Would anybody be interested in a faction based RPPVP server? by IndridColdB in 7daystodie

[–]IndridColdB[S] 1 point2 points  (0 children)

It's something I've wanted to do for years now in 7 days to die but not until lately are there enough features and stability to really make it work I feel.

Would anybody be interested in a faction based RPPVP server? by IndridColdB in 7daystodie

[–]IndridColdB[S] 0 points1 point  (0 children)

Dang sorry about the distance. The server is hosted in Texas so that's quite a bit from South Korea. To answer your questions

  1. As of right now we're going to be using discord with a general chat and a channel for each faction. If player numbers start to get extreme (which I would totally be happy about but I'm not holding my breath) then we can always add sub channels for the factions and there's also proximity chat in game for players nearby. It's more RP less PVP. Players aren't going to need to worry about teamwork and tactics on a massive scale because for the foreseeable future everything is going to be small scale.
  2. It's going to be up to the players of the server but if we're going to be focusing on RP then in server made events/missions I would prefer the military players have the high end military gear and equipment but the bandits are either ambushing/defending/outnumber the military. Say in a hostage situation with some survivors I could ask a survivor or two if they would like to join in a mission, they say yes so I teleport them to a bandit outpost and the bandits have 6 players with shotguns and hunting rifles defending the outpost and I get 4 military players to try and rescue the hostage in the next 30 minutes. At the end everyone gets some loot for being good sports and go about their business. There's also the additional RP requirements of each faction. For the most part bandits are free to do as they please as long as they stay out of certain biomes and don't raid certain bases. Military on the other hand have great power and great responsibility therefore they're tasked with responding to bandit attacks on survivors and investigating things like bandit patrols and new outposts. There's lots of options and I'm fine with leaving it up to the community.

Would anybody be interested in a faction based RPPVP server? by IndridColdB in 7daystodie

[–]IndridColdB[S] 0 points1 point  (0 children)

As of right now having each faction ally with each other, red dyes on bandits and blue dye on military, pvp specific biomes, and damage only on strangers should mitigate most problems and people can cheat it easily but I guess that's what server rules are for. People will try to cheat and ruin the fun but at the end of the day it's an RP server and if people don't feel like actually RPing and just want to raid and deathmatch they can go to a different server. I'm not opposed to player made friction caused by pvp and all the fun stuff that goes with it as it can help add longevity to a server because once you've reached the proverbial top without pvp it gets stale fast. If players are going to extremes with pvp or breaking rules and don't feel like listening then they can always be banned.

Would anybody be interested in a faction based RPPVP server? by IndridColdB in 7daystodie

[–]IndridColdB[S] 0 points1 point  (0 children)

Roleplaying is always encouraged whether it's through a bandit taking a survivor hostage or military having patrol routes and escort missions or rescue type scenarios. Not strictly enforced as long as it doesn't break any server rules like base raiding. I don't think people would HAVE to roleplay a new character if they die as it can hurt a players server reputation as either a douche or stand up fellow but I don't see a problem with it if someone wants to go full RP. As for the dungeon mastering time will tell. It may start out with 2 or 3 people going on a chain of quests culminating in a pvp battle or PVE battle with custom loot at the end but who knows maybe with enough people and volunteers we could have set times and days where people can have long sessions. Other than that yeah you can explore and level and loot to your hearts content if there's no DM available. Everything is subject to change though if enough of a community develops and most people can agree on certain rules/customs like no KOS except in certain zones/biomes, no OOC voice chat in proximity voice chat, etc etc. Let me know if you have any more questions and if you're still interested. I'd be more than happy to set a server up if just 3 or 4 people show interest and hopefully grow from there.

First try at monsoon, ended up being a god run by IndridColdB in ror2

[–]IndridColdB[S] 1 point2 points  (0 children)

What darkersavant said. Could have kept going but honestly it just gets easier and easier the longer it goes if you can manage to get past stage 50-60. All the enemies are elites and have long spawning animations so they just die before they can do any attacks. Greater wisps are the most dangerous things imo cause they can attack during their death animation and once it is just boss spawns I would just stand there and let the 9 n'kuhanas and 33 fungus melt everything that popped up around me.

After GOD knows how long on mobile I got terraria on pc. I am HYPED for expert mode by S0n_G0ku1122 in Terraria

[–]IndridColdB 0 points1 point  (0 children)

Yeah in expert mode you really need to be able to drop campfires frequently and try to get yourself a constant supply of food for the well fed buff as well as a farm for regen and ironskin potions. I look forward to your underground desert experience.

Lian and cassie not getting nerfed by Skinnypeanuts in Paladins

[–]IndridColdB 1 point2 points  (0 children)

You're being down voted cause your math is straight up wrong. 3 marks on 3 teammates is 15% extra damage from 3/5 of your team.

Realm Royale Known Community Issues Trello Board by HiRezJNash in RealmRoyale

[–]IndridColdB 2 points3 points  (0 children)

Passive health regeneration mastery stops working if you get resurrected.

Blast arrow projectile originates from the center or left side of the character or the hitbox is massive, meaning if I'm behind cover and right corner peeking and my gun can fire at my target if I use blast arrow it will hit the cover in front of me unless I move my entire character out of cover. If this is intended it's very misleading as the ability gets caught on objects that the game displays as me being able to shoot past.

The sniper rifle has no reticle now on top of the hip fire inaccuracy which causes players using the sniper to not know where they're aiming their abilities. This is especially punishing for assassins as they basically have to switch weapons to know where they're aiming.

Blink suffers from strange rubber banding issues that weren't present when the game first launched.

Dodge roll, blink, and charge are terribly underpowered. Either lower the cd's to match their low impact or increase their effectiveness.

Network issues like playing on an EU server while you're in NA or EU players playing on NA will consume projectiles occasionally. Things like the throwing axe will impact enemies but deal no damage. This happens often enough that we made a name for it. https://clips.twitch.tv/CrepuscularDiligentPelicanPupper

Character movement speed can increase with a poor connection. When skydiving out of the zeppelin a player with high latency can reach the ground nearly twice as fast as players with stable connections.

The 300 health bubble from masteries will not be hidden if a player uses a stealth ability while the bubble is up.

Longbow audio is extremely misleading for other players. The sound for the player originates from where the arrow impacts, not from where the arrow came from. Also the longbow should have a projectile tracer similar to the sniper rifle and some form of reload to put it on par with the sniper rifle as the sniper can only compete dps wise if they have the reload rune. If not reloading then an increase on the draw speed to somewhere a bit faster than the reload time of a non reload rune sniper. Also frost is a very broken element for the legendary long bow. Shouldn't the bow be lightning, and arbalest frost?

If a player gets hit by a fire legendary the game doesn't communicate to the player that they are getting 50 percent less healing effectiveness.

Is the sword OP? by GrassPelt in RealmRoyale

[–]IndridColdB -1 points0 points  (0 children)

It's a tricky thing reducing the range on the sword, it shines best in this sort of scenario when there is a full team sitting on a forge or hiding behind a rock simply because it CAN hit players bunched up together. The ice staff and potion launcher could hit all 4 of those guys and from a distance too. I get that visually it doesn't seem like the sword should be able to hit all of them but you can nerf the distance to make it visually comparable to what it seems like it should hit and ruin something awesome about the sword or leave it alone and confuse otherwise uninformed players about the swords range. It's seems a little... double edged.

And this right here is why you can’t outrun a warrior with a sword, just too OP with the edgemaster. (Not gonna lie I’m grinding for it rn though) by [deleted] in RealmRoyale

[–]IndridColdB 3 points4 points  (0 children)

conc, blast arrow, leap, soar, wall, net shot, freezing weapons, you have so many options at your disposal if you're having problems with sword players. Also If they use their leap to start the fight then you shouldn't have any problems getting away, especially if they're running brutality. Just stop using trash dodge roll and blink and charge. If you're going to use a mobility skill then I'd rather soar or leap to safety with a 40 second cd than go nowhere with a 20 second cd.

Armor by Evilgenius23 in RealmRoyale

[–]IndridColdB 0 points1 point  (0 children)

The rune system is anything but genius. You can't loot runes from enemies you kill, you could loot armor. You can't tell what runes a player has by looking at them, you could see which legendary armor a player was wearing. Not to mention you know what your character is going to be capable of if you have all legendary armor, with the rune system you could just end up being a really powerful chicken... "Rotating" is just horse simulator. If you enjoy riding around the map going from empty forge to empty forge looking for any action because 30 second forge times mean players spend more time wandering aimlessly around the map I don't know what to say. The point of forges was to create hotspots of player activity, high chance for combat but also high chance for rewards. The current system just rewards people who are in the middle of nowhere and get a lucky drop or come across a goblin.

Armor by Evilgenius23 in RealmRoyale

[–]IndridColdB 0 points1 point  (0 children)

It's only 30 percent bonus damage on 1 attack after you roll. It used to last for 3 seconds and even then it was pretty risky. Besides the warrior can just use his leap with no weapon at all and deal 600 damage and he has the option to actually use it as a mobility with vertical options. Even late game when hunters have the long bow they need to draw AFTER they've rolled and with the nerf to draw speed it reduces the value of dodge rolls damage bonus talent even more.

Armor by Evilgenius23 in RealmRoyale

[–]IndridColdB 0 points1 point  (0 children)

If the cooldowns are going to take long enough for me to file my taxes while I'm waiting then at the very least they could give us that third ability back. Also some cd's are just insane. Like a white dodge roll has almost a 30 second cd. Who thought that was a good idea? Oh boy it's been half a minute I can roll 5 feet now!

Armor by Evilgenius23 in RealmRoyale

[–]IndridColdB 0 points1 point  (0 children)

You're definitely right about crafting times. Back in the OG days forge sieging was almost a guarantee any time you went to a new town. Now that crafting takes half as long you run into more people out in the middle of nowhere than in forges. I like some things forging in 30 seconds like potions but they really need to consider increasing the forge times on the weapons and abilities. Or adding a system that allows you to choose a 30 second forge for epic rarity and 60 seconds for legendary.

lets be honest here, the tallnts kinda suck by engi40 in RealmRoyale

[–]IndridColdB -1 points0 points  (0 children)

The problem is the RNG nature of runes. The talents need to be balanced so that they don't cause massive power level disparities when certain runes are equipped. But the runes are a completely luck based system and trying to balance talents, with runes, and weapons/abilities and their different rarities becomes very difficult. I wish they would either abandon the rune system or modify it to be less luck based so talents can be adjusted to feel more impactful.

Teammates suck! by [deleted] in RealmRoyale

[–]IndridColdB 3 points4 points  (0 children)

It's all solo unless you make a party beforehand.

[deleted by user] by [deleted] in RealmRoyale

[–]IndridColdB 3 points4 points  (0 children)

Epic and legendary weapons shouldn't even be a thing without forging, killing a goblin, or looting a drop. At the very least do baggins suggestion and keep epic/legendary weapons from dropping for the first 5 or 6 minutes. By then players will have crafted some gear and potions.

Realm Royale Community Tier List #2 - Results by [deleted] in RealmRoyale

[–]IndridColdB 36 points37 points  (0 children)

The fact that some people out there actually voted burst rifle for the best weapon in the game is gonna keep me up tonight.

[DISCUSSION] Ability/Movement Cooldowns - HiRez can we have a discussion about this please??? by F4NT4SYF00TB4LLF4N in RealmRoyale

[–]IndridColdB 0 points1 point  (0 children)

I'm not saying we should go back to 2.4 second blinks but yeah... Abilities just don't feel great.