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  1. lord_yoshi

    Add a Light Spell to Ecumenical on Launch

    That would make it pretty worthless. Just make it a buff with brightness and duration based on the casters intelligence like how most spells work. If you really want to get fancy, you can make it dimmer as the timer approaches zero.
  2. lord_yoshi

    Do not Tie Clade Gifts to things like farming Risars.

    Then imagine that person finally gets a bat and they're still lucky to hit singles because they suck and all the advantage in the world isn't going to change that fact. I'm still not seeing thread suggestions to make the clade system better.
  3. lord_yoshi

    Reasons why Sv should give, or should not give us 50-100 more Action Points.(Update: I changed my mind on that,after the Conversations in this Thread)

    This is completely false, every skill in MO2 right now has a primary stat (Stat divided by 10 truncated) and a secondary stat (stat divided by 20 truncated) added together for bonus skill points. In MO1, skills either had a single stat (Stat divided by 10 truncated), had dual stats (average both...
  4. lord_yoshi

    Do not Tie Clade Gifts to things like farming Risars.

    You guys are acting like you're just going to ignore PvE entirely, and the only thread suggestions past worthless whining are to tie clade progression to some kind of story mode or to craft or consume specific items, both of which would probably involve lots of PvE. It really seems like you...
  5. lord_yoshi

    Taming and Animal Care (As they are now) Should be Crafting Skills

    Oh no, you might have to deal one less damage a hit to gain the ability to tame your own stupid animals. What build are you even trying to make?
  6. lord_yoshi

    Taming and Animal Care (As they are now) Should be Crafting Skills

    Your arguments are all over the place, and it's pretty obvious you just want to get your own pets on a fully-skilled foot fighter.
  7. lord_yoshi

    Taming and Animal Care (As they are now) Should be Crafting Skills

    "Why can't I do everything?" the thread. Action skills and Profession skills are mostly straightforward. The system is designed to be generalized into one of those two groups, you can't have sub skills dependent on the other branch, so they all have to be on a single branch. Could taming go on...
  8. lord_yoshi

    Wood should be able to be burned into charcoal

    Moh Ki and Vadda don't have good access to Calx? Huh? Just go to Sausage Lake.
  9. lord_yoshi

    Adjust Alchemy/Cooking Ingredient Values to Make Value Changes More Noticeable

    I could write a whole page about why sliders were and still are a terrible game mechanic, and I will if Henrik implements them again. I'll also bump the thread every day for a year.
  10. lord_yoshi

    Seiging in MO2

    Poor idea, having special city stones isn't very realistic and sounds more like a band-aid. You didn't even explain what city stone tiers even mean. What you really need is a change to the TC capture mechanic. In MO1, once a TC asset did not receive an hourly tax it immediately started decaying...
  11. lord_yoshi

    Adjust Alchemy/Cooking Ingredient Values to Make Value Changes More Noticeable

    Some values are still not very usable. A few extra decimals would fix that.
  12. lord_yoshi

    Not so disposable mounts

    It would be great if you could revive a mount for either a fee and/or stat loss. It would reduce the impact of naked spear griefing where a player just kills mounts in town with almost no consequences and would reduce the absurd cost of losing a mount that's worth far more than your entire...
  13. lord_yoshi

    Adjust Alchemy/Cooking Ingredient Values to Make Value Changes More Noticeable

    Just because someone is incapable of doing a simple test doesn't mean it's "unintuitive" and right now it's way more intuitive compared to when stat sliders were in MO1, especially for Direct Healing and Direct Poison. Potions work per unit and you can drink ten maximum units unless you have a...
  14. lord_yoshi

    Adjust Alchemy/Cooking Ingredient Values to Make Value Changes More Noticeable

    Waste of time and vets would know how to test much faster anyway. Might be interesting but it would be a waste of dev resources to create a completely different system that almost nobody will touch.
  15. lord_yoshi

    Adjust Alchemy/Cooking Ingredient Values to Make Value Changes More Noticeable

    Currently, values are shown to the nearest hundredth. This works for Direct Healing, Healing Length, Direct Poison, and Poison Length. The problem is with Healing Over Time, Alcohol, and Poison Over Time values which are mostly under 0.02 units or are otherwise very small. I propose multiplying...
  16. lord_yoshi

    Material Storage

    Having assigned material slots might be incompatible with how the item system is, MO1 had prepatch material items for example. I would actually like an account item limit instead of the town bank limit. That way I could store lots of different items in cities that I frequent and the total...
  17. lord_yoshi

    New standings system

    Having murder counts and stat loss counts decrease over time when offline would be preferred, even if it's at a reduced rate. Requiring people to stay logged in just to pad the population counts is pretty annoying. And yeah, stat loss as a game mechanic is a mild inconvenience at worst and...
  18. lord_yoshi

    New standings system

    I'm just going to type my notes out here while I figure out the standings system. Explanations are from Seb (FarmerJoe). Really Henrik should have typed a detailed explanation so Seb wouldn't have to answer a couple dozen questions about it. I can't play the game currently, so uncertain comments...
  19. lord_yoshi

    UI as MAJOR factor in game accessibility to new players & UI BUGS

    What are you even suggesting in this monstrous wall of text?
  20. lord_yoshi

    Resource Regeneration Needs Improvement

    Seems bugged. MO1 resources recovered a variable amount every minute. MO2 resources sometimes recover everything and sometimes never recover. Way too random for it not to be bugged, unless someone altered the calculation for resource amount recovery. Man you are hilarious, do you even know what...