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Messages - schnick "schnack" schnuck

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1
Ideas and suggestions / Re: Afterworld Alpha or Afterworld Survival?
« on: August 04, 2013, 06:51:59 am »
i enjoyed playing AWA. traveling through zones was fine, spawns of mobs were good, developement was ok.

AWS however is rather big land, mostly empty, lacking frequent checkpoints, missing some activities (e.g. taming) while adding new complicated features (revive clones, dozens pvp levels).

barely playing AWS these days, due to summer yes, but also since compared to AWA  it's a step backwards imho.

2
Knowledge Database / Re: Professions and Skills
« on: April 07, 2013, 10:47:54 am »
By the way, your chart includes Geology, which I haven't had a skill gain for yet, and isn't in Zwarky's list either.

i got no geo in the natural ress hunter profession, what profession do you mean that has it shown falsely? since i don't do UG mining i have no clue about metal vs mineral etc.

3
Knowledge Database / Re: Professions and Skills
« on: March 29, 2013, 01:51:39 pm »
sorry brickwit for the late reply, just seen it now.

i am quite confident about the impact of the following skills, since i checked them while chipping out or in:

Accurate Eye
Anatomy
Athletics
Attention
Blades
Close Combat
Concentration
Fire-Arms
First Aid
Focus
Geology
Inflicted Damage
Landscape Comprehension
Medical Tools
Melee
Nature
Response
Restorer
Rifle
Strength
Weapon Aim
Weapon Grip
Weaponry

i've marked them bold/green in the file: https://www.dropbox.com/s/xrm9arce0bqbyn6/AW%20CHIP%20MASTER%202013.xlsx

any help filling the gaps is welcome :)

4
Market Network / Re: trading AWD for PED :)
« on: March 11, 2013, 05:46:06 pm »
maybe you should specify if you ask awd or offer them. gl.

5
Ideas and suggestions / Re: Bow or unarmed combat
« on: March 06, 2013, 06:03:12 am »
... hunt for free, and everyone likes that :-)


everyone but the devs ;) so i doubt it'll come one day without some decaying tool necessary.

6
Official news / Re: Development status update [2013-01-30]
« on: January 30, 2013, 05:15:32 pm »
Quote
L7 the rest, including Mugen Village (the Mugen itself is L3).

aint mugen the place newbies spawn? i would suggest removing any pvp from the way newcomers have to take from joining the game to NU and to saransk.

7
Life in the AfterWorld / Re: How long ago did you join Afterworld?
« on: January 28, 2013, 06:58:19 pm »
when i joined 2006 i not really played alot. i just remember picking and chopping some, and exploring swamps. i even attacked one guy for fun with the trash pick  :-* however, the game was too raw at that point.

i came back in autumn 2011 and found the game more enjoyable this time, made some deposits, playing more frequently and skilling around then.

8
Tech Forum / Re: Weight (limit) problems
« on: January 20, 2013, 07:38:02 am »
as far as i've seen weight seems to be fine, i quite like it.

madseend's problem is that he would not know when he should stop swinging the pick before hitting 100% weight and get overloaded. as it is now he can only wait until the game tells him 100% - but at that moment he is already too heavy and cannot run long distances. so knowing more digits of the weight could enable him to pick and pick and pick just right below 100%.

@OP: if you get overload while picking, you can always seperate a stack of cheapest ore for the weight that is too much (e.g. the last 2kg swing) and destroy it in the trash bin to get below 100% weight.

9
Ideas and suggestions / /stuck command
« on: January 19, 2013, 11:23:47 am »
it frequently happened to me upon crash/relog that i found myself in a "blue sky" state, meaning there is no scenery besides the sky and the avatar is in a falling animation. i guess the location of the avatar is slightly below the ground, like outside the world.

a command /stuck could move the avatar for like 10m in every 3 dimensions (preferrably "up" for the height).

otherwise a revive without death should be clone free. i am not going to pay for buggy avatar positioning - the mentioned solutions could reduce helpdesk spamming.

10
Tech Forum / Re: Skill gains
« on: January 09, 2013, 04:30:46 pm »
skill gains on higher weapons already have more weight imo: one tick (afaik one skill check = half a percent of a stage) equals more SNI volume (skill points) when gained on a higher stage compared to a low stage.

as it is now the system works fine in my eyes: a noob can use a high weapon but has a lower skill rate (chance for skill checks) than on a lowbie weapon - since leaning has to be done from the scratch. before one can master über items one has to learn the basics with small ones.

however, seems like the chance for a skill check is equal per click - be it a fast or slow weapon. so a low dmg high reload weapon skills faster than a high dmg low reload weapon, provided both have the same skill rate %. that should be adressed somehow, to make skill checks hand in hand with dps rather than reload.

11
Ideas and suggestions / Re: Clone Wallet ?
« on: January 06, 2013, 11:23:42 am »

(I suppose this would make it possible to trade clones, which might be a bad thing ... not sure if there are any adverse implications to this).

that should not be a bad thing. given that the clones and mpn prices differ from town to town, tradeable clones could actually lead to cheaper clones for people who could only access an expensive NPC trader.

12
Knowledge Database / Re: Professions and Skills
« on: December 31, 2012, 01:00:39 pm »
i created an excel (ms excel 2010) which calculates the profession your avatar has with given skills.

download here: https://www.dropbox.com/s/xrm9arce0bqbyn6/AW%20CHIP%20MASTER%202013.xlsx

for the weightings i used zwarkys stats, own findings from chipping and filled the rest with guesses. please note, therefore the calculation is not accurate, in the first line of each profession you see the error - for low professions that error can be much higher.

should you know of weightings that fit better than the ones used, or find any other errors in the tool, please let me know.

please check the manual.jpg for instructions,
1. export your skills from the game
2. open that export as an XML tab
3. copy paste that export into the chipmaster
4. play around with the skills in the profession tabs
5. see what profession level you will be should you really have the skills from step 4 (chipped them in or out)

use at own risk.

have fun :)

13
Knowledge Database / Re: New Urengoy Stone ratios
« on: December 31, 2012, 08:37:02 am »
areas, zones, whatever.

i still did not figure out from this thread or the linked alpha information, where i need to run in NU to find e.g. iron.

14
Ideas and suggestions / Re: Auto use tool
« on: December 31, 2012, 08:32:58 am »
i don't use double space too, the mouse version works better to me. still a button for autotool would be great.

15
i made a call via helpdesk yesterday afternoon and got a reply in the evening with a solution (i am stuck out of world inside town and they moved me). did not try to log in again to check but i am positive it's fixed, at least support is quick and active via such a ticket.

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