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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Development Headsup: K/O-mechanics, Archery Towers
this is a great change. tho can we get like a weekly numen reset? i think that would be fair i guess.
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Fostik
- Posts: 2525
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Re: Development Headsup: K/O-mechanics, Archery Towers
The problem is not that they could be killed, but the fact that this system will punish low skilled players, and they will require much more numen points to activate another Ancestral Ward. At the some point Ancestral Ward is kind of limitation - the longer you live(and fight in PvP) - the harder for you to get alive from battles. But noobs will suffer for it per seloftar wrote: Aren't you overestimating the risk of dying while hunting? It's really only bears, mammoths and trolls that currently have any chance of killing you, IIRC. Noobs wouldn't die anymore from hunting foxes or boars than they currently do.
Last edited by Fostik on Sun Jan 26, 2020 8:44 pm, edited 1 time in total.
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Development Headsup: K/O-mechanics, Archery Towers
If numen points do not work, XP would be fine, start it with a decent cost and like lets say 100XP and it adds 100XP oer use or something like that. More often you end up using it more its gone get costly. Plus everyone can gets XP if they play with no strings added.
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loftar
- Posts: 9096
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Re: Development Headsup: K/O-mechanics, Archery Towers
I wouldn't be draw that conclusion so quickly. "Ordinary noobs" don't really get knocked out that often, in my experience, especially not from sources which are likely to kill them, so my assumption would be that the vast majority of players will keep their activation costs pretty low for a very long time.Astarisk wrote:This sounds like a system that still screws over the low tier people while giving the high end people a huge advantage. Those with the best end game wont be effected while everyone else will be.
I do agree that there is a problem with explaining it properly, but I don't really think that should be the all-overriding factor in the mechanic itself. I'm actually somewhat tempted to give all new players a free round of protection if only for the sake of introducing the mechanic to them, but that does clearly conflict with the purpose of making zero-investment alts less useful for pestering purposes.Astarisk wrote:You are also adding in a mechanic that isn't explained to new people. It will provide a lot of confusion going forward.
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shubla
- Posts: 13041
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- Location: Finland
Re: Development Headsup: K/O-mechanics, Archery Towers
Maybe numen point penalty would only apply if you have done aggressive actions (aggro, ko etc.) towards other players while having the buff.

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loftar
- Posts: 9096
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- Location: Your character database
Re: Development Headsup: K/O-mechanics, Archery Towers
shubla wrote:Maybe numen point penalty would only apply if you have done aggressive actions (aggro, ko etc.) towards other players while having the buff.
Something along these lines might be interesting. Resetting it completely every week seems a bit overly lenient, but they are interesting suggestions.wonder-ass wrote:this is a great change. tho can we get like a weekly numen reset? i think that would be fair i guess.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Vigilance
- Posts: 3561
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Re: Development Headsup: K/O-mechanics, Archery Towers
i like it but it really is just "anyone who has resources/desire to use this mechanic will do so, enjoying the game as it was, while newbies become fodder."
which isn't a problem tbh.
which isn't a problem tbh.

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Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Development Headsup: K/O-mechanics, Archery Towers
You might be under-estimating the skill of an average player that has been involved in the game for some time. Maybe in the past we used to suck at hunting and got ko'd more frequently. I'm not even sure if I've been ko'd by an animal at all this world. We either get better at the combat system, get stats high enough that animal killing doesn't matter past the first week of the game as all we do is spam sideswipe and everything dies or found an effective way to just cheese the animal killing. But honestly outside of combat discoveries I don't really mess around with animal killing.loftar wrote:Aren't you overestimating the risk of dying while hunting? It's really only bears, mammoths and trolls that currently have any chance of killing you, IIRC. Noobs wouldn't die anymore from hunting foxes or boars than they currently do.Fostik wrote:Totally broken for noobs who have not 100% successfull hunting. There should be some kind of workaround for them.
What needs to be kept in mind is how much numen do you think its possible for an individual to be able to get, especially at this point in the world. With the quality differences between a new player and a high end player being a huge factor it will reflect how many lives that player will be able to afford. How many ko's do you think is a reasonable number before death finally occurs is what you need to be thinking on. You want animals to be deadly, but how long do you want animals to be deadly for? If the reasoning for a change like this is you want animals to be seen as a threat then this is a change for no one but the lowest tier of players and a boon to the highest.
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thesoldier
- Posts: 27
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- Location: Florida
Re: Development Headsup: K/O-mechanics, Archery Towers
I think it would screw newer people and just non-combat adventures/foragers over.
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AriZona
- Posts: 276
- Joined: Wed Sep 14, 2016 12:02 am
Re: Development Headsup: K/O-mechanics, Archery Towers
The new KO is nuts. It is too artificial and punihes all newbs/noobs/larpers who compose 95% of this game. Devs - dont shoot in your own leg...