't be used as a form of fast travel, and the consequence for using it was such that you really don't want to use it because it'll wreck...
  10. KermyWormy

    The matter of religion in Myrland

    Religion was in SV's original design. I have no idea what it entailed and can't remember what they shared about it, but I bet it was complex and deep.
  11. KermyWormy

    Alpha Patch Notes 0.0.0.9 Discussion

    I thought the gifts were the special clade abilities as well, that stuff is definitely planned as henrik mentioned the night vision stuff specifically, but that doesn't seem to fit in with this system at all currently
  12. KermyWormy

    Alpha Patch Notes 0.0.0.9 Discussion

    They definitely have some work to do on the gifts, but it's a new system for them, so best we can do is give them feedback like mentioned here. The fact that most of them are static stat increases is pretty boring, but I'm not sure what kind of things exactly are good alternates. Maybe more...
  13. KermyWormy

    Upcoming Q&A With Henrik

    It's kind of funny thinking about how bad the AI was in MO, and how much better of an experience it could have been for a lot of people with just basic working AI. MO had a ton of issues of course, but I imagine a lot of people who weren't necessarily interested in only PVP, or only accumulating...
  14. KermyWormy

    Upcoming Q&A With Henrik

    Ya I picture a quick run to all the skill trainers, if they have them, for quick free skillups, and then going straight to the boat.
  15. KermyWormy

    itemization

    I would like to see them limit the gold that vendors have available, and severely reduce what they buy from us. Long-term, maybe make it so the reagent vendor in like fabernum will only offer to buy calamine off you for the rate and amount that a buy order for calamine is listed on the...
  16. KermyWormy

    Upcoming Q&A With Henrik

    Ya i was thinking the same, but it got better once he was situated and all that, I'm like 50 minutes in and enjoying hearing from Henrik directly on some of the stuff, of course not all the questions are winners, but overall I am enjoying it and I appreciate Henrik for doing it, Rolufe for...
  17. KermyWormy

    A Little Snippet from Henrik

    I think as soon as there is something more to do than only duel there will be more people in there testing stuff, it takes a very special kind of person to continually login and just duel right now.
  18. KermyWormy

    Mounted

    Rein in MC dmg, rein in horse HP, rein in max speeds and acceleration, balance breeding so there never is a super horse, and make the designed functional counters to MC actually function. Balance it so there are tradeoffs in choosing one style over another, the playstyle should still be fun and...
  19. KermyWormy

    rework item/material lifecycle (drop/repair/salvage)

    I like the smelting down of junked weapons and reclaiming resources, and also the repairing function, just have to balance it so as we're still having a lot of these resources we create thru like standard extraction methods and reclamation along with repair all combine in such a way that enough...
  20. KermyWormy

    The Sensible Feedback

    I mostly agree with the OP because I really feel like SV needs to almost forget about anything fluffy and creative entirely until they get the very basic and fundamental foundations of this new iteration as solid as can be, as boring as that may seems. They need to have everything tight and...