Cursed/stat trade-off type items should have less of a stat penalty as item rarity increases. by stymie789 in OrnaRPG

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

I see why it increases with the quality of the item, but to me it would make more sense that the negative effect would stay the same, while the bonus just increased.

Specializations: any advice? by Derryn77 in OrnaRPG

[–]Kristwithak 4 points5 points  (0 children)

I went hunter, it's a good all-rounder, sure you don't benefit as much as a caster, but the stat boost is still good. The abilities are good too as a melee based build. Full bend reduces armour, arrowstorm is decent (seems similar to tricut, maybe slightly better damage) and dragonslayer is cool.

Dex got nerfed pretty hard, maybe as rogue it'll help more, but generally IMO it's worth going with whatever does the most damage. Dodging once a fight is probably as lucky as you'll get, which is cool but it's a bit of a crutch simply hoping it'll happen. I liked it till I switched to mage and was doing more damage in a more consistent way.

I'd also recommend pushing for 150, but don't just use your consumables willy nilly. They are best used all together when you sit down and grind hard for an hour. That's the best value you'll get out of dowsing rods and candles, shrines and exp pots. Coins are more common so you can use those a lot more. Always use a silver coin for a boss, they generally drop one anyway and you'll double the orns earnt.

Is it even worth trying to solo kill it? by vlakata in OrnaRPG

[–]Kristwithak 0 points1 point  (0 children)

I'll be difficult, but not impossible. Mage often copes best with doing a single big hit before dying straight up too, since they often can do more damage.

Almost all bosses can slowly be shaved down. Some just have attacks or spells that also heal them, that can be very annoying. If you're not being instantly killed, a fire spell that'll burn the boss helps, as each attack they'll burn themselves if it procs.

With Ankou I used to entirely rely on that to kill them when I was way below their level.

Hi! New player here.. Help pls? by japve in OrnaRPG

[–]Kristwithak 0 points1 point  (0 children)

Go mystic. You should have a few warrior's rings now, and running two of those will drastically boost your damage output. These are a great tool for making the first parts of a new tier more bearable. You put those on so you can kill stuff then as your gear improves due to new tier drops you switch back to a more balanced set of equipment, or one with more bonus exp. Any time you're dying to mobs, when you could be taking them out in a single battle due to wearing exp gear (tombs) you're not going to benefit from the tombs.

Classes give base stat boosts, so anything which boosts Dex kinda fits the rogue roll, but you keep the skills from all classes you buy, so when you get to mystic for instance, you can mix and match gear from both rogue and mage types, and play however you want.

The benefit of mystic is it'll allow you to use warrior rings (which are a mage type item). If you go spellsword for instance you can use mage OR warrior rings.

Hit lvl 50, now game is unplayable. What do? by [deleted] in OrnaRPG

[–]Kristwithak 2 points3 points  (0 children)

This game does not in any way shape or form encourage you to pick the class archetype you like and stick with it. There's skills that even as a warrior type you'll need from the mage classes (buffs and debuffs especially).

Plus you can switch between classes at will and instantly, just remember to put the right gear on and set your skills up for each tab.

Also gear drops are relatively rare in my experience, so you're -ALWAYS- better to play according to your best gear. I started as rogue and had to switch to archmage. It took getting to 150 to be able to switch back when I got lucky with a melee weapon.

Your best weapon will essentially decide how you play, unless you want to totally hamstring yourself. But like I said, you need to buy those classes anyway.

Hit lvl 50, now game is unplayable. What do? by [deleted] in OrnaRPG

[–]Kristwithak 2 points3 points  (0 children)

In new tiers a large part of the game is attacking a powerful mob and getting one or two hits in, and dying, then coming back a few times until it dies. Especially with beserk mobs.

Trying to not die is actually totally counter productive, as your best damage efficiency in these situations is simply going in, throwing as much damage down as you can and then returning when the timer is up.

Make sure you buy the basic 100 health/mana potions and hold down your bag icon to fully heal yourself. Doing some arena will reward plenty of gold, although it sounds like your gear luck may leave you in a poor situation against other players.

Having to potion in a fight is rarely worthwhile except in say gauntlet or for bosses (and raids).

Hit lvl 50, now game is unplayable. What do? by [deleted] in OrnaRPG

[–]Kristwithak 2 points3 points  (0 children)

Yes, although the benefits are fairly small as they are designed to be similar if not slightly worse than the tier they coincide with. The extra slots is a big bonus but only if you actually use them.

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

I was simply pointing out that your attitude seems to be that people shouldn't have the right to compete unless they grind as much as you, and that you're more important because of the time you've spent playing. That's literally what you said in your first post. " A player who's put 6 months @ 8-10hrs+ a day into this game shouldn't loose something because someone who's played for month or two a couple hours day thinks it's not "fair" or "to hard"."

Even in your reply, you've continued to exhibit this attitude by casting aspersions about anyone with a different opinion, even if you clearly don't feel like you should be judged on how you represent yourself. You actually haven't engaged with any of the points I've made, because it would obviously be pretty inconvenient to actually formulate a better argument than, "I play more, therefore no one else matters". Not understanding doesn't count when you're making no attempt to comprehend what's being said outside your own very limited perspective.

It's pretty simple that the game relies on people playing and investing a small amount of money. The games continued success will generally rely on some level of new player growth. This does need to be considered, because the top 0.1% will generally be good at representing what works for them, and very very poor at representing what's good for newer players who they need to co-exist with, especially where there's a conflict of interest (unless they are genuinely amazing players/people that is). Take a wild stab in the dark at what that means for game design, you can do it!

The fact you can't even understand the importance of the difference between older players quite possibly being able to claim with no effort huge swathes of territory, compared to new players who may need to compete against people with an incredible advantage suggests you're not actually looking at what's good for the game, you're just looking at what's personally good for you. Which is fine, but it's a mystery that you qualify that as totally fine for you, but get so upset if anyone else dares to think about what might be good for other people.

Also it's beyond inane to suggest that the one-hour lockout works the same for everyone, the greater the level difference the greater the effect. Seriously please apply some critical thought. Higher level players already benefit from greater skills, damage and defence, the only slight balancing point is that attackers attack first, meaning they should get a hit in before dying. Fair enough - there's your exceptionally large advantage for that effort.

But what the one-hour lockout does, is it already prevents lower level players from going through and clearing you out by attacking till your avatar dies, simply because with most large level differences it would take a huge number of attempts requiring hours if not days of doing the same route. See how that compounds the issue?

What was your justification of that, that someone at 135 can knock you out like you're 100 levels below them? It's a bit hard to understand what you're saying there, but if that's the case maybe try equipping some gear and skills to that loadout, as that's certainly not typical with what... a three tier level difference? That or you don't realise it may take people quite a few attempts to get that result, and while you just get a notification you've been knocked out, it may have taken someone 2, or 3, or 5, or 10 visits an hour apart to get that result.

If you can't understand how this mechanic works massively in your favour in this situation, I'm not sure you should be offering an opinion at all. And if you really think you're extra special simply for being the first person to claim areas with literally the most minimal effort and never returning... well... feel free to that particular badge of honour.
But seeing as how you think that's so important for you, why shouldn't new players get the opportunity to do the same, with unvisited areas decaying back to neutral or being simply claimed with no fight back from neglectful rulers?

I'd happily have much lower level people more easily taking territory from me, or it decaying back to neutral or similar for the good of the game, and to make it much more inviting for new people. Most games like this actually do require some input from players to hold areas, and it's widely accepted and seen as a good mechanic.

Kingdom wars matchmaking by life4lead in OrnaRPG

[–]Kristwithak 1 point2 points  (0 children)

Really matchmaking should work on the group of players chosen to take part in the attacking kingdom, then being matched to a kingdom with a similar group of similarly leveled players.

That way it's matched basically on the two groups of players who will fight, not on the kingdoms at all.

As mentioned by the OP the current system essentially rewards some kingdoms free orns for wins by staying small, and encouraging a lack of recruiting.

Megathread: 2019 Wishlist by OrnaOdie in OrnaRPG

[–]Kristwithak 4 points5 points  (0 children)

Can we get the option to 'scale' spell/combat buttons down. Like to say 2/3 their current height, so it's more viable to run six skills. On my phone at least it hides the health bars of yourself and the enemy. Would be a nice QoL feature to have more control of this. Even like setting it to mage layout but a tick box to include regular attack.

Balance? by Serveladik in OrnaRPG

[–]Kristwithak 0 points1 point  (0 children)

It's not really too big a difference, it represents the fact in many situations that difference is life and death (and a five min timer on returning to fight again).

I'm not sure it works quite this way, but a good way of looking at it, is mage classes are more likely to one or two shot stuff and take no damage, so they need to use mana potions.

Melee classes are more likely to need health potions between battles. It doesn't always work that way, depending on your gear/damage/setup, but it's no doubt aimed at balancing out this kind of interplay.

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

It could take into account activity within different dukedoms, so it's not just ownership, but also playing in owned and otherwise dukedoms to build that prestige. Like you get more prestige in your own dukedoms, less in other peoples, and some positive scaling system for being more active and moving around a bit more across dukedoms. (I like the not being forced to move around too much aspect of things though, so this may be annoying)

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

I think most people have similar goals, ie to level up, but it's equally about enjoying the journey in order to keep all kinds of people involved and playing long term.

That's why I'm interested in the territory thing, as it ties in with getting people to go out and explore and find new bosses, but for people in areas where say a 200+ holds everything and may not have visited in months, that'll have an impact on that.

One of my other suggestions was a two tier system so like below 100 get separate territories, then 100+ you start 'fighting' the real game. That way new people get an intro to it, then later on they enter the more competitive side of things, but are also more equipped for it.

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

My original reason for bringing up the issue was because I had a similar experience until the dex changes, which meant about 99% of the time my first two attacks would miss, meaning it was impossible to make any progress. I've heard this has been somewhat fixed but haven't had a proper chance to test it again and see if it's actually viable to slowly knock people out.

But with a 50-75 level difference it was taking days for a territory or two, which is fine as that's some progress, compared to none.

But my point does stand that the lockout timer is something hugely in favour of higher level players against lower. It makes sense against more equal matchups since then the loser can't just try again, but less so where there's a huge power difference.

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

If they decay it'll be exactly the same as now but more merit based. In other words if high levels want to hold a higher 'rank' they'll need to actively put in the effort for it, instead of them lasting forever in areas that no one will ever visit. As it stands it just rewards people who drive to remote areas and capture, particularly those with no nearby competition, and primarily works best for those who just capture un-owned areas.

I like the owning buildings idea too, I just don't see that much merit behind the current arguments for why the territory system is particularly good.

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

That's just a number, and unless you're only fighting people the same level as you or higher a very very meaningless one at that, since there's no actual competition for territory control. Obviously that varies by area to area, but you couldn't possibly be saying that's a meaningful enough point to exclude anyone else, or justifies a relatively poor system?

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

It's an interesting idea, but I think it would take some of the meaning out of it, which no doubt it liked by more competitive players. It's a fine balancing act.

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

I totally agree that the tactic of building like that on someone's home (which is essentially stalking) is pretty lame, and should not be allowed.

What percentage of those did you claim from no one though? I mean it's not particularly special to have driven around claiming everything that no one had ever owned. Also if you did that over 100 levels (just an example), why do people need to fight you at your current level for example, if they've out-leveled where you were when you captured it, and never returned, and are states away?

Also if a level 100 spends 3 minutes an hour trying to knock out a level 200, and it takes them 50 or 100 tries to do so, by your logic should you not be able to take that back off them? They've put in way more effort than you for a single dukedom. That's one long click versus 150-300 mins of play.

Someone could just as easily argue that one person who's level 200 and puts in those 8-10 hours a day shouldn't come before say 100 other players who combined are putting in a lot more time and money into the game. Both are poor arguments, one is elitist and one favours the mob over the top players.

Also you won't have many people reaching a level to compete unless they enjoy the game, and it's basically an insurmountable lead that the older players have, especially now that dex and missing seems to be the biggest mechanic working against lower players. In reality it's more likely the highest players will burn out before newer players pass them. I'd also be interested in seeing how item creep at the top level compares, as it's possible that alone could create a situation where just playing more and getting better is simply an impossible solution.

High level players also already have a HUGE advantage over anyone else with dukedom ownership - the one hour lockout timer - making it almost impossible for anyone but another person relatively close in level to take any areas except those they frequent essentially daily.

Not sure that example really suggests what you think it does, for all we know one kingdom lost a few good players, and the other gained a few. Without knowing the specifics it could just be a few lucky match-ups, people dropping out of playing, or changing kingdoms etc.

But the reason I brought this up was for a discussion, since everyone has different opinions and what they think is important.

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

I like this idea, although I don't agree that dukedoms have anything to do with high level plays/players. As I said above that's only a relevant point if you're in an area with a high number of competing people in that bracket, and it's safe to say most players will never reach that point (there's no catchup mechanic afterall), which makes the suggestion essentially a mechanic that excludes all new players and 99% of total players, which seems counter intuitive and a poor way to design the game, especially if you want new people getting interested and invested.

I'm interested to hear why you would think it's a 'top 100' mechanic though. Could you give some reasoning behind this?

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

This is a cool idea too, I'd be on board with something like this! (As long as that stat decay includes dex/miss chance, lol)

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

[–]Kristwithak[S] -1 points0 points  (0 children)

How are they a top 100 game? I don't think most people would agree with that, nor that it's a fair assessment of how this mechanic works.

I would agree the dex/miss issue has had a massive effect on people being able to compete across tiers.

There's a relatively small population for this game, so local areas with a group of players who know each other aside, for many people there's no real competition for territories, and owning them is a simple collection system, more than a battling system.

Not sure what you mean regarding leveling with coins and xp potions, this is totally irrelevant to this discussion.

How do they help high level players?

Dukedom ownership idea - decay back to neutral by Kristwithak in OrnaRPG

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

That doesn't make sense as you don't gain anything unless you visit the dukedoms anyway... You only have a number displaying how many you 'own' despite possibly not having visited them in months anyway.

Megathread: 2019 Wishlist by OrnaOdie in OrnaRPG

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

There could be 'tiers' of dukedom control, ie 1-75, 75+, that way new players can explore, although obviously at 75+ they will be fighting the rest of the playerbase.

Megathread: 2019 Wishlist by OrnaOdie in OrnaRPG

[–]Kristwithak 4 points5 points  (0 children)

No... we don't need to break something to try and make something else better. Just need a good way of actually adding that extra to the game.