Search found 4 matches

by Gwendolyn
Tue Mar 25, 2008 9:38 am
Forum: Archive
Topic: Safespots
Replies: 18
Views: 12876

Re: Safespots

I'm not talking against the fortresses here, most towers and forts prove to be nice playgrounds for the racewars, some being stronger than others (Dark Tower for example could be downgraded a little). I don't think an innkeeper not located within a city should be able to turn tides so strongly thoug...
by Gwendolyn
Mon Mar 24, 2008 11:45 am
Forum: Archive
Topic: Recent changes, a bright future ahead
Replies: 99
Views: 131133

Re: Recent changes, a bright future ahead

'OMG my thief is now a lv40 useless piece of crap' Damn, you stole my comment! While I certainly welcome the fresh energy put into the game by builders, coders and everyone else involved, this change was a bad move from my personal perspective of playing this game, for the following reasons: 1. It ...
by Gwendolyn
Mon Mar 24, 2008 11:05 am
Forum: Archive
Topic: Safespots
Replies: 18
Views: 12876

Safespots

In my opinion, the current lineup of so-called "safe spots", i.e. strong mobs allied to one side located within closeables should be revised. For example, the inn east of Bree bordering the Old East Road is located next to a white city within a relatively safe ('Rangerland') area. The innkeeper is a...
by Gwendolyn
Sun Mar 16, 2008 9:19 am
Forum: Archive
Topic: Test-mume feedback on scout changes
Replies: 59
Views: 35629

Re: Test-mume feedback on scout changes

Unless the flee/sneakon/sneakoff and escape procedure gets automatted in some way, i strongly vote against it. People with slower links for example will have high chance eating a bash versus high dex warriors, and autowimpy needs to be set to zero in fights since one autoflee will kill you anyway in...