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Messages - Zaelkaer "Allfather" Vampyre

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121
Ideas and suggestions / Re: Cost of Death
« on: November 05, 2013, 01:15:37 pm »
Newcomers have unlimited clones, it is the citizens who pay for death with clone. Also, when a newcomer, you can visit the outposts outside of NU for 50 clones per outpost? pretty good deal, if you have an escort that is, but even without, it's possible, just harder.


In my opinion, the cost of death is cheap. At the moment i REALLY, don't care if i die. I know that if i get low on clones, i can just go pick rocks for half an hour and i'll earn about 21 more clones (this is with my pick being at max efficiency though ofc, so for newcomer is harder/lower).


FYI yesterday i died probably 10 times, about 5 because i would lag out and unfreeze dead lol, and another 5 because of small mistakes in hunt. Do i care? no

122
Ideas and suggestions / Re: Suggestion: Ruins
« on: November 05, 2013, 05:04:18 am »
one of my earlier ideas was to have two revival points inside this area, one above ground (easily accessible)
and one below ground, (difficult to reach)


I would like for there to be decay everywhere (ie no safe zones) BUT. what if each revival point has a "small bunker"(with storage in it) in which decay doesn't happen. so that there is two small safe points, and decay is only during time spent outside?

123
Ideas and suggestions / Re: Suggestion: Ruins
« on: November 05, 2013, 05:01:20 am »
I want something scary :) something that will give me that adrenaline rush, something to risk, something to gain. But it want this experience in a location that i can choose to go (optional) ie. don't have to unless want to or are ready for it

124
Ideas and suggestions / Re: Reverse engineering
« on: November 04, 2013, 06:27:51 pm »
Not a bad idea, i think. But, i would assume that there is a risk of failing to create the CD, depending on your skill and the complexity of the item, so then you would have to skill this just like anything else to make it effective - meaning, im all for it because it follows the style of the game. lets say you are stage 7 in this skill and are trying to make a CD of a stage 9 item (though you don't know this because the devs wont tell you have to find out yourself) so, you have a say, (7 - (0.3(7)) / 9 chance to succeed. If failed, then the item is dissassembled to its smaller parts, and the cd is destroyed in the process.

125
Ideas and suggestions / Re: Suggestion: Ruins
« on: November 04, 2013, 06:20:28 pm »
Uniqueness is important, that's why i would want all missions to be generated randomly from sets/subsets of options and numerical values, and I really want there to be serious consequences to failing a mission (a loss of (something) that is equivalent to completing 3 missions successfully).


To prevent repeatable uber missions the devs could create events, where big things only happen once in a while.
This would give players a drive to skill up and prepare for 1-3 months and then to go and risk their equipment/or whatever to have a chance of getting something cool or valuable.


Another big idea of this "Area" that i dream of, is that there is only 4 entrances/exits. They should be pretty far apart/difficult to get from one to another.
At any given time, only 1 of these 4 entrances/exits is open. And they would open/close at random times by hours. Example Gate B open 3 hours, closes. Gate D open 2 hours, closes. Gate A open 7 hours, closes. Gate B open 1 hour, closes. Gate C open 4 hours, closes. So on.


This would give the risk of being "trapped" inside the area.
I propose that ALL ITEMS inside this area, decay at the rate of 1% every 10 minutes whether used or not. So that there is a steady loss of something while inside this area.


The "realistic reasoning" could be that there is a corrosive toxin in the air or some other bs
what do u think

126
Ideas and suggestions / Re: Skill Unblocking Ideas
« on: November 04, 2013, 01:29:37 pm »
chipped in skills that are blocked still work, true, just cannot chip out until unblocked.
BUT. blocked skills means much less sau gains.


example. you are using a rifle at 100% sau rate.
but you have 13/17 rifle profession skills blocked (just example numbers might be off)
this means that (roughly) you only get 4/17 the amount of sau you would have gotten if all skills were unblocked

127
Knowledge Database / Re: Uber: level 60 rifle & defense (chip in & out)
« on: November 03, 2013, 04:55:45 am »
It's incredibly cheaper, no doubt. It's just a question of time vs money.


And if you're not rich then time is the better way to go. I think Jane is trying to show that if someone did want to become an uber overnight, it would cost an Incredible amount. so therefore, its close to impossible (besides costing tons, its also not exactly easy to find people to sell you what you want) Just because you can afford to buy level 60 pen avoid (which is a hefty hefty hefty price), doesn't mean anyone will sell it to you ^^

128
Ideas and suggestions / Re: Weapon Customization
« on: November 03, 2013, 04:48:25 am »
bump, (can't help myself as this is one of my favorite things in games).


If the cosmetic options were really cheap like close to free then i think they would be used often (maybe) at least i would. and if performace enhancing options were available i think in some scenarios they would be used. personally i'd love for my scope to have a smiley face for the cross hair lol

129
Ideas and suggestions / Re: Charged Battery value
« on: November 03, 2013, 04:43:31 am »
bump, i thought this request would be a useful one, at least for miners

130
Ideas and suggestions / Stimpack
« on: November 03, 2013, 04:33:20 am »
I  have an idea to create a new item(s) that are consumables, that have a time duration effect. Craftable items. (similar to that of "redbull"). A stimulant that for example, for 2 hours, enchances your physical attributes by 10% and increases your skill and sau drops by 20%, increases the chance of a global by 5%. Of course, this stimulant should be fairly expensive to craft, so that it isn't used freely but rather at a calculated risk so that depending on what you're doing maybe it would be worth it.


(If there will be a rep system, then there could be a legal consumable (for a lower effect/cheaper), and an illegal consumable (for a higher effect/more spendy).


Thoughts on these type of "items"? I have no specifics in mind, just the general idea.

131
Ideas and suggestions / Re: Suggestion: Quick Item moving
« on: November 03, 2013, 04:11:28 am »
Would be great

132
Ideas and suggestions / Re: afterworld.ru - Information update required
« on: November 02, 2013, 05:19:56 am »
I believe a revamp or update to the official web site needs to be done asap as i have seen no changes there in a very long time!



Perhaps it is too early for this-> but i believe it would be great to have an official advertising video. Just a Very simple very short video showing and explaining a bit about the game. Just like a 30 second commercial, showing glimpses of the different things in the world. something. -> and this should be on the very front of the web page so that any person visiting the site for the first time can get a quick first impression

133
Ideas and suggestions / Re: Cost of Death
« on: November 02, 2013, 05:13:18 am »
The more you play the more you learn what takes how long to do.
As you travel more you learn what mobs are where.
If you are not able to travel and you know what mobs are where, then you need to skill more.
On wiki is sufficient information to learn the progression of mobs to skill on starting from the bottom and working up.


I only die in these situations:
1. some sort of lag or crash
2. my own fault in bad timing of healing (taking 2 or 3 crits in a row)- but this is a calculated risk if you wait until low health to heal
3. attracting more mobs than planned (had 3 but 2 more run up)
4. mob is too strong - crit hits from top maturities
5. mob is simply too strong (does more damage in one hit than i have health)


what i am saying here is that all deaths are typically avoidable. all deaths are a calculated risk. you know what you are capable of and what you aren't
in the first month of survival i died probably 20-30 times.
some days i died 10 times in one day just because i was exploring terrain or trying out mobs/maturities for the first time
the next month i died half as much.


since then i die either never, or only a few times each month
if i play it safe and smart and stay within my bounds, i pretty much never die (lag or no lag).
so i personally don't really see a problem


BUT. i do agree it's an extra hassle and annoying.
BUT. if death/revive was free, then transportation would be free, and devs don't want that.

134
Ideas and suggestions / Re: Request: Reputation
« on: November 02, 2013, 04:30:47 am »
Request still stands.


In that scenario i'm curious as to where that undesirable person would revive. If they are banned from one city they would probably be banned from all cities, so.. something is missing. Will have to wait and see DL finish their planned work and then adjust/remove/or add the current/new Ideas/Requests.

135
Ideas and suggestions / Re: Hunting Ideas
« on: November 02, 2013, 03:06:16 am »
I was thinking it would be nice to introduce a new currency that has the weight of awd (could be used in terminals and with trading with NPC) but it isn't awd and so therefore could never be withdrawn and ie. money is never created because the new currency wouldn't be money. just a thought

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