I saw the rooster arena added to the game, so I can only assume it's going to be reintroduced once more.
That bug where it counts rounds down endlessly, I saw it happen last night. It was in the finals, possibly right before the final round that things went wonky. Seems to happen right before the very final round to determine the champ.
Lizgoth spines are used to craft one item, and the majority of them go to waste.
I suggest adding a Bounty Collector NPC with the NPC who assembles lizard maps, and this NPC would trade Reptile Slayer and Lizgoth Slayer weapons in exchange for Lizgoth spines and Lizgoth eggs. Regular weapons that roll with a guaranteed Reptile of Lizgoth slayer mod.
Possibly, allow the chance to roll and additional random slayer mod for alternatives to artifact gear.
If you want to include artifacts as a trade in reward, make them lesser artifacts. This will help people get started with the lizard map content, and you can't have the items you get at the beginning be better than the ones you get at the end.
A similar NPC to trade Spider and Arachnid Slayer weapons would work as well. With so many spider dungeons in the game, and so many interesting but useless drops (spider eyes, sulfur rocks, frozen webs, spider keys)
Turning in those useless items for slayer weapons would add a nice layer of content to the game.
@Roundwaters@Denluen@Aries@cwizzalsmith our login system for the PvE server experienced some technical issues last night. We've had to restart the server (about 7 hours ago) without a save, which caused it to be rolled back to the previous runtime save. Apologies for the inconvenience!
---- Yeah this is something I don't understand. Why is the default mode the prompt? It's unintuitive and clunky. Everyone uses the ctrl key to grab-all. For newbies, it annoys them as they don't know how to use it and have to click the item and OK every time.
---- Also, if you try to drag and drop an item too fast, it won't drop the item, but keeps it held instead. It makes item looting feel very clunky. On a side note, some usable items seem to have a delay between their uses like the mortar & pestle and alembic, which makes their use feel unresponsive. This isn't the case for some items like the juicer or loom. They feel great to use.
---- Also, there's an existing but extremely old bug where prompts don't disable hotkeys. So if you type to grab a # of items, or rename a map or pet, or create a mappoint, etc., it'll fire all the hotkeys you type and makes it a nuisance. I'm surprised nobody tested it before it was implemented and that it hasn't been fixed yet, although I understand you guys have a small team and there's a lot of balancing and stuff to implement.
---- On a side note, the position of containers and windows reset on every login. It would be nice if their position was stored in some personal file and stayed there between logins.
---- Oh and one last thing, it would be good if we could reorganize the order of binds in our hotkeys list. Like if we could drag the order of listed binds around.
---- Hopefully with the new hotkeys bar it'll be more intuitive for newbies. It's very difficult to play well if you don't have the Last Target keybind set up, because you either have to drag out their target window or click their model. Oh yeah, this brings another thing. Spiritualism summons should also have their target window popup if you have "automatically show pet windows" on, so you can see how much health they have remaining. The window should also indicate how much time they have remaining. And it would be great if you could use healing spells on them.
I think the main issue is the reward/xp system for skills and items. The most efficient way to progress is to macro starter abilities, which turns away new players as they realize people can have high levels through macroing instead of exploring, and there's nobody to party with. Through macroing, they earn no gameplay experience or sense of achievement, and it's a bland time-consuming non-communicative process, so at that point players would just choose to play something for real on Steam.
This is a bit of a different point from the one being discussed, but it's absolutely correct. Allowing players to macro skill points was a necessary decision due to the setup of the game and the way skills work. There are many good reasons a player would want to own several characters, but re-playing low-level content with a new character makes little sense, thus the possibility to macro.
As mentioned above, we have a really huge announcement coming in a few weeks. A whole new concept for skill/stat progression is an important part of it - although only a part! Stay tuned!