Search found 285 matches

by Drazson
02 Oct 2018 09:56
Forum: Game - General
Topic: If the game were nerfed ...
Replies: 114
Views: 15044

Re: If the game were nerfed ...

So can I create multiple accounts and win this on my own? (Sorry, just curious/semi-worried/wondering)
by Drazson
01 Oct 2018 01:11
Forum: Suggestion Box
Topic: Club expansion, testing the waters
Replies: 3
Views: 886

Club expansion, testing the waters

Greetings to all. Straight to the point: Personally, I would love seeing a multi-craft system in Genesis. Now thats complicated and guild tax and blah blah. So, we can try to have something harmless to test the waters. Can we have a leatherworking club ? No effects combat-wise, nothing breaks. Base ...
by Drazson
18 Sep 2018 16:30
Forum: Game - Guilds
Topic: What should a guild have for it's type?
Replies: 149
Views: 18200

Re: What should a guild have for it's type?

Nerf us all to the ground, it will help lessen descrepancies across the guilds. :)
by Drazson
17 Sep 2018 23:09
Forum: Game - Guilds
Topic: What should a guild have for it's type?
Replies: 149
Views: 18200

Re: What should a guild have for it's type?

If the "balance document" expects 100% instead of 270% (or is more rediculous as a +270% bonus?) are there any reasons not to adhere to it other than "I liked being op"? (Not anyone personally, in general)
by Drazson
17 Sep 2018 14:24
Forum: Game - Guilds
Topic: What should a guild have for it's type?
Replies: 149
Views: 18200

Re: What should a guild have for it's type?

Wow, stunning news! First off, it makes absolute sense to drop the the specials' scaling to the intended values (100% I guess) and plan on how to balance from there. That's a huge scale-down in power so every one of us will suddenly be dismayed and that's understandable. I see it as incredible oppor...
by Drazson
08 Sep 2018 00:35
Forum: Game - Guilds
Topic: What should a guild have for it's type?
Replies: 149
Views: 18200

Re: What should a guild have for it's type?

*chomps popcorn wildly*
by Drazson
05 Sep 2018 21:23
Forum: Game - General
Topic: Problems if we get too many newbies
Replies: 60
Views: 12350

Re: Problems if we get too many newbies

How do you get rid of the soulbound falchion? Why can't you rack it in your guild? If your alt takes it from there he/she still can't use it cause it's marked not to be usable from seconds, while your guildmates can still use it. I'd like to be able to give my old stuff to a friend / guildmate I th...
by Drazson
05 Sep 2018 06:53
Forum: Game - General
Topic: Problems if we get too many newbies
Replies: 60
Views: 12350

Re: Problems if we get too many newbies

- Free teleportation home: That's a thing right now anyway. The only thing that changes is that you get to keep a set of gear which is... the point, no? As for compensations to the teleporting abilities, I assume no guild has them as a semi-significant tool, yet I haven't had it so I can't judge tha...
by Drazson
04 Sep 2018 12:02
Forum: Game - General
Topic: Problems if we get too many newbies
Replies: 60
Views: 12350

Re: Problems if we get too many newbies

Interesting. You mean backliners I assume. If armour imbues are defensive and utilitarian while weapon imbues are offensive, this could work, since their imbues would actually not provide them any bonuses so it's fair. Big change though I guess.
by Drazson
04 Sep 2018 11:25
Forum: Game - General
Topic: Problems if we get too many newbies
Replies: 60
Views: 12350

Re: Problems if we get too many newbies

At work now, some thoughts that popped up reading this: 1. Item repair for smiths is cool, but would still need a forge (unlike sharpening I mean). Maybe install forges in places where it's appropriate? 2. It's not clear to me: Is repairing a broken item free for smiths (just go to a forge and do it...