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What would you most like to see in future patches?
Poll ended at Tue Feb 21, 2006 6:28 pm
Bug Fixes  30%  [ 15 ]
New Monsters  2%  [ 1 ]
Updated/New Skills  34%  [ 17 ]
A Massive Quest  4%  [ 2 ]
New Loot  12%  [ 6 ]
Balance Changes  18%  [ 9 ]
Total votes : 50
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 Post subject:
PostPosted: Fri Feb 17, 2006 8:33 pm 
you mean veterinary? :P


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PostPosted: Fri Feb 17, 2006 8:33 pm 
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yea

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PostPosted: Fri Feb 17, 2006 8:39 pm 
obsi has no pets that are really worth training vet for...

but he'd have to bring in animal tamer npcs, then make bonding work here, so you get the animal ghost to try to rez.


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PostPosted: Sun Feb 19, 2006 1:16 am 
FIRST OFF: Do away with CURSE and Mass Curse on npc monsters.. not one or the other...... as they use both spells and most times when they do these spells u cant dispell it... nor can u cast annother stat spell.. or if ur pollyed u are stuck in polly till it wears off.. so u can then dispell.. if u try to diespll polly while cursed it does nothing... I think the Monsters being able to cast the "one stat" lowering spells is plenty (clumsy, weaken, feeble mind) so yes.. disable both spells entirely across the board on ALL monsters if u need my help on going threw them all one by one ill gladly volunteer

Halucinate - its not necesary....... and is major part of int gains.. and i think you will find that if you removed this spell, curse and mass curse from npcs.. ull find them to be way more offensive on attacks.. they simply cast this junk to much they dont spend enuff time hittin u up for dmg..

ok mustangs spawns are random but in a sense to random it requires kills.. the real way to do a random mustang spawn setup would to be to enhance the range so intense adn so vast on single spawners so that they covered VAST VAST ares... not to code them in to spawn over a rabit spawn if u killed it 1000000 times in a row or however it may be
if u set one stang spawn per continent and maxed out the Range on the spawner so that one mustang would "always" be spawned but no one knew where i think it would be fine.. as there are alot of tamers out there to compete over finding them

Smithing - Blacksmithy needs major work.. u see this by all the duped blackrock about.. but i believe at some point smithing was made harder at some point or annother.. i for one believe that the dificulty and rarity in diff items smithed are that in hold with the ore mined... i mean come on.. how many black rock ore can u possibly mine in a day..... lol
what i suggest is the same fail rate on smithing all types of ingots.. and it
to me a non gm piece is a fail (to u this may be diff) and leave the mines how they are.. this way smithers can make a buck

Kegs- It was a fast removal for you and can be poped back in just the way it was in a few moments.. dont change way anything is made cure pot wise.. just re enable kegs to how they once were and all will be well this is really killin alchys.... i know i wouldnt even fuk with it atm without a empty keg in my pack to empty out those damn bottles

Move Item Delay - I see no point for it.. it was a quick fix that was not needed in the first place much like the keg removal.. its like a nat at a bar-b-q

Stamina no run threw - this was an attempt to make someone not just run threw a dungun to get to what they want.. ppl do this ne ways.. its called killing what is only worth killing... and this is nothing more than annoying...

DEX/healing delay... this has been fuked up ever since the new healing system and needs to be fixed.. not like ne of u suggest however......
i agree half way.. the healing delay needs caped at the 120 dex speed but for 100 dex not 120... so what i suggest is to make 100 dex have the healing delay that 120 dex does and cap it there at 100 (this is to help out tanks in the system as they have been fuked for a long while now)

umm fix the newbie dungun..

open up wrong [Has now been done]:)

fix hyloth for gods sake.. all these pesky stupid lil demons are rediculus and not even worth time... more demons and less lil annoying fukers
and when i say demons.. i mean normal Demons.. and do so in a manner where spawns are spread out.. i see several places in hyloth where there is to many spawns in one spot where someone went trigger happy on spawners and if to many things target u in certain places you crash....
this goes the same for several dunguns.. like decieit.. sometimes... "less is more" you cant bunch to much shit in one space

there is to many places that are closed off on obsi.. open em up

the fire dungun and ect...

like drizzy said.. bows are way to fragile.. about 5 times that of what they should be... as with other wepons.. i have said forever that arms lore should tell the actuallal hp of the wepon or armour.. instead of its attack power or armour... this would be a good fix.. and to also make things way more durable.. spells do to much dmg to armour and i think this is the main problem with durability.. everything attacks normaly here pretty good even the major magic casting npcs.. id suggest doing away with how spells dmg and melt armour.. and id enhance the durability on all wepons.. especially bows.. and perhaps (or) the way the wepons and armour are repaired..
when repaired id like to know exactly how much of this durability and total hp that is knocked off each time repaired.. because i think just by my own messin around that its way to much.. anythign repaired seems to be "junk" after it is repaired so pretty much that says any wepon u have or armour u got is useless once it starts gettin dmged... wepons will miss loads when dmged.. and once repaired will go back to dmged at an amazing high rate of speed... and then break


and gimme a big cookie


Last edited by Adam on Tue Feb 21, 2006 12:29 pm, edited 1 time in total.

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PostPosted: Sun Feb 19, 2006 3:11 am 

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The stupid delay on moving items gone
???

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lol I see now... we don't change monster spawns to suit pkers who get owned by them, sorry.


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PostPosted: Tue Feb 21, 2006 7:24 am 
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O yea and a cool thing for CV to create is that Spider Cave we all wanted 8)


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PostPosted: Wed Feb 22, 2006 7:15 pm 
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I would definately like to see the fail rate dropped on -int. I just made 2 pots from 25 bones. Thats pretty bad considering i think i gained that much hunting them.


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PostPosted: Wed Feb 22, 2006 7:17 pm 

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hah. i saw iori fail 10 in a row. no joke.

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PostPosted: Wed Feb 22, 2006 8:19 pm 
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I FAIL making -int pot 10 times in a row !! in a perfect situation! that my friend SUCK big time

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PostPosted: Thu Feb 23, 2006 8:05 pm 
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And whats up with shrinks i went outt and got 60 deadwood. So 4 attempts and failed every1. and its not like you can go out and hunt like 200 deadwood


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PostPosted: Mon Feb 27, 2006 5:40 pm 
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well seeing u cant really find a fletcher or lumber jack around make the gains a little more user freindly so we can get some more bows and make elvin bows good again,not overpoweringly good but good enough to be a decent wep with the poison and such
o and u should make horse spawns undrandomotized like,,
and mustang spawns random not like it helps with the tamer situation
they just stand and kill something while collecting meat from the animal and wait until one happens to spawn,,it really just hurts the non tamer like gawd its annoying paying 1 k for a friggen horse

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PostPosted: Mon Feb 27, 2006 8:58 pm 
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fletching isnt that hard to train. chopping is the worst part.


place your orders and ill get dd to make you some bows with his gm fletcher elven. hes been too busy to log in lately but he is still around.

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PostPosted: Tue Feb 28, 2006 1:13 pm 

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about how many logs and feathers would it take to gm a bowyer?

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PostPosted: Tue Feb 28, 2006 7:24 pm 
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All you need is logs to gm a boywer but it will take awhile training it to gm unless you have like 20k logs stashed..


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PostPosted: Wed Mar 01, 2006 1:47 am 
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All you need is logs to gm a boywer but it will take awhile training it to gm unless you have like 20k logs stashed..
I'm pretty sure it'll take more than 20k logs to GM a bowyer but once you get in the swing of things you should be able to chop around 10k logs per solid day if you have the day off or something lol.

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