Discussion in 'General Discussion' started by Lace, Sep 30, 2018.
Last night was the first time since this weekend that I had a chance to test out the stealth changes. What I found was:
- Resource nodes were dropping about 25% less than R57. (averaging 30 Maple Wood, for example, instead of 40 per circuit).
- Weapons and Armor were taking more durability hits than R57.
- Mobs are respawning MUCH faster than R57. There were several times that mobs were respawning when I a) had just cleared them a minute before, or b) was killing the last 1-2 mobs in the area.
This was me doing several round circuits in Serpent's Spine Foothills.
More frequent mob respawns equates to even more durability loss.
I am not opposed to them increasing gear decay, I would just like to know if they are. In fact I have often proposed gear decay should increase. But I also think they should make it easier to craft the specific gear you want.
Same. I don't even really want to craft anymore, but it's the only way to get even mediocre gear. I would happily buy the stuff I wanted if it was available.
I think it would be a lot easier to get right if there were more consistency in how fast different items wear out.
Weapons need repair constantly, while armor takes much longer to deteriorate, and wands just last forever.
Yes, the weapons definitely degrade WAY faster then armor, and wands do degrade, just not at nearly the same rate. I have already had to major repair my moon wands made from 2 months ago, but I was using them pretty much constantly.
Off topic question, do you hit things with your wands? I told Viola to not have autoattack on because what is the point in breaking your wands. Curious if I was giving bad advice.
No, I always have auto attack turned off when I am using my wands, same reason, dont want to wreck them for a 30 damage hit LOL
The whole concept of additional damage decay to enhance crafting sales is flawed logic to me. Port can just increase the gold price that npc’s pay on crafting goods to the crafter so he makes 20 percent profit on mats cost. Then you can reduce decay on gear and you have one less negative connotation to playing this game.
I use chain, dual swords and include body slam in my attack sequence. Why should my armor and weapons pay a much higher decay rate for using the best feature in heavy armor. We already have enough grief from the stupid death decay to deal with this as well.
It seems somebody making decisions at Port forgot we are here to have a good time and paying for it. Let’s stop all this consequence b.s., we have enough of it in real life and come here for a break from it not to continue it in this virtual world. R/Boris/El Pirata.
+1 Googolplex and then some …. My feelings exactly...
I'm ok with more decay as long as I have total control over the masterwork /enchant traits I get every time. I haven't bought any crafted items because that is how I work on my crafting skills. Increasing the number of times I have to go back and craft a few swords to get a good one is not going to make me buy someone else's gear. It will just get to the point where it becomes too annoying to bother with my weapons and I'll stop playing before I buy someone else's overpriced crafted items that will just degrade just as fast.
There is something completely fucked up, srlsy.
Having 150+ ish Ranged Combat , 125+ Rapid Fire, 100++ Ranged Specialization.
Is there any behaviour related to the level of the skill of the weaponry involved?
Is there anything related to Aggressive Stance resources drying up maybe?
MEANWHILE WANDS DECAY IS COMPLETELY ZERO
HARD TIMES WHEN YOU ARE FORCED TO DEBUG AND DEBUNK ALL THOSE UNDOCUMENTED FEATURES THAT COULD EASILY RELY TO THE BUG SIDE.
Serious question for you Mac. I'm a sword and board guy and this release the durability on these weapons just gets shredded, but I am using auto-attack. Does using auto-attack cause the items to wear down faster? Should I turn it off? My armor seems pretty much the same, but the sword and shield just get killed. Thanks!
It loses durability on hit. So having auto attack turned on will cause more hits with your sword = more durability loss.
Same applied to armor when you are getting hit. I'm assuming those people who say that decay is fine and they are happy with the changes are archers / mage types who don't get hit often. Us melee types are going through armor at an alarming rate.
Seems like I'm going to have to adjust my play style (2 weapons) and turn off auto-attack then.
Faster Durability loss = having to spend more Coto's to reset the durability on the item --or-- buying replacement items more frequently.
Faster Durability loss = having to purchase patterns from the store more often --or-- foregoing customization of armor/weapons.
Thanks Scoffer. It makes total sense, more hits equates to more damage to the weapon. Having said that I'm not exactly psyched about it. To put it in the perspective of a casual player (1-4 hours a week), like myself, I used to only spend two cotos a month repairing my sword and shield. I have already repaired them twice this release, using cotos lol!
Just to clarify, I went over how durability loss works with Chris a few releases ago when there was a bug on QA.
Essentially there is no "chance" for it to lose durability, each use will reduce the durability by a fixed amount.
So for illustration purposes, lets say that fixed amount is 0.001. You hit 1000 mobs with your sword you will lose 1 durability.
Now compound that with things like whirling blades, if you hit 6 mobs with it you will lose 0.006 durability.
Take a 2h sword and hit double slash when you are a sword specialist and the 3rd hit procs you will lose 0.009 durability (3 hits x 3 mobs).
Its why things like rapid fire and multi shot shred bows. If you are doing 10 rapid fire shots you are hitting 10 times with that 1 skill and so taking 10 times the durability loss (0.010 in the example above)
Until they get rid of the RNG nonsense in crafting - completely - not with a "specialization" exclusivity band-aid fix but remove RNG entirely - durability loss at the current rates is not only unacceptable, it is going to do nothing to help crafters.
Guess what, in order to get materials, we have to make/repair our own gear too since mining / harvesting is more time spent fighting. We get all the adventuring cash sinks and then we also get to pour millions in gold worth of resources into a proverbial toilet due to the RNG. I expect the upcoming "specialization" is probably a motivating factor behind these durability loss rates, but I really, really hate that they're deliberately creating a problem in order to force specialization as a solution. Especially since a) its a bad solution and b) who knows when it will actually get here ?
RNG needs to go away from crafting, now, and completely forever. If you want to add specialization to crafts at some later date, that make those schools more efficient or unlock a few exclusive whatevers - fine.
If you are thinking to remove it for specialization only, its not going to change anything, as people will just make alts. This should be obvious by now - players want self sufficiency, they want control over what they create/produce/achieve during the time they spend.
Making items more disposable does not help crafters nor does it help create a market for 'junk'. Junk is junk - nobody buys it, nobody wears it, nobody wants it, and its worthless to npc. We need a seriously beneficial consumption methodology for junk, or, failing that, TO STOP MAKING IT IN THE FIRST PLACE.
Seriously, are we going the way of the survival game now? Let me repair/replace my gear every hour? Thanks but no thanks. Weeks of mining for a weapon that lasts a couple days is just stupid. There's simply no other word for it. Do we have this robust crafting system and the ability to make great things but we're not meant to actually use them? What exactly is the point of that?
Yep, thats why using rapid fire on my bow ate it up in less then a month.
I do hate the level of RNG in crafting, I honestly wish everything just costed 15x as much raw materials as there have been plenty of times when I batch up 20 teir 3 weapons and end up with 300 pieces of metal scrap and maybe a axe head or a handle or 2 for my troubles.
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