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foogleman

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Everything posted by foogleman

  1. foogleman

    Oh hello!

    Welcome. I remember you.
  2. Disclaimer: I am by no means an expert in the RPG combat, but I have toyed around with it quite a bit during the beta and I wanna share some tips with all the new players, to give everyone a fair and easy start. I also encourage everyone else to come into this thread and share some of your wisdom. General Tips: 1. Importance of your main stat: Weapons and skills usually scale with one stat, like strength or willpower. Some even scale with two. Naturally, increasing your main stat will make you hit harder with those weapons and skills. Not only that, but your chance to hit is also highly dependant on your main stat. If you notice an enemy dodging a lot of your attacks, that means your main stat is too low to reliably hit them. Because of this, pushing up your main stat (Strength, Dexterity or Willpower) is the best way to turning you into a deadly fighter. 2. How to be tanky: The three main stats that will increase your tankiness are: Constitution, Perception and Dexterity. Constitution will raise your HP. Perception will raise your chance to dodge attacks. Dexterity will raise the amount of damage you can dodge (up to a maximum of 80%). But one important note to keep in mind about Perception: If you want to dodge, your Perception will always be put up against the attackers main stat, like Strength. And since most attackers will put a lot of points into this, you will also need a lot of points in Perception to be able to dodge. This can be very hard to achieve, especially for new characters. Shields will help you a lot with this, since shields will increase your dodge rating. Wearing heavy armor, however, will decrease your dodge rating. A leather wearer with a shield and high perception is probably the most dodge-heavy character you could make. 3. Healing is very strong in the RPG. If you try to 1vs1 a character that can heal himself (Mark of the Mender is everyone's favorite here), you almost stand no chance unless you have one of the abilities that reduce healing. Aimed Shot and Mortal Strike are two of those abilities, but only available for Hunters or Warriors. And they cost Essence. An Ability that is rather cheap in its energy cost and is available to every class, is Mark of the Scorned, which will also reduce healing on the target by 50%. A very nice tool to have if you want to beat a healer. 4. Even if you are a melee character, it's always handy to have some means of ranged combat capability available. A bow, for example. Switching weapons when you are engaged only costs 5 energy. Or maybe an ability you can use from range? It will help quite a bit if you come into a fight against another melee character, because often people don't want to engage first since it costs 10 energy. IF you stand there and throw ranged abilities at them every turn, you kinda force them to engage you. 5. Using the "Guard" skill on your Hunter or Healer is a great way of making sure that they don't get shut down in a group fight. But be careful. If you engage someone while guarding, you will lose the guard. 6. Learning an Ability is free, and you can unlearn one Ability every 2 days. Good to know when you are not satisfied with your current skill set or want to try something new. 7. Be mindful of your Fatigue during combat. Each action you take will raise your fatigue, and receiving damage will also raise your fatigue. When you are very fatigued, there is a high chance to receive a random injury. 8. Lost a lot of HP during your last fight? Naturally generating it takes a lot of time. You can speed up the process with food and bandages, or find a healer. 9. If you manage to bring an enemy down to 0 HP during a fight, they are stunned for the remainder of combat and you can injure or execute them, or even take them prisoner. Be mindful though that putting an enemy to 0 HP will disengage you from them, so in order to execute them you will have to Move (10 energy) to them again and the execute itself costs a hefty 20 Energy, too. So it is possible to execute someone in the middle of a group fight, but it will cost a lot of your energy and the time you take to do so may give your enemies enough advantage to turn the fight into their favor. 10. Want to disengage from someone that is attacking you, but you don't have Blink or Disengage in your arsenal? You can also target yourself and do a "Move" action to try and disengage. 11. You can also use the RPG to do simple roll checks with your attributes. The command ".rpg check strength" will roll a 2d5 plus your strength, for example. This can come in very handy for your daily RP purposes or events that are not combat related. 12. You can macro all your abilities with the command ".rpg act <abilityname>". This is very useful for making combat and other things faster and easier.
  3. foogleman

    Collection of tips and tricks for the RPG

    Like I said, I gave them exactly the same stats you described above with the exact same items. The rogue had 4 STR - 1 CON - 6 DEX - 5 PER | Rapier + Round Shield + Nature's Armoring. Unless you are talking about the NPC. THe NPC had 6 str, 6 dex, 6 con, not that it matters really. The only stat that mattered for the NPC was the 6 str, that you also used for your theoretical example.
  4. foogleman

    Collection of tips and tricks for the RPG

    Actually, the example you describe results in a tie in practice. I just went onto the server and created both those characters exactly like you describe them here, and let both of them fight against a 6 Str enemy. The result was, that both of them tanked 12 hits from the NPC until they got knocked out. The Rogue: Screenshot The Warrior: Screenshot I believe you miscalculated or underestemiated the amount of damage the rogue reduces with each dodge, which can go to up to 80%. But I will say this: As I mentioned in the tips above, good dodge can be very hard to achieve for new characters, since they need to keep their perception stat on par with the main stat of other players. Wielding a shield is mandatory to really have the edge in a fight were you rely on dodge to mitigate damage. But all the points you put into Perception will be completely wasted when you fight someone that has 1 or 2 more points in their main stat compared to your dodge. Fighting a 8 Strength enemy while only having 5 Perception yourself, for example, will result in you dodging very little, even with a shield. However, having 8 Perception against someone that attacks you with 5 Strength will probably make you dodge every attack they do for a hefty amount.
  5. Dagger: http://www.wowhead.com/item=116529/incised-dagger http://www.wowhead.com/item=117255/lightdrinker-dagger http://www.wowhead.com/item=59256/unkeeper-blade http://www.wowhead.com/item=69219/sacrificial-blade Fist Weapon: http://www.wowhead.com/item=116514/creeperclaw-knuckles http://www.wowhead.com/item=144171/neronoks-razor-katar&bonus=4173 1H-Axe: http://www.wowhead.com/item=153290/krokul-mining-pick http://www.wowhead.com/item=119207/meat-cleaver http://www.wowhead.com/item=65795/virnaal-guardsmans-axe http://www.wowhead.com/item=52951/chicken-chopper http://www.wowhead.com/item=36572/dinged-cleaver 1H-Mace: http://www.wowhead.com/item=116646/steelforged-hammer http://www.wowhead.com/item=156937/dark-iron-blackjack 1H-Sword: http://www.wowhead.com/item=119204/1-handed-alliance-sword http://www.wowhead.com/item=76390/trainees-spellblade http://www.wowhead.com/item=65492/broadsword-of-the-crown http://www.wowhead.com/item=88649/monastic-sword Polearms: http://www.wowhead.com/item=86394/hozen-warrior-spear http://www.wowhead.com/item=134782/seasoned-pike http://www.wowhead.com/item=88723/sturdy-yaungol-spear Staff: http://bfa.wowhead.com/item=155075/lord-aldrus-greatstaff 2H-Axe: http://www.wowhead.com/item=55295/mardenholde-broadaxe 2H-Mace: http://www.wowhead.com/item=127333/ogramal-snake-charming-flute&bonus=0 http://www.wowhead.com/item=119405/durgs-heavy-maul&bonus=0 http://www.wowhead.com/item=117384/warmaul-of-the-warmaul-chieftain 2H-Sword: http://www.wowhead.com/item=64604/sword-of-marshtide-watch I'll look for some armor sets later.
  6. foogleman

    The Man Who Sold The World

    Welcome. Bring your friends.
  7. foogleman

    Hello friends

    Yes, hello. Bring your friends!
  8. foogleman

    Give Me Access To The Connection Guide

    Yes... if filling this out is a requirement to reach the connection guide.. that would be quite silly. I know most of those questions are really important for the growth of the server, but I'd make answering them optional.
  9. foogleman

    Cooljaw, Surfing Master

    Like I said on Discord, what official lore has Blizzard given us in regards to orcish hobbies and past-times? Orc lore isn't really my thing, but I can't think of anything. And logic demands that they do have some hobbies and past-times. Is surfing one of them? Who is to say it is or isn't? In any case, as far as I have talked with Varen about this, he told me that Unknown Shores would go ahead and develop some custom lore to fill in the blanks that Blizzard left or, like in cases of this here, make a clear definition of how it's going to be. So yeah... Final Conclusion: Staff should decide here if this is actually a thing or not.
  10. foogleman

    Community Input: Staff Organization

    In regards to storytelling, I had this idea of Zone DMs once. For example, if you look at zones in WoW (retail), each zone has a distinct story that starts and finishes inside that zone. Each zone has a "theme" to it, as well. If I was in charge of managing the whole storytelling side of things here, I'd make staff-only subforums for each island and assign one dedicated DM to each island. That DM has two major jobs. First, he needs to represent the NPC presence on that island. This means, when he is online and has the time, he should just be present on the island and look at what players on there are doing, and have the NPCs react to it in a way he sees fit. His second job is to keep a basic "log" of this in his dedicated island-subforum, where he just briefly describes what is going on story-wise on the island, keep a short log of recent events and, most importantly, what is going to happen in the near future. As an example, let's say there is an island that has a small, local pygmy tribe on it. Players have not discovered the tribe yet, but they have been harvesting in their hunting grounds. The DM writes on in his subforum, that the Pygmy tribe is currently aware of the newcomers and weary towards them and their current course of action is to observe. This information is then useful, when in case of the absence of the Island-DM, any other DM can just quickly take a look at the subforum and know exactly what is going on there and how he should let the NPCs react if anything happens. So let's say players run across a Pygmy hunting party and the island DM isn't present, so a replacement DM takes over. The replacement DM knows roughly how the Pygmys would react, so he DMs this random event for the players. The outcome is that the players react very hostile and kill the pygmys. The replacement-DM can then go back to the forum and add what's happened to the "log", so that the main island DM can make a decision later on what happens next and what changes this small event will provoke on the island. This way, you have one DM basically being the overarching storyteller of that one island. He is the one that, in large parts, decides how this whole island will react to what the players do. While at the same time having every other DM being able to "jump in and be hs substitute in case of absense". The benefit is obviously that storytelling for each individual island is more organized, that there won't be much conflicting scenarios since there is just one guy per island making the big decisions, and that it'll overall be easier to keep track of things. Even if you do not pick up on the idea of zone-dms, I would still recommend making a staff-only subforum for every island were you guys keep a simple log of what is going on on that island, what events recently occured, what the "locals" on that island are currently up to and which stance they have towards players etc. etc.
  11. foogleman

    Community Input: Staff Organization

    Generally speaking, I like it. Especially the idea of temporary DM rights is good. SHould make people feel a lot more comfortable with doing events when they don't have to apply for a full-time job in order to do it. I feel like the "Helper" and "Moderator" position could be put together. Both positions require a person to be empathetic, patient, social and ACTIVE (a helper isn't helping anyone when he's only there one hour a week). So a person that is a good Helper would also be a good Moderator, in my eyes.
  12. foogleman

    Hi

  13. foogleman

    Hi, I'm Mazou

    How dare you.
  14. foogleman

    i am he who comes first

    Cumming first makes you proud. Interesting.
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