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  1. Necromantic

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

    Nobody know how it will work this time but back in the days Dominate worked the exact same way as taming, same skills applied etc., aside of being able to get more variety of stronger pets and being unable to trade dominated creatures.
  2. Necromantic

    World - Empty on purpose or just not finished

    They currently don't even have a fixed date for persistent release, which is early access. So nothing to postpone really.
  3. Necromantic

    World - Empty on purpose or just not finished

    They only started adding AI in the last weeks/month. So this is very early when it comes to the whole flora and fauna aspect of the map.
  4. Necromantic

    Murdercounts for Pets/Mounts?

    Well, MO had different modes for pets, aggressive, defensive and passive. Just making them defend themselves no matter what is a bad idea as that is heavily exploitable. We just need all the pet functionality from MO1 back. But some pets are just too easily killed by players considering the...
  5. Necromantic

    Why does wessex have a bad rep? Post guild lore

    Long story short: There is one faction that wants to be good and productive players, that value building and enriching the game and then there are people that are power hungry and opportunistic and do whatever seems best for them at the moment no matter who they have to backstab.
  6. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    Historically where did I say all towns? Historically learn to read. More to the point most people in here in here are thinking way too black and white, saying no to shit and then saying they'd be fine this and that was changed. Maybe people should think about actual solutions instead of doing...
  7. Necromantic

    Beta Patch Notes 0.1.0.67 Discussion

    One thing with NPC vendors that is still very unintuitive: You right click what you want to sell and pay but you left click what you want to buy. Also you can't click the icon.
  8. Necromantic

    Beta Patch Notes 0.1.0.67 Discussion

    I'm all for the whole economy aspect. Complete self-sufficiency is a stupid idea in an MMO. But this is all a problem due to the whole split pools. You are restricted in having multiple combat or multiple profession paths on one character and you're basically stuck with one combat path and one...
  9. Necromantic

    Beta Patch Notes 0.1.0.67 Discussion

    Not really, considering you needed some from both types before for some setups and not for others. So you can't even really compare it that way. And considering we went down from 3-4 characters to 1 and we can't have multiple clade setups etc. it seems a little small to make up for that. And as...
  10. Necromantic

    Beta Patch Notes 0.1.0.67 Discussion

    Wolves. :p Can I also get a tame command so I can use it without a context-dependent use key? :p The context shouldn't have control over my actions, I should. You should probably call that something else for public communications. Nobody who isn't a UE developer knows what a volume is here...
  11. Necromantic

    Was one character per account a mistake?

    Let me just summarize: You want to get into the PvP action as fast as possible. Given the choice to train by PvPing and sparring with other players, which would improve both player and character skills but you put down to macro-grind by your notions, you'd rather do PvE. Then say your choices...
  12. Necromantic

    Was one character per account a mistake?

    The only way you picture training with others is through macros? That's sad.
  13. Necromantic

    Was one character per account a mistake?

    If anything, longer progression makes player skill more valuable and therefore adds to it. You guys are simply just looking as progression as increasing numbers, efficiency and a grind. So no point talking about in-depth mechanics for it. If you have to go out and do PvE because you have nobody...
  14. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    Well, good that towns and villages historically had towns and gates too.
  15. Necromantic

    What Kind of Walls For Non-Keep Guilds?

    Simply no. That may be how you use walls, but not everyone covers behind walls just like not everyone sits in a house all the time just because they own one. Why would I, we already have that system. And I mentioned many times in here how to adjust the requirements and effort. The whole point...
  16. Necromantic

    Was one character per account a mistake?

    It is literally an RP game, it's in the genre, RPG. And RP is only one aspect of wanting to play a different character. Grow and shrink food does very little and means nothing about all the other things I mentioned. A quick "grind" and reskilling is basically no choice at all. That all of you...
  17. Necromantic

    Ohgmir are the Lighest Clade in The Game

    Well, Oghmir aren't big and morbidly obese like that guy. Molva Beasts are just one of the mounts originating from Nordveld, the Kallard and Blainn homeland, doesn't mean it's any restriction to them. Not to mention that Huergar and the entire Oghmir ancestry comes from Myrland. Also when...
  18. Necromantic

    Ohgmir are the Lighest Clade in The Game

    Well, the strength of a mount in MO came down to multiple factors, its max speed, how much stamina it drains, how fast its sprint is and how long it can hold that "sprint", its sturdiness, its strength for carrying more and other factors. There was never really the one best mount for everything...
  19. Necromantic

    Ohgmir are the Lighest Clade in The Game

    I doubt "strong" was meant to have anything to do with the attribute strength in that context.
  20. Necromantic

    Ohgmir are the Lighest Clade in The Game

    He's really only talking about Khurite compared to heavier setups, there is nothing in what he says about lighter setups in general. It would of course be ridiculous if lighter characters had all the advantages with mounts and no disadvantages. So I highly doubt that is the case. But hey, you...