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(09-24-2022, 09:11 PM)Whatever Wrote: (09-24-2022, 08:56 PM)VibeEntertainment Wrote: (09-24-2022, 08:42 PM)Simonh2000 Wrote: pls for the love of god add a chance to catch seaweed along with other fish, or if that's not possible, then some way for fishing to randomly not cost energy at higher levels - or even a way to increase the chances of specific drops?
it's legitimately easier to make rainbow rolls at low fishing levels than it is at higher levels because of how crowded out seaweed gets in the drop tables. I don't need ghost fish, I don't need black trout, I don't need king crab - they're all borderline useless.
As a Fisher myself. I really use the other stuff mentioned here to sell... so I'm probably not helpful in this regard but for chefs and so on? Maybe it's a good idea. I dunno.
Seaweed should spawn along beaches.
Done, including the ocean.
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(09-24-2022, 08:42 PM)Simonh2000 Wrote: pls for the love of god add a chance to catch seaweed along with other fish, or if that's not possible, then some way for fishing to randomly not cost energy at higher levels - or even a way to increase the chances of specific drops?
it's legitimately easier to make rainbow rolls at low fishing levels than it is at higher levels because of how crowded out seaweed gets in the drop tables. I don't need ghost fish, I don't need black trout, I don't need king crab - they're all borderline useless.
The fact only Rainbow Fish are useful is a Cooking issue and not a Fishing one, I mostly sell fish to NPC and it makes me some good money but it would be better if HQ fish would sell for more, but I do agree with the seaweed suggestion since it sells for almost nothing so it's useless.
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Possibly a bad idea, but putting it out there just so it can be considered in the future: make the more advanced hiddens public, but have them cost 2 mastery tokens. This would mean they'd have to sacrifice the ability to have 2 hiddens, and would also have to wait till 210 rpl to be able to use them (alternatively add a 220 RPL req?).
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09-25-2022, 05:31 PM
(This post was last modified: 09-25-2022, 05:32 PM by Lammy.)
Buff thief.
Give it power or make the active more than a two second speed up.
Also make it so that it checks your inventory for money bags and if it scouts it in its parameters it takes from that as well.
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(09-25-2022, 05:13 PM)Divine Soldier Wrote: Possibly a bad idea, but putting it out there just so it can be considered in the future: make the more advanced hiddens public, but have them cost 2 mastery tokens. This would mean they'd have to sacrifice the ability to have 2 hiddens, and would also have to wait till 210 rpl to be able to use them (alternatively add a 220 RPL req?).
I’ve had this problem with the new token system. Mastery Tokens we’re balanced around spells that were strong, but not so much stronger than the public spells that it’d be game breaking. Spells like bladestorm and stardust explosion were certainly good spells to add but only if you had room for them. But with additions like auras, stances, shit like chronos etc. It just doesn’t really feel the same imo. It just added all the spells you used to have to app for right next to spells that were intended to be weaker than actual hiddens but still pretty strong. I suggested locking all the previously hidden-tier spells behind the 210 mastery token, and leaving the previous mastery token to have a similar selection as E3 (with some exceptions for skills that are more akin to previous guidelines such as LFB) But having those aforementioned hidden-tier spells cost 2 mastery tokens could also be an option.
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Can the cap for going into a settlement be cap 0 for undead or any others that cant go into those settlements? There are so many of them I cant even move with out running into one.
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(09-25-2022, 08:11 PM)magicschoolbusdropout Wrote: Can the cap for going into a settlement be cap 0 for undead or any others that cant go into those settlements? There are so many of them I cant even move with out running into one.
My homie, I think you understand in your own why this isn't a good idea.
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(09-25-2022, 08:11 PM)magicschoolbusdropout Wrote: Can the cap for going into a settlement be cap 0 for undead or any others that cant go into those settlements? There are so many of them I cant even move with out running into one.
the real issue is settlements slapped on bottlenecks instead of vacant wide areas
this is the same as e3 pirates controlling the beach leading to the east or crafthold in spires forcing you to /jump or go through the sors caves under the volcano
maybe settling on bottlenecks while tactical shouldn't be allowed
![[Image: nR3lU0X.png]](https://i.imgur.com/nR3lU0X.png)
Vriska Wrote: yeah having an MCU loki icon is pretty cringe huh
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09-25-2022, 08:19 PM
(This post was last modified: 09-25-2022, 08:22 PM by magicschoolbusdropout.)
(09-25-2022, 08:15 PM)Horos Wrote: (09-25-2022, 08:11 PM)magicschoolbusdropout Wrote: Can the cap for going into a settlement be cap 0 for undead or any others that cant go into those settlements? There are so many of them I cant even move with out running into one.
My homie, I think you understand in your own why this isn't a good idea.
Cap 1 atleast. Cause the amount of settlements of freaking annoying. Cant walk anywhere anymore since there are so many.
(09-25-2022, 08:18 PM)Jumpy Wrote: (09-25-2022, 08:11 PM)magicschoolbusdropout Wrote: Can the cap for going into a settlement be cap 0 for undead or any others that cant go into those settlements? There are so many of them I cant even move with out running into one.
the real issue is settlements slapped on bottlenecks instead of vacant wide areas
this is the same as e3 pirates controlling the beach leading to the east or crafthold in spires forcing you to /jump or go through the sors caves under the volcano
maybe settling on bottlenecks while tactical shouldn't be allowed Agreed.
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09-25-2022, 08:23 PM
(This post was last modified: 09-25-2022, 08:47 PM by Simonh2000.)
(09-25-2022, 08:18 PM)Jumpy Wrote: (09-25-2022, 08:11 PM)magicschoolbusdropout Wrote: Can the cap for going into a settlement be cap 0 for undead or any others that cant go into those settlements? There are so many of them I cant even move with out running into one.
the real issue is settlements slapped on bottlenecks instead of vacant wide areas
this is the same as e3 pirates controlling the beach leading to the east or crafthold in spires forcing you to /jump or go through the sors caves under the volcano
maybe settling on bottlenecks while tactical shouldn't be allowed
If only we had caves connected together in different places to the overworld, like e3. You could get from the grodolom cave to the Osronan sewers without having to cross a single bridge just by going underground. Could be cool if we had something like that in Meranthe.
Edit: upon further thought, a whole complex cave network would be super useful for antags in general. There's not a lot of space on the overworld for them to move around, so somewhere with lots of hidden tunnels and entrances/exits would be a huge help (and really cool, did I mention giant cave networks are cool?)
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