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  1. Necromantic

    Attribute Rework

    I'm not talking about anyone's system. I'm talking about the current system versus the system you need to have for attributes to be balanced to begin with. By balancing attributes without adding attribute variety in skills you are literally not balancing attributes at all, because you are...
  2. Necromantic

    Attribute Rework

    The problem is without a skill improvement you are not only left with inefficiency due to skills not being affected by your attributes but also a huge disadvantage in skill pool. The right attributes can save you a lot of skill points and with a bigger skill point pool for one single character...
  3. Necromantic

    Human Racial Balance - Con is King?

    I'm actually positively surprised on how many people are jumping on this. As I've been an advocate for these things for a long long time.
  4. Necromantic

    Attribute Rework

    You can't do this with attribute effects alone, you also need corresponding skills. The whole system has to work as a whole. That's the problem with most attempts at balance, they try to adjust singular or small aspects to tilt the balance, but the scale itself is off.
  5. Necromantic

    Human Racial Balance - Con is King?

    Well, it's been too late for a long long time, but it's something they have to do unless they want to end up with the same problem over and over. You can't balance a system where specific attributes cater to specific play styles only and have different attribute setups for different races.
  6. Necromantic

    thievery and the state of mortal 2 persistent

    We don't even have basic attributes working properly yet. :P
  7. Necromantic

    Human Racial Balance - Con is King?

    That's why I've said we need more versatility with attributes. Melee Skills and effects that are based on Int and Psy and magic etc. around Str and Dex. All we have are cookie cutter attributes and they lead to cookie cutter builds. We basically need ways of symbiosis of every single attribute...
  8. Necromantic

    Character Attribute Pool Guide

    As I said in the other thread, that is supposed to change by changing either the starting attribute points in the character creator depending on size or the remaining attribute points once in-game. I asked Henrik before and he said it's only that way for now. But since they are doing all those...
  9. Necromantic

    Mechanic to prevent Dupes.

    You don't need to check for character deletion, all you need to do is just delete everything related to that character when the character is deleted. Just like when you currently create a guild in MO and you delete your character that guild still exists despite not a single existing character...
  10. Necromantic

    Beta Patch Notes 0.1.0.33 Discussion

    They just need to adjust the attribute points depending on the size, which they said they would but so far haven't done. It was the case in MO1 already. They just also need to give more balanced power to all the attributes in general. In MO1 Str and Dex combined with size where basically the...
  11. Necromantic

    Beta Patch Notes 0.1.0.33 Discussion

    As I said in the other thread, all you need is bags or other sub-containers, not more bank space. Large chests made by blacksmiths/carpenters that can only be used in banks or houses and not in the inventory would be an interesting idea I think. But considering there is the one character limit I...
  12. Necromantic

    Quality of Life Suggestion Thread

    What you need is bags as sub-containers.
  13. Necromantic

    Beta Patch Notes 0.1.0.33 Discussion

    Health is correct now but other stuff is still off between creation and in-game. Also Starting attribute points are still off. 2 points difference for 18 points or 36cm in size. You get way too many bonuses from size for that to be fair and that's coming from someone who usually goes pretty tall...
  14. Necromantic

    Beta Patch Notes 0.1.0.33 Discussion

    I hope they fixed the discrepancies between the character creation calculations and the actual in-game values as well as the amount of attribute points characters get.
  15. Necromantic

    Will there be mounts on launch?

    It's mid February, not end of February.
  16. Necromantic

    Beta Patch Notes 0.1.0.33 Discussion

    You didn't even post what to discuss, so here you go: :P Added: Added new gore system. - Slashing deaths can now remove limbs. - Piercing deaths now trigger specific death effects. - Blunt deaths now have more impact. Added support for better death synchronization. Added better AI support for...
  17. Necromantic

    Lack of offline protection will cost the game

    That's bullshit, huge global gaming communities have been around for decades. Most of them just didn't give a shit about this game and probably still don't. The easiest solution is just make sieges take longer and more effort. Destroying in-game assets should never be a quick thing to begin...
  18. Necromantic

    BIG FIGHT ! Stress test ! 13.02.2021. 20:00 GMT + 3

    Why'd you go with GMT+3 and not just go with GMT for simplicity? People will get the time wrong anyway, as with any international event. :p It'll be between 09:00 and 12:00 (noon) for 'mericans anyway. Just so you don't fuck up. :P
  19. Necromantic

    Footmage Character build (Help)

    There is a general huge imbalance between attributes, as I've said many times before. They need to give Int and Psy more effects and generally diversify by adding more uses for them like Int based melee, Str based magic etc.