There were two - one definitely was the case you're referring to.
The other character had more of a careless attitude and definitely did not plan on banishment. Their player expressed regrets in chat and went back and forth with shelving the character since banishment is so limiting to progression ...
Search found 80 matches
- Tue Apr 15, 2025 9:41 am
- Forum: General Discussion
- Topic: Do Good Samaritan protections exist?
- Replies: 9
- Views: 348
- Tue Apr 15, 2025 8:51 am
- Forum: General Discussion
- Topic: Do Good Samaritan protections exist?
- Replies: 9
- Views: 348
Re: Do Good Samaritan protections exist?
Hah, yeah this one's mostly on me. I chalk it up to miscommunication, both IC and OOC. Both I and my character thought you and your character knew what was up, considering past interactions they'd had. My bad.
I share the paranoia about drastic IC consequences though, considering how much of a near ...
I share the paranoia about drastic IC consequences though, considering how much of a near ...
- Tue Apr 15, 2025 6:27 am
- Forum: Sorcery
- Topic: The effect of sorcery skill on multiple channels
- Replies: 0
- Views: 57
The effect of sorcery skill on multiple channels
It was my understanding that increased skill in a particular magic type is supposed to decrease the energy drain when holding multiple channels open.
It seems like it does, but just barely. Even at max sorcery, with three channels open, I still usually see three energy drained per tick ...
It seems like it does, but just barely. Even at max sorcery, with three channels open, I still usually see three energy drained per tick ...
- Mon Apr 14, 2025 12:17 pm
- Forum: General Combat
- Topic: PCAST command for point-blank casting with Melee skill
- Replies: 3
- Views: 119
Re: PCAST command for point-blank casting with Melee skill
I dig it! I like that this opens up the possibility for more types of spellcaster builds, especially when/if we get things like Ice Barbs back.
Maybe for the currently-unchanged "Inky black tendrils lash out from your form" flavor text for a couple of Rook spells, they could become "grasping ...
Maybe for the currently-unchanged "Inky black tendrils lash out from your form" flavor text for a couple of Rook spells, they could become "grasping ...
- Sun Apr 13, 2025 4:41 pm
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 32
- Views: 979
Re: Pondering the "no reason not to" issues of the skill system
I really like the "rust" suggestion - it's another "radical" suggestion I was going to make... eventually.
It's got a lot of pros:
Characters stay good at skills that they actually use.
Characters can pick up hobbies for a time if they want, to the detriment of other skills. Put your hobby ...
It's got a lot of pros:
Characters stay good at skills that they actually use.
Characters can pick up hobbies for a time if they want, to the detriment of other skills. Put your hobby ...
- Sun Apr 13, 2025 1:01 pm
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 32
- Views: 979
Re: Pondering the "no reason not to" issues of the skill system
I feel like the skill caps being so high is a big part of the problem. One thing I liked about COGG was that caps were reasonably low. The gap between "end game" content and "early game" content was much narrower, and therefore so was the gap between characters. This meant that characters who wanted ...
- Sun Apr 13, 2025 10:37 am
- Forum: Feature Requests and Suggestions
- Topic: Scholarly Bookshelves
- Replies: 3
- Views: 138
- Sun Apr 13, 2025 10:19 am
- Forum: Feature Requests and Suggestions
- Topic: Scholarly Bookshelves
- Replies: 3
- Views: 138
Scholarly Bookshelves
So I rolled up a new character to see what it's like to be a resen-fighter, and you know what I'm most jealous of? A bookshelf!
It would be awesome if the scholarly guilds could have usable libraries too, since you know, scholars like books.
It would be awesome if the scholarly guilds could have usable libraries too, since you know, scholars like books.
- Sun Apr 13, 2025 10:05 am
- Forum: Feature Requests and Suggestions
- Topic: Idea: Cogg/Clok Skillgain hybridization
- Replies: 12
- Views: 342
Re: Idea: Cogg/Clok Skillgain hybridization
I do not see how skills like stealth would be affected by this, however. I am curious to see what you, or if you have thought of something like this, as well.
Same way really. If diminishing returns start high and then taper, you get the most reward with the initial ambush, but could then ...
- Sun Apr 13, 2025 9:45 am
- Forum: Feature Requests and Suggestions
- Topic: Idea: Cogg/Clok Skillgain hybridization
- Replies: 12
- Views: 342
Re: Idea: Cogg/Clok Skillgain hybridization
It would also make those infrequently-trained-in-realistic-combat but still-important skills easier to train, like defense, stealth, etc., easier to raise without resorting to going out just to train them.
Can you expound on what you're thinking, here?
Sure! Defense skills are a prime example ...
- Sun Apr 13, 2025 9:27 am
- Forum: Feature Requests and Suggestions
- Topic: Idea: Cogg/Clok Skillgain hybridization
- Replies: 12
- Views: 342
Re: Idea: Cogg/Clok Skillgain hybridization
I like the stopgap suggestion. I think it would be even better if it was done in a diminishing returns fashion to encourage quick kills rather than "sit on mob till you stop getting gains, then finish it." It would also make those infrequently-trained-in-realistic-combat but still-important skills ...
- Sat Apr 12, 2025 11:41 am
- Forum: Feature Requests and Suggestions
- Topic: Quality of Life Requests
- Replies: 26
- Views: 4171
Re: Quality of Life Requests
Seconding this one about the gray channel. Or even better, make them all that way. Or better yet - tri-state: listening, ignoring, or rate-limited flickering.
I've often been tempted to simply script away channel tuning, since it would be pretty simple to gag the flicker, tune+echoes, and output ...
I've often been tempted to simply script away channel tuning, since it would be pretty simple to gag the flicker, tune+echoes, and output ...
- Sat Apr 12, 2025 9:05 am
- Forum: Combat Zones
- Topic: Ravaged Wagon Camp
- Replies: 3
- Views: 142
Re: Ravaged Wagon Camp
Hah, I remember that discovery. Dorn's subdued incredulity that my character had been naively practicing there was fun.
- Sat Apr 12, 2025 8:40 am
- Forum: Combat Zones
- Topic: Willow Asylum interiors updated
- Replies: 5
- Views: 502
Re: Willow Asylum interiors updated
Awesome, this was one of my favorite places for grinding and overall vibe - looking forward to re-explore!
Regarding the corpses, I was one of the first to initially bemoan their beefing up, but it turned out that they were still fine to practice with. Not sure they really need toning down tbh ...
Regarding the corpses, I was one of the first to initially bemoan their beefing up, but it turned out that they were still fine to practice with. Not sure they really need toning down tbh ...
- Fri Apr 11, 2025 9:31 am
- Forum: General Professions
- Topic: Skinning Observations and Suggestions:
- Replies: 20
- Views: 8348
Re: Skinning Observations and Suggestions:
On a slightly different (but still progression-related) topic, I've been feeling like the "midpoint" for progression with a particular target (critter for skinning, crafting pattern, etc.) is set too low. I've been trying to figure out how to best put this into words, and I'm not sure I've ...
- Fri Apr 11, 2025 5:47 am
- Forum: General Professions
- Topic: Skinning Observations and Suggestions:
- Replies: 20
- Views: 8348
Re: Skinning Observations and Suggestions:
It's not like you don't use combat to kill the animal, anyway.
This pretty much summarizes my thoughts on tying skinning to combat.
At the end of the day, someone has to kill it. If not the skinner, then they have to bring along someone who can, and tying skinning more closely to combat skill ...
- Thu Apr 10, 2025 4:17 pm
- Forum: General Combat
- Topic: High Skill Characters and Loot
- Replies: 26
- Views: 1881
Re: High Skill Characters and Loot
It's not necessarily a high-skill-specific issue, but I've always felt that mobs with combat analysis punch well above their skill level since they pretty quickly ramp up to +4 rerolls on both offense and defense.
Someone was discussing where to grind on Discord today, and one of the responses was ...
Someone was discussing where to grind on Discord today, and one of the responses was ...
- Thu Apr 10, 2025 10:40 am
- Forum: General Professions
- Topic: Skinning Observations and Suggestions:
- Replies: 20
- Views: 8348
Re: Skinning Observations and Suggestions:
My only concern would be for potential gaps if there aren't enough skinnable creatures for each challenge range.
Oh, and also my own personal sanity as I scramble to catch my skill up.
Otherwise, SGTM!
Oh, and also my own personal sanity as I scramble to catch my skill up.
Otherwise, SGTM!
- Wed Apr 09, 2025 5:44 am
- Forum: Feature Requests and Suggestions
- Topic: Swimming for Dummies
- Replies: 0
- Views: 143
Swimming for Dummies
Err... non-legacy characters.
I've got the itch to do some more exploration, but I'm hindered by the lack of a swimming trainer. Could we get it added to the mountain main, ranger, or some other suitably outdoorsy teacher?
I've got the itch to do some more exploration, but I'm hindered by the lack of a swimming trainer. Could we get it added to the mountain main, ranger, or some other suitably outdoorsy teacher?
- Sun Apr 06, 2025 2:09 pm
- Forum: General Discussion
- Topic: corporial nethrim after pelos, Redleaf?
- Replies: 7
- Views: 915
Re: corporial nethrim after pelos, Redleaf?
Why do you have to be able to kill something to train against it? In some ways, that makes incorporeals better to train against. Their biggest downside is that you can't break limbs, bind, etc. to make combat easier. But you can absolutely swing away at a ghost for practice.
- Sun Apr 06, 2025 2:02 pm
- Forum: General Discussion
- Topic: corporial nethrim after pelos, Redleaf?
- Replies: 7
- Views: 915
Re: corporial nethrim after pelos, Redleaf?
Mid-tier Thaelsh is in the 1500-1600 ballpark, sewers included.
I mentioned it on discord and just went to check: the animated suits of armor in the whispering forest might work. They're around 1200.
I mentioned it on discord and just went to check: the animated suits of armor in the whispering forest might work. They're around 1200.
- Tue Mar 25, 2025 9:16 am
- Forum: General Combat
- Topic: Request: Wielding sticks as swords
- Replies: 6
- Views: 2081
Re: Request: Wielding sticks as swords
How does this interact with weapon focus abilities? Should we be seeing rerolls from sword focus, and should sword focus enable the weapon's multi-strike instead of its "natural" weapon class focus?
- Tue Mar 25, 2025 9:05 am
- Forum: Bug Reports
- Topic: Magic shields and 2-handed weapons
- Replies: 10
- Views: 1575
Re: Magic shields and 2-handed weapons
I like it! Getting to set a preference removes a lot of the guesswork on how a weapon will function.
Seems to work well with the sword grip feature as well after that speedy bug fix!
Seems to work well with the sword grip feature as well after that speedy bug fix!
- Tue Mar 25, 2025 8:55 am
- Forum: General Combat
- Topic: Request: Wielding sticks as swords
- Replies: 6
- Views: 2081
Re: Request: Wielding sticks as swords
This is awesome!
Is there some indication as to whether or not a weapon is sword-grippable? I'm not seeing it on a quarterstaff despite being able to get sword practice with it. And do other players get any indication that someone is using a stick as a sword?
Also, can we get large bones added to ...
Is there some indication as to whether or not a weapon is sword-grippable? I'm not seeing it on a quarterstaff despite being able to get sword practice with it. And do other players get any indication that someone is using a stick as a sword?
Also, can we get large bones added to ...
- Fri Mar 21, 2025 8:59 am
- Forum: Bug Reports
- Topic: Magic shields and 2-handed weapons
- Replies: 10
- Views: 1575
Magic shields and 2-handed weapons
I've noticed that magic shields behave somewhat differently from physical shields when it comes to two-handed weapons, and I'm not sure if it's intentional or not. I'd like to get some clarity before putting too much practice into a style that's only possible due to a bug.
Two-handed attacks are ...
Two-handed attacks are ...