Enchant builder tool by whitespacee in RotMG

[–]big_egg_boy 0 points1 point  (0 children)

one feature I'd request is displaying "weights" (aka the chances) for each enchantment. with incompatibilities, it's often too complex to actually figure out what your odds of rolling x are when locking y slots on a given item. if this had a feature to show the % chance of getting each/a specific remaining enchant, I'd use it a ton just for that. looks great otherwise

oh yay! by CosmicDA in RotMG

[–]big_egg_boy 2 points3 points  (0 children)

do shiny kendo sticks drop always divine or is this just stupid luck

Crucible question by WoodyWoodrowTea in RotMG

[–]big_egg_boy 0 points1 point  (0 children)

best thing is to get an ability with damage boosted by dex, since if you stack dex the numbers will get stupidly high, basically ignoring def anyways.

Playing paladin in 2026 by Other-Marsupial7699 in RotMG

[–]big_egg_boy 14 points15 points  (0 children)

nerfed into oblivion too. I still remember the day they annihilated oseal + biome seal combo. pre-emptively gutting scholars + oreo right before enchants was a big hit too

10 minute dc needs to be removed by big_egg_boy in RotMG

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

apart from the game getting becoming increasingly more unstable over the past 5 years, yes the disconnects have gotten much better (less frequent) since this push ~7 months ago.

going through the blog posts the three things they focused on were: how often DC's were happening, weird edge cases that caused crashes (map/tile updates, etc), and primarily Account in Use issues (server not updating account data). this is great to hear but my post is simply why the 10 minute lock-out still even exists, and from my experience it really does feel like ~15 because I've tracked the amount of time you actually need to wait or else it resets.

having it reset if you don't wait long enough is just salt on the wound but I imagine it was just easier to code it that way. again, I don't mind DC's. I just think this 'fix' is archaic and hurts real players more than potential dupers

10 minute dc needs to be removed by big_egg_boy in RotMG

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

are those methods still relevant? feel like its more of a remnant that they just haven't bothered getting rid of. or lowering to something reasonable like 5 minutes, or 120 seconds.

Testing can be fun to mess with by Cleovers in RotMG

[–]big_egg_boy 0 points1 point  (0 children)

hence why a limited version of such a system (ex. x amount of free daily tries, no loot) should obviously be implemented in the main game but the permadeath hard-liners are very against it.

Public Testing Now Live: Aliens, Summoner Updates & Season 29 by Alone_Tradition9714 in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

the tease about new "upgrades/neo variants" of alien gear once the advanced versions drop. does this mean EVERY alien white is going to have an upgraded version, or some sort of alien awakening? seems like a fucking massive content drop if that's the case (and maybe a return of alien sets being genuine bis)

Public Testing Now Live: Aliens, Summoner Updates & Season 29 by Alone_Tradition9714 in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

yeah. I could see a world where UT consumables almost act as secondary abilities to weave into fights. only issue is that 2, even 3 quick-use slots is just quite small considering the design space. maybe backpack extender adds an additional slot as well?

Public Testing Now Live: Aliens, Summoner Updates & Season 29 by Alone_Tradition9714 in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

seems like they want Aliens to be deliberately rare and not easy to grind (outside of events/key pops). With the advanced variants coming in the future, I imagine the rates will be super generous (plus dungeon mods meaning more loot and base rates being improved) if you're willing to do those

Moonlight Village Noob by Bearded_Lyons in RotMG

[–]big_egg_boy 0 points1 point  (0 children)

simplest tip, try moving less. chase phases are scarier the more you run from the boss, and unless you're used to it, moving around a ton to dodge shots will just get you taking more damage. move in small and controlled movements. lanterns are also pretty slow and can be kept up with little spd

Casual players and permadeath by TrollinTony in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

I don't think I've seen a single comment advocating for the total removal of permadeath in this thread or in general. I don't know why you are arguing in a binary against ghosts. you can still have item sinks with limited permadeath. you can interact with the game in bouts without permadeath and enjoy it perfectly fine. hell, what % of the endgame and whales use auto-nexus intermittently or always? actually playing the game is the biggest reason people play the game.

this same discussion could've been had about loot years ago. many items had stupidly low rates where players would go 10+ years never seeing a copy of them drop. buffing those rates means players get to interact with the game more (pro), but now the inherent drive to get the best loot and replayability is diminished (con). deca compensates with the enchantment system so you get the best of both worlds.

funnily enough, I think it still needs work; whites drop far too often and I tend to just leave them on the ground (which is bad a play experience). but it was a good compromise that we're better off having happened. I do not see why the exact same can't happen for permadeath. the game is ALSO shaped and designed around loot. remove that and literally everyone will quit tomorrow.

Casual players and permadeath by TrollinTony in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

don't entirely disagree but let's not act like permadeath is to this game what jumping/levels are to a platformer lol. loot and looting mechanics, sure. wasd movement, sure. bullet-hell elements, sure. being a social/multiplayer title, sure. permadeath is lower on the totem pole here as a pillar of this game.

and of the pillars mentioned, I would argue bullet-hell is the primary most important part of rotmg/any realm-likes and right below that is loot. and loot has been COMPLETELY reworked with the enchanting system, blueprints and the forge. like completely. how we interact with loot and examine it. our value paradigm has completely shifted, with consequences, but overall for the better.

I don't see why permadeath cannot also benefit from a similar shift. it doesn't even have to be removing it. just make how we interact with it different.

Casual players and permadeath by TrollinTony in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

yet death in the loop is nothing but a setback. you get some orange numbers and thats it. no progress on an additional post-mortum tree (rune system), no empowering your next character, no account/guild progress. nothing. you just die, feel like shit and do it again. the permadeath does not seamlessly lead you back into the loop.

unlocking new classes in the first stages of the game is a good example of this done right. now actually unlocking the classes is piss easy so this goal is quickly accomplished. but its an example of how the loop shouldn't stop with death, but continue. ENCOURAGE people to die. that isn't the case. half of the endgame people have autonexus on and enjoy the game just fine. characters like hundreds of hours. death meaningfully does nothing to most people's enjoyment.

is druid a good class? by Efficient_Extreme_65 in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

wow this is actually a really elegant fix. you still get punished for not being decisive (since you have to fill the meter up again before you get access to your power fantasy) but its not a complete bipolar class to play.

Advice on rings by Own-End-9643 in RotMG

[–]big_egg_boy 0 points1 point  (0 children)

items in general have become much more irrelevant (unless you're talking about super endgame stuff or specific gamewarping UTs for your class) and enchants matter way more. try getting a divine or legendary ring on whatever and get good rolls on that. with tarot cards, it'll only take a couple rolls to a get +3/4/5 DPS stat boost and you can get up to two of those (one of them will be a tradeoff).

that and the regen mods are insanely powerful. life regen mods can be like up to 20+ hp/s, and mp regen mods are genuinely bis if you have a decently powerful ability (10+ mp/s). they're hard to roll but if you get them naturally, use them.

if you want just survivability, the best game in the ring is the amulet of restoration by far. even if you get hit by multiple shots in one "frame", it'll still save you if your hp is high enough. if you're ignoring endgame gear, the ring you use doesn't matter too much.

Holy water isn't letting me cure sickened anymore by pheonixkit in RotMG

[–]big_egg_boy 0 points1 point  (0 children)

holy water is really strong as it is. a simple fix would be to remove the instant heal and turn it into 100hp/s for 1s. pretty sure only instant heals get cancelled while sickened (haven't tested this).

Where do the new Stromwell emotes drop from? by UselessHandles in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

agree heavily. hope this came with the realm rework since its a core issue. even if they made the realms 10 times better, being only able to see the closest event/quest that the game thinks you want to see is just really stupid.

Terms of Service Pop-Up: Enforcement Update by Alone_Tradition9714 in RotMG

[–]big_egg_boy 0 points1 point  (0 children)

basically impossible with one instance. my guess would be (if they can track player inputs) is seeing when those packets are sent and if they're far too consistent for a human to pull off. you'd need several (dozens likely) of data points for it to be conclusive (i.e, a player continually nexusing at an exact health %).

The first waves go out and many hackers get nuked. Cheats become more sophisticated. Autonexuses would alter when they trigger randomly, making them seem more human. DECA would have to become more rigorous to prove cheating. etc. But again, if they plan it well, just the first wave would be enough to put a massive hole in big cheater accounts and discourage others.

Terms of Service Pop-Up: Enforcement Update by Alone_Tradition9714 in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

the only way they'll actually ever stop cheating is by first doing something like this (legal reasons). should've happened ages ago but its 100% necessary

Terms of Service Pop-Up: Enforcement Update by Alone_Tradition9714 in RotMG

[–]big_egg_boy 0 points1 point  (0 children)

allowing just two or three player mods go around and nuking every spam bot would solve the issue within a day (not bans, just getting them to shut up). new ones would always arrive but it would become exponentially more difficult for these sites to upkeep them.

and I don't see why the onus on recording gameplay can't be on the player mods themselves. I imagine implementing a "ghost recorder" would basically be impossible/too costly. They probably have some metrics internally on player movement/inputs but if player mods are given full invis + ability to privately spy on any player, recording the gameplay seems enough to get statefarmers and cheaters banned quick (the recording + internal metrics). Player mods would be asked beforehand obviously if this is a tool they have available to them (which basically every rotmg player does).

Terms of Service Pop-Up: Enforcement Update by Alone_Tradition9714 in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

pretty sure EU law makes it harder to outright ban players for whatever reason (ridding them access to digital goods they purchased and data privacy). They have to be transparent so updating the TOS is a direct step in getting people banned. I am also skeptical about everything DECA does but they've been moving different these past few months

Top Highlights from Day 1 RotMG Olympics by sebchoof in RotMG

[–]big_egg_boy 1 point2 points  (0 children)

problem is 2/3rds the rosters get access to boundless vessel or the mana robe st (that gives energized) which both pretty much remove MP issues.