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  1. S

    Murder Count Should be Capped

    Good point, but... I would feel nervous about going to a guarded town as a red name when i've got something to sell. Also, there is more of a team mentality. If you're in with a bunch of reds, anyone can attack anyone, but in a guarded town, you're the only person they can freely attack.
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    Griefing

    "No punishment for murder" LOL It takes 8 hours for 1 murder count to go down. 48 hours when they're offline. For a measly hundred murders, you're never getting back into town unless you play for 700 ingame hours... SEVEN-HUNDRED INGAME HOURS. Now, sure, the guards may not attack you but...
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    Murder Count Should be Capped

    Right, i didn't put 8 hours into each murder though. It can take less than a minute to go from deciding to kill someone to then killing them. Now you may say i deprived that played of 8 hours of their time.. That entirely depends what they were carrying. If it is evaluated at the time taken...
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    Murder Count Should be Capped

    Obviously i'm not deleting my character, i'll just keep murdering because i've got no choice now. I mean, really.. It is the logic of it being like a point of no return. I thought blues wanted less murderers, i now have nothing but murder. It is like the real life justice system.. You put...
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    Murder Count Should be Capped

    So.. As someone who has murdered over a hundred people, someone informed me this would take around 700-800 hours of ingame time to go down. At this point i feel like waiting for it to go down is pointless, and i should just keep going as i am. What i'm saying is, this murder count is just...
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    Selective Realism : Why Always Archery?

    Right, but any increase in muscle size will always decrease range of movement, even if it is a small amount, simply due to there being more mass.
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    Cowboy GM Behaviour...

    The GM literally told me they teleported the bag out, they then later denied it.
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    Free month ends January 7th

    Obviously i'll sub because there isn't really anything quite like this that strikes a good balance.. Everything is either too babied or tries to trap you every day because say your character is stuck in the world. They need to nerf heavy armor and self healing though, i'm sick of these...
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    Cowboy GM Behaviour...

    That is exactly what i explained. They purposely chose to leave me in the hole because i went down there during PVP. I was waiting like 30 mins, and nothing, they literally just left me.
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    Cowboy GM Behaviour...

    Not going to name and shame, as it'll probably just come back to bite me.. So i jump down a hole because someone is chasing me in PVP. This hole turns out to be a sticking point. Now, i kill the opponent when they jump down the hole, and now i'm stuck. GM tells me they can't unstuck me because...
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    Selective Realism : Why Always Archery?

    Those are just feats of strength, that isn't dexterity. More muscle mass means lower range of movement, and so less dexterity.
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    Selective Realism : Why Always Archery?

    See, you're using the realism logic selectively. If you are muscular, you are less dexterous, your range of movement is actually limited by the muscle. I linked a video in another post of a muscle man trying to get a sticker off his back. So if we're going for a realism argument, it goes both...
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    Selective Realism : Why Always Archery?

    The drawback of archery, beyond it's current terrible damage versus armor, is it's lack of utility. You shoot a small slow moving projectile with a tiny hitbox, and that is ALL you can do. Mages can create tornados to area deny, to obfuscate, they have big aoe explosion attacks, put up...
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    Selective Realism : Why Always Archery?

    So, you say archery isn't a class, yet the skill investment required would say otherwise. Why you say it isn't a class is because it isn't very functional standalone. That is my exact complaint, it isn't functional and it should be. The skill investment indicate it IS a class, yet, it is so...
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    Selective Realism : Why Always Archery?

    Let's have arrows do near no damage to armor because it is realistic! But what about heavy armor reducing movement speed? What about fireballs working under water? What about sprinting whilst using bandages? What about arrows being realistically slowed down in water? THAT! That we can do...
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    Simple and 100% effective suggestions

    The game is already too anti-red and anti-criminal. Like, Kranesh is a ghost town, the market is completely dead. What is that a sign of? Red life is too hard. Now some like it hard, but it is really REALLY hard, especially if you're not in a guild and have low standing. You strike me as...
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    Mortal 2 Combat meta and abilities @Henrik

    As the game is, you have a bunch of simple tools that you can use in a creative way. Like melee, you have the direction you move, direction you attack/block, feints etc, you can combine these simple piece to formulate your own techniques. I found some of the best games usually do this...
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    Current state of footfighting meta, a focus on Oghmirs and Thursars

    The scenarios where a larger hitbox is advantageous are certainly niche. If we were to quantify the value of a large hitbox by the number of scenarios it could be an advantage in versus the scenarios it would be a disadvantage in, then it most certainly has more disadvantages than advantages.
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    Current state of footfighting meta, a focus on Oghmirs and Thursars

    An easy way to test the balance is to just have a min/maxed oghmir and thursar in the "best" gear take turns hitting eachother, and see who dies first. Have them use heals and all their skills if you want. Try different variations and scenarios, note the outcomes. Do it multiple times and get...
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    Immortal Online : Everyone is Wolverine

    I think this is a pretty soild take actually, especially the part about bows doing too much to low armor and too little to high armor. I can get behind armor being overtuned being the issue for sure.