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  1. Necromantic

    Ohgmir are the Lighest Clade in The Game

    He didn't necessarily say they have advantages if they weight less. He mostly said you'll need to find a fitting mount for your size whether it be small or big. It all comes down to what they do with it and how they balance it. Could be bigger means more sturdy and smaller means faster, and in...
  2. Necromantic

    Ohgmir are the Lighest Clade in The Game

    Weight is calculated by size with a multiplier of your body stature. This is basically confirmed as it's always been that way and as far as can be perceived hasn't changed in MO2. So yes, the ones that have the lowest size ranges can achieve the lowest weight and the highest size ranges the...
  3. Necromantic

    Was one character per account a mistake?

    To me it all depends on how things are designed any progression curves. As I said, if it's well designed it shouldn't even be considered grind and just be part of, and not of hindrance to, normal gameplay. ArcheAge is an Asian grind fest and as all of them designed around grind anyway. The...
  4. Necromantic

    Was one character per account a mistake?

    I've been saying this for years. I've been playing UO on an RP ruled freeshard 2 decades ago where it took me 2 years to max the skill set I was focused on and it felt meaningful and worth it with every point. There are ways to make longer progression viable. I'd even expand this to combat...
  5. Necromantic

    Was one character per account a mistake?

    It's one of the problems I see with the whole argument of how it solves multiple character abuse. People will still make multiple accounts and therefore have exactly the same as before, it'll just cost them more and there are enough people that don't care about that. So now the rich or uncaring...
  6. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    Me. Literally disproven "everyone". There is a difference between using something and hiding behind something. If you wouldn't make use of it, what's the point of having it, doesn't mean you're hiding behind it. We already have a city system. You have different buildings that give you access...
  7. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    It's literally not what everyone did because literally not everyone did. No matter if you have some examples that may have. Nobody is even asking for full keep walls. Where city walls even ever as strong as keep walls? If a free city becomes powerful enough they should be able to build powerful...
  8. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    You're the only one talking about hiding and not playing so far. Nobody in here is arguing about not having to protect your resources, structures and defenses.
  9. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    Well either way keep spots are static and therefore can be planned out and made more valuable easily, you could even put them in harder to siege spots and stuff to give them more value. I think you can do all that without taking stuff away from cities. Potentially add more restrictions on where...
  10. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    Well, sure, I get you on the player input now. Sometimes getting on the same terms is the hardest part of a discussion. ;) It's just that you disagreed with me in part on those exact same things that I guess made that detail a bit more blurry. So I guess overall we agree on the topic of...
  11. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    You also have to fight over your players and protect them. You can always have automation in parallel to player work, as you even say, but the players should still have the higher yield. Players having higher yield changes nothing about the value of a resource to be fought over. That resource is...
  12. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    No, they should never be the most efficient. That just means you are incentivizing using them over manual labor which is the opposite of what you want in a player driven game. This is about a player economy, not everything is about raiding. They are already doing it automatically, why should...
  13. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    No matter what, there should always be incentive of better results and other parameters with engaging in systems and manually doing things over automation and just waiting for timers. And those differences have to be significant, otherwise nobody will do it either. NPC and automated systems...
  14. Necromantic

    No afk anything please!

    My PC runs 24 hours no matter what. :P But I mostly agree. I'm all for dedication and putting effort in over macros, afk wait times, NPC automation and repetitive grind. It's not even just about afk macroing etc, it's also about player control, there need to be more reward for engaging with...
  15. Necromantic

    Was one character per account a mistake?

    Well, Henrik himself is going to have multiple accounts to play different character setups. So it's questionable if one character per player is truly his vision or rather just a workaround for other things. :p The fact that you can still get multiple character with multiple accounts kind of...
  16. Necromantic

    Was one character per account a mistake?

    Nobody is crying. And you are pointing out what one specialized character of three to four could do versus one with multiple fields that isn't and their drawbacks, yet basically calling it even. :p You can have hybrids now, yes, but you can't have as much specialization and freedom of playstyle...
  17. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    City walls encourages city economy to keep them maintained and fighting over free city placement. Keep walls are already stronger and how about making the keep spots more interesting in general for them to be points of interest instead of artificially doing that by restricting everyone else...
  18. Necromantic

    Was one character per account a mistake?

    Well, there are multiple reasons for why they can't really emulate three to four characters condensed into one. First of is the fact that you are stuck to one clade, even if you'd like multiple for different playstyles. Secondly if they'd give us as many points as we'd get with more you could...
  19. Necromantic

    Make skilling take longer

    People are already hitting each other with afk macros to skill up, so that's not even really a solution.
  20. Necromantic

    Make skilling take longer

    I'm not even disagreeing with you on an overhaul or changes. Let them sit and gain nothing during that duration that may be of longer time while they could gain more if they were actively doing other things that can still increase things. In theory if the system notices you are doing the same...