EPIC!Blessed Deeds on SIEGE??
wow, the world has changed since my last visit to Stratics!!
And I havnt seen any annoucement on when it arrives.. anyone knows? please make link to where the info isthey are not here yet but may be introduced as trade in rewards in a few days.
lorddog
how would it negitively effect siege's economy it would make high end items worth more because you can bless them for a short period of time anyway but i still say there not going tonothing yet. I hope we do not get them, it will be a huge hit to our player economy.
I would never bash you, sweetie.how would it negitively effect siege's economy it would make high end items worth more because you can bless them for a short period of time anyway but i still say there not going to
IMO i think they should them to us and to make it even give us insurance too its the only way we are gonna see people in this shard ever again!!! (ok let the sprago bashing start)
and it would also make people quit. I doubt it would even draw that many people away from regular shards, since most people seem to state housing, skill gain and character restrictions as reason they don't play here.Insurance would bring population to siege, and instantly will make the current playerbase more active.
This.and it would also make people quit. I doubt it would even draw that many people away from regular shards, since most people seem to state housing, skill gain and character restrictions as reason they don't play here.
it would draw in every red that doesnt like being restricted to just fel and i think that for every one that quit 10 would take there placeand it would also make people quit. I doubt it would even draw that many people away from regular shards, since most people seem to state housing, skill gain and character restrictions as reason they don't play here.
Even though its when asked very few people stated insurance was why they didn't play.it would draw in every red that doesnt like being restricted to just fel and i think that for every one that quit 10 would take there place
all im saying is im sick of playing solo 75% of the time and this is what siege needs. im not stuck in the past enough to relize siege neeeds to change its just not working the way it is
Yes it would. It does wonders on prodo, where it belongs.Insurance would bring population to siege, and instantly will make the current playerbase more active.
Housing is a reason but not skill gain. I played siege well before there was RoT and it sucked bad. RoT imo is far better and easier than GGS anyday. Only having one house sucks bad if you only have one account. RoT nowadays without the daily skill cap is totally easy to go from 0 to 120 points.This.and it would also make people quit. I doubt it would even draw that many people away from regular shards, since most people seem to state housing, skill gain and character restrictions as reason they don't play here.
Siege isn't working the way it is mostly because of the attempts to turn siege into carebear land. If you played siege in the past you would know thats when the population was booming here because it was a hard shard. Pre AoS siege was alive with everything for everyone to do. Thieves could steal, crafters could craft and sell, pvm'rs could pvm and t-hunt, and pvp'rs could log in and find a fight just about anywhere in the game. Tons of guilds were warring all day and night because nobody was crying about losing this crap and that crap. The glory days of siege are long gone...it would draw in every red that doesnt like being restricted to just fel and i think that for every one that quit 10 would take there place
all im saying is im sick of playing solo 75% of the time and this is what siege needs. im not stuck in the past enough to relize siege neeeds to change its just not working the way it is
Remember, the Siege bless was a trade off for the personal bless deeds. I am grateful that situation was avoided this time.Honestly, the Siege Bless is too much. It takes away the 'disarm thief' template options most of the time.
Nobody was crying because it didn`t take a bazillion gold to replace things back than. Its not so much the players have changed but moreso the game.Siege isn't working the way it is mostly because of the attempts to turn siege into carebear land. If you played siege in the past you would know thats when the population was booming here because it was a hard shard. Pre AoS siege was alive with everything for everyone to do. Thieves could steal, crafters could craft and sell, pvm'rs could pvm and t-hunt, and pvp'rs could log in and find a fight just about anywhere in the game. Tons of guilds were warring all day and night because nobody was crying about losing this crap and that crap. The glory days of siege are long gone...
Exactly. Those that know what siege was, and should be like, know it shouldn't take tons of gold to buy equipment to compete. When siege was thriving it WAS because just about everyone on the shard was competing at the same level (equipment wise). As soon as it became Age of Stuff, tons and tons of guilds left immediately. The trend hasn't changed yet. Keep introducing stuff, siege will continue to dwindle.Nobody was crying because it didn`t take a bazillion gold to replace things back than. Its not so much the players have changed but moreso the game.
it would draw in every red that doesnt like being restricted to just fel and i think that for every one that quit 10 would take there place
all im saying is im sick of playing solo 75% of the time and this is what siege needs. im not stuck in the past enough to relize siege neeeds to change its just not working the way it is
I have several ideas to fix all of this, but it would be game changing, to say the least.Exactly. Those that know what siege was, and should be like, know it shouldn't take tons of gold to buy equipment to compete. When siege was thriving it WAS because just about everyone on the shard was competing at the same level (equipment wise). As soon as it became Age of Stuff, tons and tons of guilds left immediately. The trend hasn't changed yet. Keep introducing stuff, siege will continue to dwindle.
Nice post, Queen Zen.I have several ideas to fix all of this, but it would be game changing, to say the least.
1. Get rid of the 70% resist cap! Allow 100% resists! The durability of your armor will determine how much damage gets through as it erodes. In a perfectly repaired suit, you'll take zero damage as the fight starts, your armor will protect you 100% if you have 100% resists. 255/255 durability is 100%, 240/255 = 94% resists. 103/255 = 40% resists... etc...
This gives incentive to wear good durability armor, as the lower the overall durability, the quicker you start taking damage.
45/50 Durability = 90% resist, 30/50 = 60% resist, etc...
As you can see, it takes much less damage to break down less durable armor and the damage starts getting through to the player quicker.
As is, leather armor is all that is needed, it is no worse than valorite platemail, and actually has the advantage of meditation and lower str requirements. My new armor system would change all of this back to Pre AOS days. Valorite Armor would be king once more. Only Valorite armor would be allowed 255 durability, while regular leather armors would be maxed at 105, and colored leathers +10 per color grade.
Not totally lost though, leather armors would be required to be worn by spell casters, same as is now, for med purposes. This will make mages vulnerable to melee attacks, as their leather armor would break down much faster than a suit of valorite.
Type of armor vs. Magics:
Leather armors would be resistant to energy based attacks.
Metal armors would take increased damage to energy attacks.
Fur armors ( boura ) would resist cold attacks.
Dragon Scale armor would resist Fire Attacks.
Type of armor vs. Damage types:
Plate Mail would take less damage to durability from slashing weapons ( swords ), but would take more damage from Bashing weapons ( maces ).
Leather armor would take less damage from Bashing weapons ( maces), but would take more damage from slashing weapons ( swords ) and piercing weapons ( arrows, ninja stars, daggers ).
Basically a sort of rock, paper, scissors game, and you never know what someone is wearing under the robe, so you'll have to try many things to figure them out.
Thats a brief summary of armors.
Crazy mods on armors and weapons is silly too. No need for it.
Mods:
SSI based on dex. 125 Dex = 30% SSI and scaled from there.
SDI based on Int. 125 Int = 30% SDI and scaled from there.
DCI and HCI based on dex and Luck, no formulas figured yet.
LMC based on Int and usage of spells. The spells you cast the most will use the least mana. You are allowed to have up to 8 spells in the LMC group.
Fast Cast Recovery based on Str. as we don't have Constitution stat.
Fast Casting Based on your 8 spells in LMC group and Dex.
Imbuing:
Everything remains the same except for the mods listed above, they should not be allowed to be imbued.
Weapons:
Follow the same formula as armor. the Higher the durability, the longer they stay "sharp" and output the most damage, as they lose durability, their base damage lowers and they will need to be sharpened ( repaired ).
The only mods that should be on a weapon are slayer properties and hit spells.
These changes would take the emphasis off the mod laden items and put it back on stats and skills. Imagine going out to war with a GM crafted sword and only hit Fireball on it!
***POINTS*** ^^^^Nice post, Queen Zen.