Why not make religious study objects only usable X amount of times a day.
I think the gods would be pretty sick of all the guts, seeds and singular wood type ;D
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basuranephilim
- Posts: 164
- Joined: Sat Feb 27, 2016 1:07 pm
- Location: Netherlands
Re: Remove Mirkwoods; not fun game design
Whitehill village recruiter
"Let me be cruel, not unnatural,
I will speak daggers to thee,
But use none."
"Let me be cruel, not unnatural,
I will speak daggers to thee,
But use none."
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Ufer
- Posts: 68
- Joined: Mon Feb 22, 2016 1:02 am
Re: Remove Mirkwoods; not fun game design
I like mirkwood a lot.
its the only thing in the game right now that discourages botting even if just a little thanks to the high exp cost.
its the only thing in the game right now that discourages botting even if just a little thanks to the high exp cost.
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: Remove Mirkwoods; not fun game design
I bot them and autostudy them 24/7 and I still don't like themshubla wrote:Only players that like them are ones that can bot them and autostudy 24/7
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Glorthan
- Posts: 1099
- Joined: Tue Jun 11, 2013 4:33 pm
Re: Remove Mirkwoods; not fun game design
The only way to use them effectively is to bot studying them using autostudy. Seems like it missed the purpose?Ufer wrote:I like mirkwood a lot.
its the only thing in the game right now that discourages botting even if just a little thanks to the high exp cost.
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spawningmink
- Under curfew
- Posts: 2629
- Joined: Wed Mar 26, 2014 7:19 pm
Re: Remove Mirkwoods; not fun game design
I seem to find glimmers non stop lol
Auto study them
Auto study them
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
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razfen
- Posts: 369
- Joined: Sun Mar 24, 2013 10:49 pm
Re: Remove Mirkwoods; not fun game design
yea mirkwoods are shit. what i'd like to see is curios not being consumed, while being significantly harder to find/create. pls throw stones at me and call me a retard.
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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Delamore
- Posts: 1234
- Joined: Mon Jul 13, 2009 9:11 am
Re: Remove Mirkwoods; not fun game design
Why not just have curios get worse as you've used lots of them over a period of time?
So if you use a few mirk a day you're fine, but 48 a day you're getting almost nothing for them past the first few
So if you use a few mirk a day you're fine, but 48 a day you're getting almost nothing for them past the first few
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sabinati
- Posts: 15527
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Re: Remove Mirkwoods; not fun game design
The problem isn't murkwood per se it is auto study and the fact that there is no penalty for spamming the same ez shit curios
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Remove Mirkwoods; not fun game design
The latter, imho.sabinati wrote:The problem isn't murkwood per se it is auto study and the fact that there is no penalty for spamming the same ez shit curios
You won't be able to change auto study without employing the solution Suarez envisioned for spammers toward client coders...
Edit:emphasis added
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Remove Mirkwoods; not fun game design
Hold up! Let me quickly get my abilities up first then you can nerf it
Much like with mining/resource nodes early world.

