Search found 23 matches

by Morbus
Wed Jan 03, 2018 2:16 pm
Forum: General Discussion
Topic: Corpusal node (Underworld)
Replies: 3
Views: 7250

Re: Corpusal node (Underworld)

Hey Judere! I absolutely see your point, I just believe that we should still have one portal, that teleports you back to your corpse, which only the node does. It's probably a good thing it takes a while to spawn that portal, too. It keeps players from running back to their death instantly. I believ...
by Morbus
Wed Nov 08, 2017 9:21 pm
Forum: Server 112 Specific Discussion
Topic: Random Spawn (Fridi)
Replies: 7
Views: 8208

Re: Random Spawn (Fridi)

Ich kann die Texte auch gerne rollenspielerisch Ausschmücken, falls das gewünscht wäre. ;) PvP betreffend: Richtig "aktiv" ist wohl keiner aus dem Dev-Team, alleine schon deswegen, weil das schnell zu Vorwürfen der Vorteilsnahme etc. führen würde. Ich persönlich bin bei sowas sehr vorsichtig, da mir...
by Morbus
Wed Nov 08, 2017 5:39 pm
Forum: Server 112 Specific Discussion
Topic: Random Spawn (Fridi)
Replies: 7
Views: 8208

Re: Random Spawn (Fridi)

Die Randompunkte alleine sind sicher nicht der große Bringer von Spielspaß, das ist richtig. Sie tragen aber zum großen Ganzen bei. Sie... ...erstellen verschiedene Kampfkonstellationen, auch was die Spielerpositionierung betrifft. ...sie sorgen dafür, dass ein Spieler die gesamte Karte wahrnimmt, n...
by Morbus
Wed Nov 08, 2017 10:17 am
Forum: Server 112 Specific Discussion
Topic: Random Spawn (Fridi)
Replies: 7
Views: 8208

Re: Random Spawn (Fridi)

Aber immer gerne! Danke für die Beiträge! Es ist absolut wahr, dass PvE nie eine Stärke das Spiels war, aber ich fände es sehr schade, wenn man diese Tatsache zu einem essentiellen Teil der Identität des Spiels erklärt und Verbesserungen im Bereich PvE deswegen als dem Spiel abträglich sieht. Ich ka...
by Morbus
Tue Nov 07, 2017 8:53 pm
Forum: Server 112 Specific Discussion
Topic: Random Spawn (Fridi)
Replies: 7
Views: 8208

Re: Random Spawn (Fridi)

Hey Rentrog! Dein Char zieht genau deswegen Aggro von mehreren Mobs, weil er stark genug ist. Generell gibt es zwei Faktoren, die entscheiden, ob ein Monster einen Spieler angreift. 1) Die Nähe zum Monster. 2) Die Aggressionsschwelle des Monsters. Für 1 gilt: Je größer der Levelunterschied zwischen ...
by Morbus
Sat Sep 23, 2017 9:51 am
Forum: General Development
Topic: Idea to increase PF viabiltiy
Replies: 9
Views: 10947

Re: Idea to increase PF viabiltiy

I'd say the most traditional PF build is WC6K6 with 40 Might 10 Intellect 50 Stamina 49 Agility 1 Mysticism 50 Aim That allows for max damage with SS and soldier shield without sacrificing anything else really, except for a point of aim or agility. A few points can be subtracted from agility or aim ...
by Morbus
Sat Sep 23, 2017 12:02 am
Forum: General Development
Topic: Idea to increase PF viabiltiy
Replies: 9
Views: 10947

Re: Idea to increase PF viabiltiy

IIRC we were going to have +10 for each of SS, FA and EE? Would free up more use of stat boosting elsewhere, I think if we moved the cap to 100 we would definitely want +20. Yeah, we were somewhat worried about stat inflation, so I believe we ended up considering +10 stat buffs to work with the cur...
by Morbus
Fri Sep 22, 2017 6:54 pm
Forum: General Development
Topic: Idea to increase PF viabiltiy
Replies: 9
Views: 10947

Re: Idea to increase PF viabiltiy

Indeed! :D I'd definitely go with calculation No 2 and only scale the base stat. It's really only supposed to be a bonus for people who hard commit to physical stats, not grant a bonus to other buffs. I also find 100 to be a pretty number that would be juuuust achievable by a super dedicated build. ...
by Morbus
Thu Sep 21, 2017 4:21 pm
Forum: General Development
Topic: Idea to increase PF viabiltiy
Replies: 9
Views: 10947

Re: Idea to increase PF viabiltiy

There isn't really a difference between base stats and modified stats for any practical application. It's really just a display issue, apart from that the game bases any calculations I can think of on the final value. For instance, a 30 might + SS char hits just as hard as a guy with 50 natural migh...
by Morbus
Mon Sep 18, 2017 8:56 pm
Forum: General Development
Topic: BGF Image Service
Replies: 7
Views: 8680

Re: BGF Image Service

Very, VERY nice work there Shak! Can't wait to have a bit of time on my hands to delve into it. :D
by Morbus
Sun Sep 17, 2017 10:30 am
Forum: General Development
Topic: BGF Image Service
Replies: 7
Views: 8680

Re: BGF Image Service

Depending on how easy it is to implement color translations etc., this could also be used for a sort of wardrobe feature. Possibly even for some sort of character roster such as WoW's armory...
by Morbus
Fri Sep 15, 2017 3:21 pm
Forum: General Development
Topic: BGF Image Service
Replies: 7
Views: 8680

Re: BGF Image Service

Ohh, nice! That could have a ton of useful applications in automated content generation!
by Morbus
Fri Sep 15, 2017 3:19 pm
Forum: General Development
Topic: Idea to increase PF viabiltiy
Replies: 9
Views: 10947

Idea to increase PF viabiltiy

I'll try to make it short. We tried to make agility and aim more relevant by boosting their effect on offense, defense and damage equations. However, this didn't just boost PFs, but also mages and hybrids, who, for instance, started to go for high agility and became absurdly hard to hit as a result....
by Morbus
Mon Jul 31, 2017 12:22 am
Forum: General Discussion
Topic: I had mentioned this...
Replies: 6
Views: 8887

Re: I had mentioned this...

A bit of craziness sure makes for good stories... :D
by Morbus
Sun Jul 30, 2017 11:24 am
Forum: General Discussion
Topic: Another Question
Replies: 2
Views: 5497

Re: Another Question

If you really want to get rid of your helper, you can say "it's time to part ways again". You can make that into a hotkey, if you run into the issue frequently and don't want to type it every time. Generally (especially if you use targeting as I mentioned in another post), the soldiers are fairly he...
by Morbus
Sun Jul 30, 2017 11:20 am
Forum: General Discussion
Topic: I had mentioned this...
Replies: 6
Views: 8887

Re: I had mentioned this...

I guess we might want to have safety cover that case as well (unfactioned trying to attack soldier). The issue doesn't pop up all that often because it is highly advisable to use targeting (colored outline around enemies) to make sure you are attacking the right target. Especially if you want to wea...
by Morbus
Thu Jul 27, 2017 12:38 pm
Forum: General Discussion
Topic: Lich Bish And an Idea?
Replies: 3
Views: 6017

Re: Lich Bish And an Idea?

The story is definitely going to get picked up on at some point in the future. As you suspected, however, there is some major lore attached to the Queen and her order and we're generally very wary of cheapening any part of the game and its story by tossing out random events that are disconnected fro...
by Morbus
Sun Jun 18, 2017 12:14 pm
Forum: Ogre Client Development
Topic: Ogre Patch 1.0.4.9
Replies: 0
Views: 8613

Ogre Patch 1.0.4.9

Just wanted to say: Amazing work! Thanks so much!

This really addresses most of the issues that people still had with the client. No idea how you found the time and energy to force your way through the entire stack, but you did.

Kudos to you, Sir!
by Morbus
Tue Jun 06, 2017 12:50 pm
Forum: General Discussion
Topic: Quick refresher, bring me up to speed pls
Replies: 1
Views: 4741

Re: Quick refresher, bring me up to speed pls

Hey mate and glad to have you back! Last time I checked, 101 and 102 were still going. 101 and 102 still run the classic version and haven't really had any updates in a long time. No displayed damage numbers, no quality of life improvements, no nothing really. 103 is now run by Gar. Delerium as well...
by Morbus
Sat Nov 26, 2016 11:26 am
Forum: General Development
Topic: Necro scenario - ao3/soth
Replies: 8
Views: 14787

Re: Necro scenario - ao3/soth

I do like a lot of those thoughts. It's absolutely correct that we shouldn't preserve something simply because of it having been there forever. Every game mechanic should be examined in regard to what it brings to the game. If a concept promotes stalling and safe play, it doesnt help the game.
by Morbus
Sat Oct 29, 2016 9:09 am
Forum: Suggestions/Requests
Topic: Persistent active NPCs.
Replies: 0
Views: 4810

Persistent active NPCs.

This is a little concept to liven the game world up a bit, even during lower population periods. I'd like to have NPCs, that have the same abilities as players (more or less), who have a persistent inventory, that have a unique (but dynamic) location in the game world, each carrying their own little...
by Morbus
Sat Oct 29, 2016 8:47 am
Forum: Suggestions/Requests
Topic: Tying Servers (shards) together...
Replies: 0
Views: 4773

Tying Servers (shards) together...

Since we do have a bit of an issue with population balance between servers (people always leave the server with less population, making the situation worse > destructive feedback loop). Meridian59 is based around the idea of the existence of different alternative worlds, or meridians. What if action...
by Morbus
Fri Oct 14, 2016 7:12 pm
Forum: General Development
Topic: Questions for developers/potential contributors
Replies: 4
Views: 10462

Re: Questions for developers/potential contributors

1) I wouldn't really say that Git is too much of an issue. I guess it is one more issue that can be the straw that breaks the camel's back, but I wouldn't consider it a huge hurdle in and by itself. Your guide does help quite a bit to get started and it is a lot easier these days than it used to be....