Poisoning seem buggued, it shows the first damage but no more green numbers apear in the 30 secs it should be acting. but im sure it works because i seen my test subjects drop death without been atacked.
olso the names of the poison have been changed from the ones on the wiki and dont let me upgrade the page.
BTW prom can you put an example of how posion damage is aplyed?? i was testing on very low mobs and all i could get was 2 to 5 damage with medium poison
You don't see the damage dealt by any DOT effect - Burn, Poison, Chill, etc. It's something we have to implement. The way damage is applied is as explained in the wiki. If you're using a level 4 poison (violent), for instance, it will deal 13-19 damage every 3 seconds. Of course that damage is reduced by the Poison resistance of the victim.
We have dropped the limit on accounts owned and the possibility to have multiple accounts logged in at one's home or in town, since they were major concerns for the community. The "fair use" policy remains tho, and it's the key to avoid abuses. We've also just implemented new logging features that allows us to control suspect characters easily - we'll keep a strict control from today on.
hiding+stealth is for ninja approach, and even ninja looting.
Blocking hiding for criminal actions has no-sense, there are millions of other solutions to avoid or put harder the ninja- looting, without removing the hiding in criminal status
After counting several times over, I count up to 25 secured items in my realm. The counter shows 28/30. Coincidentally, I broke three crafting stations just today and replaced them.
Are the broken crafting stations still taking up room? Was thinking server reset may fix this, if it's the issue I suspect at all, but if not this sounds like a serious bug.
It's the first time we hear of this bug. What is happening sounds quite clear indeed - the counter probably gets updated only when you manually release an item. Is the counter back to normal after the reset? We'll fix it in the next patch, thanks for reporting!
Appreciate the attention brought to the issue. Server reset corrected the number and my realm shows 25/30 items secured in it now, fortunately.
Still an issue I'd think it's worth looking into, since it would force players to unsecure their items before actually breaking them, or spend the rest of the day with a gimped realm.
@Prometheus in theory items should adquire some propeties his own maker has, so lets put an example, a guy with 125 STR GM Swors, tactics,stamina should create weapons/armors with similar qualityes, same for a mage with 125 Wisdom, 125 magery, they sould produce items that reflect that qualityes. of course not in the same intensity
I guess actual system is only random with some limits over wich qualityes each item should have, but my sugestion is interesting to implement and will make items produced by players far sellable and interesting, since players could adjust in some way the quailtys the items whith inherit, of course a mage could produce heavy armor and produce plate armor with mana regen, would be naive but a world of posibilitys in there; D
tks for the fast response, medic says that its common on games to avoid this kind of effects for long times since its proved they are unhealthy, since my friends were mining for some hours i guess thats explains a lot of my headches olso
i checked twice the wiki and i need this info sicne im beguining with crafting
the name of all cloth(s) in order of rarity and if its posible the bonuses that they give on crafting
the name of all leather(s) in order of rarity and if its posible the bonuses that they give on crafting
the name of all ingots(s) in order of rarity and if its posible the bonuses that they give on crafting
i already know this but i want to do a complete investigation and put them to the wiki
I can't find the link, but he mentioned the drop rate has changed. Previously it picked a random playerID for each stone, now it just picks a portion of it. For example, if it's a 1/100 chance the stone could roll a 17, and anybody whose ID ends of 017 can pull the sword.
I'm not sure of the exact stats, but that's the gist of it works, if I'm not mistaken.
I remember that post. As I figured what's the point when they can get it more than once either way. So my thought process is why have it by player id to start off? Could make a world event out of it. Like the lizzy chest
Yeah, they can be obtained more than once, even if that's very unlikely (given how hard it is to get it even once).
That being said, isn't it already a world event? Just one that doesn't require combat but a daily walk around the map
it is i was just thinking mainly combat situation to obtain more items that you would for something else.. something to grab other players to actually to go to the item
@jymnils If you've your inventory set up correctly you should have both potions and arrows after death. I'd be more inclined to argue against anything that allows people to continue fighting without restocking, but that's probably less of an issue now there's a higher death penalty/reward.
Again, players shouldn't have to resort to such extreme measures to achieve basic funtionality.