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Old 1st September 2010, 09:17   #161 (permalink)
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Nice notes!





Is this our new mount or just something to hunt for?
It's a mount alright.
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Old 1st September 2010, 10:21   #162 (permalink)
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When will they add the new project version in the bug tracker so that people can report bugs with the relevant version?

EDIT: They have added it.

Last edited by Ruellis : 1st September 2010 at 10:47.
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Old 1st September 2010, 10:56   #163 (permalink)
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Originally Posted by Hanai Bloodscar View Post
"All mounts got a 20% speed reduction."

Come on!!!

Are you doing this to reduce lag? Or do you just think mounts should be worthless?
The reduction of speed should be compensated with more HP!

edit: Read the post from Henrik.

Look at it this way, now the tiny world will be 20% bigger.
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Old 1st September 2010, 11:06   #164 (permalink)
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Look at it this way, now the tiny world will be 20% bigger.
Don't tell me it is a tiny world. I am lost in the forest. It seems it will take many hours to reach the nearest civilization, if I am heading to the right direction.
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Old 1st September 2010, 15:03   #165 (permalink)
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What exactly is wrong with the PVP magic other than the bullshit mages have to deal with ? Clunky system, line of sight .... Whats the problem ?
^ Comedian.
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Old 1st September 2010, 15:06   #166 (permalink)
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Originally Posted by Lerdoc View Post
And you have no idea how f***ing annoying it was to actually make it release magic needs lots of work, targeting needs to be reworked, but making it like archery does not sound too good(unless you want to make spells really cheap with easily affordable reagents) and utility(outside of different graphics for damage and heals) needs to be added.
wat? You're joking or something, right?

I played a mage several times, I even tried it while LOS was bugged. It was the easiest class I've ever played.

On a second note I don't see how the reagents are expensive, try to compare it to Tungsteel / Cronite or Oghmium. Not to mention that you don't use stamina when throwing magic at someone + you hit for 50 pure dmg with thunderlash, (apart from psyche)
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I've never seen a whinier community in any PvP centric game. It's pretty embarassing.
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Old 1st September 2010, 15:16   #167 (permalink)
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wat? You're joking or something, right?

I played a mage several times, I even tried it while LOS was bugged. It was the easiest class I've ever played.

On a second note I don't see how the reagents are expensive, try to compare it to Tungsteel / Cronite or Oghmium. Not to mention that you don't use stamina when throwing magic at someone + you hit for 50 pure dmg with thunderlash, (apart from psyche)
Lets make magic use stamina then, shoting magic makes you tired. It would solve magic issue. And ofcourse make psyche give you real immune against magic like lower dmg if you got more.
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Old 1st September 2010, 18:33   #168 (permalink)
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Lets make magic use stamina then, shoting magic makes you tired. It would solve magic issue. And ofcourse make psyche give you real immune against magic like lower dmg if you got more.
No, magic only needs to be manually aimed making friendly fire possible or healing your enemies possible. The whole tab targetting system hurts me more in pvp than it helps. Sitting with a thunderlash channeled that I can't use because the person is too far away, or LOS issues.
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Old 1st September 2010, 18:59   #169 (permalink)
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Originally Posted by Pakee View Post
Lets make magic use stamina then, shoting magic makes you tired. It would solve magic issue. And ofcourse make psyche give you real immune against magic like lower dmg if you got more.

That won't solve the fact that magic

-doesn't have to worry about friendly fire
-doesn't have to worry about hitting the wrong target
-can spam "fire" while moving the center of their screen around at their target til the spell is released (easy-mode aiming)
-can do focus fire techniques that'll drop someone instantly with minimal skill
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Old 1st September 2010, 19:38   #170 (permalink)
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either make magic completely aim based or give mages a casting stance
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Old 1st September 2010, 20:40   #171 (permalink)
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either make magic completely aim based or give mages a casting stance
I vouch for the first option!
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I've never seen a whinier community in any PvP centric game. It's pretty embarassing.
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Old 1st September 2010, 20:58   #172 (permalink)
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simple. be an archer, and stay outta the distance of a mage.
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Old 1st September 2010, 21:11   #173 (permalink)
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l2xheal

archers, kill mages mounts

cavalry, knock down mages (they should be dead before they can stand up in group fights)

crying because 1 mage can't out-heal a sync dump? lol. maybe if 9/10 myrm weren't playing the exact same template... nah...
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Old 2nd September 2010, 12:34   #174 (permalink)
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It would seem reds mounts remain blue since last patch...
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Old 2nd September 2010, 14:18   #175 (permalink)
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For fuck sake, make magery skill based or....DIE


Everyone else has to aim BUT mages...They are the MOST dps and MOST foolproof dmg.

They are also the only Support class... A group should not contain of 50%+ Supports

It should be something like 2-3 Archers 2-3 Mages- 2-3 Fighters- 1-3 Chargers.

The only kind of pvp orientation I dont have is Magery. Guess why? Because it requires almost No skill what so ever to spam "1" <--- Which is Thunderlash.

At least make some kind of CD or that the mages can easily be disrupted IF engaged upon... Like this its gaygaygay because mages = 50+Dmg all the fucking time its just kkthxbye to ride into a group of 4 mages for example.... Its like sacrificing the first guy u have when u ride into the group of hilly billys.
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Old 2nd September 2010, 14:55   #176 (permalink)
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Originally Posted by hobbe55 View Post
simple. be an archer, and stay outta the distance of a mage.
why not just roll a mage instead? The fact that you're telling us to roll a completely different class in order to counter something we've always been able to counter til recently shows it's op
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Old 2nd September 2010, 15:45   #177 (permalink)
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why not just roll a mage instead? The fact that you're telling us to roll a completely different class in order to counter something we've always been able to counter til recently shows it's op
An archer isn't that efficient vs a mage at all. If you want to counter a magic-zerg then you need to have a bigger magic-zerg, or just way bigger amount of fighters in general.
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I've never seen a whinier community in any PvP centric game. It's pretty embarassing.
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Old 2nd September 2010, 16:03   #178 (permalink)
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why not just roll a mage instead? The fact that you're telling us to roll a completely different class in order to counter something we've always been able to counter til recently shows it's op
Or that your template of choice is not OP anymore

Anyway looking at ecu spells I see 2, maybe 3 spells that COULD be made projectile based-rest could stay as it is.

1 is Spurt
2 is Thunderlash
3 is Fireball(is it even projectile? never bothered with that one)

Looking at how rest of the spells work(mainly no projectile at all, nothing that could logically transfer the spell onto target-or you want a cable for lightning and drip tube for healing? analogically for mind blast, purge, corrupt, fulm and whatever is lefe that do not use projectile animation and no, making everything use projectile animation is retarded-you want quake? go play fucking quake and stop bitching-changes are needed, but direction you want it to go is retarded) I can't even imagine how would you want to make it archery like without completely redesigning all of them.

But I guess I would not mind making projectile like spells in ecu school like you all cry for while leaving the rest as it is.

Hell, I can go as far and say that making ONLY thunderlash archery like(because THIS is what you want crying mofos-not being able to miss do NOT equal to not having to aim-or you didn't used magery since you need to have target EXACTLY on your crosshair to release spell and still QQ about very old beta magery like some of you do still for some reason)
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Old 2nd September 2010, 16:12   #179 (permalink)
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Well as my template uses spears which has been voted by far the most OP melee weapon and mages can still out-do me theres a problem.
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Old 2nd September 2010, 16:17   #180 (permalink)
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Well as my template uses spears which has been voted by far the most OP melee weapon and mages can still out-do me theres a problem.
I have discussed it with Scarecrovv yday for some time, my conclusion was its not that mages overperform with given tools, but the actual lack of reliable tools to defend against them, be it some kind of magic resist material(makes little sense as mage do not aim for different hitboxes) or making PSY a more reliable way of mitigating magical damage(Henrik said there is a pattern for it, but we all know the practice) or even adding a primary skill similar to def stance, but for magic, that would make you take 30-40% dmg less from magical effects.

Personally I would go for additional primary skill(you know, UO had one, why MO shouldn't? Worked for UO).
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Old 2nd September 2010, 16:30   #181 (permalink)
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He may be referring to the fact that magic is STILL not fixed with a nerf, or changed to aim based for damage spells. I'm bewildered as to why this is still being allowed to go on...
You do have to aim spells. I'm bewildered as to why some people still dont get that...

Granted, I think it would be better if it were projectile based, but currently you do have to aim.
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Old 2nd September 2010, 17:14   #182 (permalink)
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Flintwick, you tell funny stuff bro. Just make me some popcorn too.


"Currently you do have to aim" Yippie doo spamm Key "1" all over my screen POFFF OMFGZZ IT HIT ! HAHA I R SO PRO


No... You do not have to "Aim" at the moment. All you have to do is Smash key number one wich you have set to ThunderIoutDpsuMohahaha Spell.


Mage is like roll face on keyboard class. Destroying and making a otherwise beatiful PVP environment to SHIT. GG SV L2P. You were supposed to make a Skill based game, not a I rol face on keyboard and out peeeveepee you Oke!? game.
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Old 2nd September 2010, 17:32   #183 (permalink)
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Originally Posted by -TYRANT- View Post
That won't solve the fact that magic

-doesn't have to worry about friendly fire
-doesn't have to worry about hitting the wrong target
-can spam "fire" while moving the center of their screen around at their target til the spell is released (easy-mode aiming)
-can do focus fire techniques that'll drop someone instantly with minimal skill
Yeah the latter has been a really big problem in my experience. But even if they don't focus fire, random thunderlashes are really lethal and they'll instantly remove 1/3 of your health. But the biggest issue to me is that it's so easy to play a mage, if there is a class this powerful, as both DPS and support, then it should at least require a lot of skill.
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I've never seen a whinier community in any PvP centric game. It's pretty embarassing.
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Old 2nd September 2010, 17:35   #184 (permalink)
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Flintwick, you tell funny stuff bro. Just make me some popcorn too.


"Currently you do have to aim" Yippie doo spamm Key "1" all over my screen POFFF OMFGZZ IT HIT ! HAHA I R SO PRO


No... You do not have to "Aim" at the moment. All you have to do is Smash key number one wich you have set to ThunderIoutDpsuMohahaha Spell.


Mage is like roll face on keyboard class. Destroying and making a otherwise beatiful PVP environment to SHIT. GG SV L2P. You were supposed to make a Skill based game, not a I rol face on keyboard and out peeeveepee you Oke!? game.
What a compelling and well thought argument you make. Your eloquence makes angels weep.
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Old 2nd September 2010, 17:51   #185 (permalink)
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What a compelling and well thought argument you make. Your eloquence makes angels weep.
Stfu scrub
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Old 2nd September 2010, 17:57   #186 (permalink)
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Stfu scrub
Words of a poet.
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Old 2nd September 2010, 18:13   #187 (permalink)
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What a compelling and well thought argument you make. Your eloquence makes angels weep.
Even though Froxer doesn't have a way with words, it doesn't mean that he's not allowed to discuss or express himself. Even if it's somewhat adumbrated you should be capable of comprehending the post. I really don't see why you need to attack him.

I can easily relate to Froxer's frustration, as my playstyle has also been made completely obsolete due to the development of the PVP magic.

I was hoping that this game would make it possible for skill, tactics and team coordination to overcome enemies with greater numbers. But I honestly feel that as if the new and buffed magic has made this very difficult, if not impossible.
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I've never seen a whinier community in any PvP centric game. It's pretty embarassing.

Last edited by Scarecrovv : 2nd September 2010 at 18:28.
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Old 3rd September 2010, 10:36   #188 (permalink)
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we could and did take on groups of way bigger numbers when most people used melee and archery only, and both sides had like 1 or 2 mages for support, but now its just a group of mages using their no friendly fire unmitigatable skillash to 1 shot people.
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Old 3rd September 2010, 17:56   #189 (permalink)
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we could and did take on groups of way bigger numbers when most people used melee and archery only, and both sides had like 1 or 2 mages for support, but now its just a group of mages using their no friendly fire unmitigatable skillash to 1 shot people.
Just like in every other MMO.. one mage is fine, two mages is fine, three mages or more is an instakill. Limit the casts/minute IMO. Whether that's by adding a cool-down or increasing mana costs.. doesn't matter to me.
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Old 3rd September 2010, 19:26   #190 (permalink)
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If you get 4 of any class and hit them once at the same time you will kill somebody.

IE 4 archers target the same player, bam one shot from all of them = dead guy.

Same goes for melee users, if you surround a player and whack them they will die.

However mages have very very low range they have to be very close to you to attack you, and if your all in a group rushing them at this close range you shouldn't have to many problems, or if you just simply stay back and archer them you should be able to handle it.

GET GOOD.

ON THE OTHER HAND However I do feel that magic should be aim based and have 4x the range it does now.
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Old 3rd September 2010, 20:46   #191 (permalink)
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So I was curious. I read that 80% of the taxes go to the guild in charge's keep. So where does the other 20% go? Perhaps I missed the explanation, for that I am sorry. But i sure do hope the rest of the taxes dont disapear into thin air.
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Old 4th September 2010, 01:53   #192 (permalink)
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So I was curious. I read that 80% of the taxes go to the guild in charge's keep. So where does the other 20% go? Perhaps I missed the explanation, for that I am sorry. But i sure do hope the rest of the taxes dont disapear into thin air.
I'm guessing they do. It's called a money sink, and it serves to remove some of the gold from the in-game economy... keep in mind how much gold is created out of thin air every time someone sells something to a vendor; without money sinks, there'd be so much gold in the economy, it'd all be worthless (inflation can mess up a game economy just as easily as a real economy).
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Old 4th September 2010, 04:01   #193 (permalink)
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Narrat, when u put it that way it makes sense. I can see where that makes sense, but dont people spend some of their monies back in thiose npc vendors when buying lower teir rocks and what not?

But i do understand what ur saying and that is acceptable i guess. Afterall its really the guilds that should be asking the question not some lonely nub like my char
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Old 5th September 2010, 11:45   #194 (permalink)
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Why isn't magic aimed based yet for damage spells? This is ridiculously annoying that it's still not fixed.
this.
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Old 5th September 2010, 16:03   #195 (permalink)
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But i do understand what ur saying and that is acceptable i guess. Afterall its really the guilds that should be asking the question not some lonely nub like my char
I agree... better them than us
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Old 8th September 2010, 19:20   #196 (permalink)
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so..where new patch?
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Old 8th September 2010, 19:21   #197 (permalink)
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<@HenrikNystrom> should go live tomorrow.
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Old 8th September 2010, 19:28   #198 (permalink)
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<@HenrikNystrom> should go live tomorrow.
Woah, I did not expect this. I got caught off-guard.
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