

jorb wrote:I do not want to over-promise or hype up stuff that could be months out.
Potjeh wrote:Combat effectiveness being based more on equipment than character stats is a good thing, because it means you actually have something to gain from winning a fight. Now they just need to make it so top end equipment isn't easy to mass produce. Maybe make it less about spiraling up top q anvil and more about acquiring rare materials? Gems or some kind of dungeon loot could be added to B12 and steel armor crafting recipes.





Sevenless wrote:Equalization making "keeping on the curve" quite viable for the midcore playerbase is fine. It won't drag many extra players into pvp viable but it makes it a lot more reasonable to commit to casually.
Sevenless wrote:everyone who fights complains about not having enough people to fight against
Sevenless wrote:Edit:Haven attracts a ton of people to the pve side of things who have no interest in fighting or learning to fight.
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