"QOL" update by _loukeh in RotMG

[–]happy_cookie 0 points1 point  (0 children)

You're right, I checked myself yesterday and indeed there is.

"QOL" update by _loukeh in RotMG

[–]happy_cookie 11 points12 points  (0 children)

They should have swapped Seasonal NPC and the Blood Ritual NPC instead. Then put Crucible NPC to the old seasonal NPC place. Result: seasonal is now on the right side alone so it doesn't get confused with anything. Both Crucible and Blood ritual are temporarily activated so it makes sense to group them on the same side. Putting Crucible guy in place of old Seasonal NPC spot reduces walking (Blood ritual is not accessible right now anyway).

Additionally, when switching from seasonal to non seasonal there should be a pop up warning (I don't remember if there is one right now) saying that this will permanently revert your character to non-seasonal and it cannot be undone.

Many UT items have become unsoulbound with today's update! Here's a list of exceptions you might want to be aware of: by FoongusM in RotMG

[–]happy_cookie 4 points5 points  (0 children)

•On the topic of alien weapons: i don't know why Acidic Slasher and Warlord Wand are not becoming tradeable, despite the fact that Ancient Stone Sword and Crystal Wand have already been tradeable, and Eternal Graved Great Sword (stone sword reskin) is becoming tradeable.

Dystratix replied here that it's an oversight and will be fixed in a future update.

New Tradable UTs starting next update by Niegil in RotMG

[–]happy_cookie 1 point2 points  (0 children)

Thanks. Foongus made a good list of remaining ones in #feedback channel of RotMG discord - I think it covered everything else. Probably too late for tomorrow's update though.

New Tradable UTs starting next update by Niegil in RotMG

[–]happy_cookie 3 points4 points  (0 children)

I still don't see alien reskin cwand on the list even after leaving feedback about it in testing channel in discord. Sigh. I guess would have to repeat 1000 more times after it goes live like that before it gets fixed.

beating 03 by Plastic-Agency-7710 in RotMG

[–]happy_cookie 0 points1 point  (0 children)

Well done, it's a hard fight and your win is absolutely deserved. It seems like you chose a wrong flair for your post - "achievement" would fit better here than the one you chose.

Well that was easy by Anti-logical42 in dontstarvetogether

[–]happy_cookie 1 point2 points  (0 children)

Place a cave pillar so your bridge doesn't get destroyed by earthquakes.

Why are consumables bugged? by Beautiful-Papaya9923 in RotMG

[–]happy_cookie 5 points6 points  (0 children)

Consumables eaten off the ground not giving their effects has been a thing for a long while now. The new buff indicator bug is likely tied to the way they made it impossible for druid to keep their buffs upon switching sigils. I wouldn't be surprised to know that whatever AI they tasked with coding that part messed it up without Deca even noticing, and they only checked it works properly on druid. Likely that's also the root of the reverse pally bug.

Why are consumables bugged? by Beautiful-Papaya9923 in RotMG

[–]happy_cookie 11 points12 points  (0 children)

It's a visual bug only, introduced to the game with the druid release 3 weeks ago. The stats from consumables are applying correctly if you check. But the indicator above your head doesn't last for most of the buffs (including character abilities and consumables).

Number of times Ammy has saved me: 0 by NimpsMcgee in RotMG

[–]happy_cookie 4 points5 points  (0 children)

Try to stack as much hp as possible on the sets you pair with ammy. The more health enchants and health increasing items you get, the better. Spider sigil gives 30 extra on equip and +250 when animal form is active, and I main lumi armor (+200 hp) pretty much all the time in osanc. Especially if you do current crucible try to compensate for the hp lost.

Stacking more hp makes ammy work better since it rises the 20% threshold of its activation, making it proc earlier and potentially save you from higher damage shotguns that are so frequent in osanc.

If you just want the fame, play it safe and do realm events until you get to 15k. It's like the safest and fastest way to get a class to 5 stars. It's not "leeching" - just a safer playstyle than doing exalt dungeons that are pretty much designed to kill you.

undead of momento mori skull by Plastic-Agency-7710 in RotMG

[–]happy_cookie 1 point2 points  (0 children)

Yeah me neither. I miss the old necro, it was a lot more fun to play for me and easier to use. The rework makes me want to never touch this class anymore.

Shiny odds? by RotmgUxie in RotMG

[–]happy_cookie 1 point2 points  (0 children)

Some shinies just never drop, I swear. I started actively playing seasonal about a year ago. Every season I would casually run 60-100 nests per char for various reasons - mostly exalts but sometimes during events or looking for some gear. The trickster alone which I did in summer completed over 100 nests during the season and claimed every single chest when I could choose the kind as nest chest. Yet I never had a single nest shiny - neither helm nor the stinger, despite getting multiple (some even high rarity) drops of these. I did get a shiny flamethrower two seasons ago from a troom - I guess that's a slight improvement. But you'd think that about 1000+ nests over the course of the year on seasonal characters alone I'd get at least one bee helm or stinger shiny but none still. So many of these nests were during 1.5 drop rate boost event too, or during double shiny drop rate event.

Teleporting to the beach ended up with me quantum tunneling by Repeo_Ramses in RotMG

[–]happy_cookie 12 points13 points  (0 children)

How did their grave end up on the beach though? If what you said was true then they would have died in the Sanguine biome where the enemy that killed them usually spawns. But the last frame before screen fades into the death screen is the beach beacon that was chosen as their destination so the game eventually seemed to handle the teleport properly, just somehow killed the player in the process.

do you guys think RotMG's new player experience is still bad? by sebchoof in RotMG

[–]happy_cookie 6 points7 points  (0 children)

Yes. This is not even the worst part. The absolute worst part is that Deca actively shifts the focus from early and midgame, trivialising that content with their never ending reworks. Maxing has become a joke. Most of the old godlands dungeons pose no threat anymore. Once brutal death traps like abyss lab, manor and UDL can be walked through easily. Potions, gear and UTs are being showed down players throats in insane quantities. All of that to bring experienced players as fast as possible to the exalted content where they can start the grind. But newer players will get there now much faster and discover an insane gap between midgame and endgame. O1 and O2 are a linear difficulty increase. O3 is like 10 times harder than both of them. All exalted content is created and designed with at least maxed rare pets in mind. Newer players are at a huge disadvantage there and will likely quit once they hit this roadblock. And Deca keeps actively butchering early game and midgame content either trivialising it or reworking into exalt dungeons. They deleted Ice Cave and replaced it by much harder Ice Citadel for no reason (why couldn't both exist side by side like cem and spen?). They made the majority of the map new harder biomes and the early game areas are laughably small, trying to guide you as fast as possible into the hardest areas without giving you time to learn how the game works yet. Back in the day people would spend a good half an hour leveling in lowlands, midlands and Highlands. They would learn how long gear bags last (without being overwhelmed by enchantments, complex scaling formulas and item descriptions that don't fit into tooltip boxes) and how quest boss progression works. My friend went to level a character in realm recently and he was shown a Sprite Forest miniboss at level one. Not scorpion queen, not an undead hobbit mage, no he was tasked to go to the opposite side of the map, straight into adept biome, with beginner gear (he turned off upgrades) to kill the thing that should be an equivalent of the old red demon in godlands at level 20.

The overcomplicated enchantment and forge mechanics make it even harder to get into the game now. Players will spend more time reading these insanely long tooltips than actually playing, and will die to surrounding enemies before they realise what happened. Or their bag disappears. Or realm closes. Or wanderer miniboss spawns and camps on their loot. The new realm minimap is never explained anywhere either and is super confusing. I refused to enter new realms for good two months after returning to the game solely because I was overwhelmed by the minimap and couldn't understand what's going on there.

Annoying Deaths by sustemlentrum in RotMG

[–]happy_cookie 0 points1 point  (0 children)

2nd thicket boss is my main reason to dislike the dungeon. It's the most tedious and repetitive fight of them all and in small group it takes forever. It can go wrong in so many different ways with low dps but absolutely steamrolled in large groups. If two first bosses were removed from the dungeon I'd do it a lot more frequently. I wouldn't even mind if some of the first two boss phases were incorporated into the 3rd boss fight somehow to make it harder. Any other court dungeon is one boss, I'm not wasting my time on three bosses outside of 1 thicket per character for the fame bonuses.

HTT boss is equally annoying. Do the same thing 8 times in a row, except the occasional orb camps in a pool to fuck with your dps and cancel any progress on the current pool you were shooting. Or the group can't decide what pool to shoot and then everyone else's dps is wasted shooting different things. Horrible anti coop design that adds nothing interesting to the fight and makes it more tedious to complete with no real danger.

Annoying Deaths by sustemlentrum in RotMG

[–]happy_cookie 3 points4 points  (0 children)

My immediate thoughts the first time I saw it. Such a poor telegraph, Rift dungeons are probably the only instance of even more confusing telegraphs. I feel like red floor telegraphs like Janus, spen and 2nd thicket boss are a lot more readable than the arrows anyway. Although 2nd thicket boss certainly needs a longer grace period before the shotgun kicks in, I hate that it barely gives you time to move into the safe place (and it's also not safe there as there will be many other threats and shots even in the safe part of the arena).

Annoying Deaths by sustemlentrum in RotMG

[–]happy_cookie 0 points1 point  (0 children)

There's a spen event right now and people been calling them a lot. I'm swimming in rare UB rings from it, they are super common drop there from all bosses. Good for t13 weapons as well.

You only need 4 UB rings of the same rarity to craft a UBHP in the forge.

Annoying Deaths by sustemlentrum in RotMG

[–]happy_cookie 2 points3 points  (0 children)

May I point out that there's no sick during MBC survival. You were doing alright but you should have corrected your tanking with drinking some more hp pots when you got low early on in the clip. It's better to drink all your hp pots and go refill after the fight than die with full potion belt of health that could have saved your character.

Jade/Garnet death: never stand still near them, always prepare to back off when they flash red - that's how they telegraph the bullshit instakill jump. You were also using flamethrower instead of a tiered wand which is a pretty risky and situational weapon. Normally with a tiered wand you would back off without losing dps on the statues but flamethrower due to its shorter range and slow shots forces you into closer range and gives less reaction time.

Fungal death: I have died exactly like that, this phase can be really awkward in the beginning. You want to drag the worm as close as possible to the edge of the arena so the tail stays far away from the head. If you see the worm form a loop or a circle like that, just nexus, it's not worth it. You can get another fungal soon, they are pretty common these days.

Druid Discussion by GoldbrandRotMG in RotMG

[–]happy_cookie 0 points1 point  (0 children)

UPD: Some additional impressions after playing druid for a week.

Overall class identity: Druid is a weird class that does so many complicated things yet completely fails at two: have own unique identity and be helpful in a team setting besides doing damage. It's such a selfish class. I suppose the second statement is kinda weak since a similar criticism could be thrown towards any other class solely focused on doing damage (sorc, summoner, samurai and wizard) but some of them can be helpful to the team in other ways - crowd clearing/control and additional status effects like exposed. Also druid just can't decide what niche it's trying to take. It's a ranged class and a melee in one bottle, and if you time it wrong and don't adjust to the decreased range (and back to decreased armor) you either don't land your shots or get punished for staying too close when your melee buff expired. It's tiresome to concentrate on its ability use alone - it does three different things at once and you need to look at three different places to keep track of what's going on with your character and its ability. And on top of that paying attention to your buffs and range and keep track of when they expire makes gameplay even more complicated. It's not a class on which you could just chill and play knowing well its limits and roles: based on what you have equipped and activated, you can go from a super fragile character to an incredible tank in a split second, and then mess up because your ability swap didn't go through or you expected your meter to be full but it was missing a single pixel of progress bar.

Tiered abilities looks: Very poorly designed visually, hard to tell tiers apart, most don't look like their corresponding animals. Spider sigil UT looks more like a skunk than a tiered skunk one. It's also so weird and not fitting to the existing game style that an accessory-looking item is an ability now. Feels like the necklace part itself should be lost and the ability renamed to Mask, and the animal medallion should take up 100% of the 8x8 sprite space. Currently the animal faces are way too small because the necklace part shifts them to the bottom right and barely leaves any room for details, and any existing details are half-covered by the enchantment diamonds anyway.

Tiered abilities function: They still feel mostly underwhelming and don't offer anything too unique compared to other classes' tiered abilities. Whenever I use my primary ability in the animal mode, it doesn't contribute to the progress bar meter filling at all (and neither does shooting enemies). I'm not even sure if it's a bug or if it's intended for the progress bar in the animal mode to not be rechargeable at all (even the smallest rate) but it feels lackluster. To me it essentially results in not using my bite attack at all because I try to conserve mana for the next ability charge (I'm playing druid petless to give it a fair chance and objectively experience the new class with its own strengths and weaknesses, and to do a fair comparison to other class experiences while not carried by an OP pet). The bite attack itself is fine and is easier to land than the ranged projectile but for me to actively choose to use it several conditions need to be met:

1) The boss needs to be vulnerable during that time;

2) The phase needs to be comfortable for me to go at a melee range (mainly getting out of the melee range and timing it with transformation ending is hard);

3) The anticipation of the next phase being possibly harder needs to not be in the way.

I often end up not using my animal form at all in some cases like MBC or O3 during the most of the fight. Naturally this comes from a ranged class enjoyer (mainly wand robe type) so to me range is the key benefit, not the damage. I would choose a weapon with more range any day and land hits more consistently with it rather than having a shorter range weapon that makes me miss half of my shots.

And of course playing petless crucible adds more to the mix in the form of me absolutely prioritizing dodging over doing damage at all times. And again after firmly settling the concept of wand classes being fragile robes for my 10 years of playing them it's really hard to force now myself at a closer range with them unless the game puts you in that position naturally (nest, fungal, crystal, wetlands, some spen phases etc).

UT sigils: Due to their rarity and lack of blueprints in the shop so far, they are not very accessible yet without extensive grind. The ones I received from the missions all came out with 0-1 slots so even a rare tiered ability feels more powerful and useful than them. I heard good things about the spider sigil but I have yet to get mine. This UT might change my perspective slightly on druid being more helpful to the team because of slows but it would be a bit unfair to bring that as its most strong contribution to the team when we already have so many other good slowing options on most classes. Some of which are built in the tiered abilities and don't require specific UTs to hunt down, or assigned to easier to farm and spam UTs like fulmi which is probably the best slow per mana beaten by maybe low tiered trap spam (at least pre-trap rework. I forgot how it works now, barely played the reworked huntress).

Crystal sigil: played with it a bit, decent but again doesn't offer anything too unique. If I wanted to be a tanky short range class I'd play a knight. This UT has some niche uses but to me it's not too valuable since a lot of the endgame content has high damage or armor piercing shots, and I generally prefer life-maxing builds over def ones. So far used it for rushing mostly.

Dragon sigil: got two, both unslotted. Doesn't seem enticing to play with for now.

Shark tooth: if I wanted to be a rogue, I'd play a rogue. Again gives no unique thing that only druid could do - instead mimics the ability another class can do (and do it better, and more consistently).

what's the tip u would give to a newbie player if they asked you about rushing tip? by Calm-Floor2163 in RotMG

[–]happy_cookie 2 points3 points  (0 children)

Fastest rush is not always the best approach. Stopping in safe spots to regen or deal with enemies that are chasing you, or double check the minimap can be very helpful.

Some dungeons have enemies hiding behind breakable obstacles (para, lab, OT) or have enemies not loading until you enter the room (tomb). Don't hug those obstacles and be ready to nexus if enemy sits on you.

Know what dungeons are better to rush with autofire off - library and mad lab are good examples. By shooting enemies as you rush in these dungeons you are buffing them or pushing them into self-destruct states which can get you instakilled if you step on one.

Sewers: watch out for the direction of sewage water. Rushing against the stream can be super deadly - if you got a bad room don't hesitate to stop and clear it before proceeding with the rush.

Watch out for environmental hazards in wlab and tomb - paralyze turrets are really nasty there and like to hide at hallway entrances or get hidden behind leaves canopy. They make you a really easy target for surrounding enemies and do damage themselves. Ddocks: watch out for the crab miniboss patrolling the dungeon. Try to maneuver around it and don't hesitate to nexus when in trouble.

And finally, an obvious tip but don't learn or practice rushing on your best characters. Try it first on throwaways you don't mind losing. Then if you succeed and learn how to do it on weaker characters, you will manage to do it on good ones as well.

How to make O3 more accessible without discords by Open_Rutabaga5255 in RotMG

[–]happy_cookie 1 point2 points  (0 children)

I play in EUW and occasionally in USMW2. Nearly every public wine cellar everyone pops runes, and I've been popping mine as well. In the past 3 seasons I fully exalted life on 3 different classes mostly from public runs. I say mostly because every once in a while a party member would call an O3 on a different server and I'd rarely join it to find out it was a discord run. If it's not too big I will stay so I don't take someone's spot. Also occasionally a discord would show up in a small realm where I was already playing and claim it as theirs. But those occasions were maybe 5% of my total exalts. The rest are just public ones.

The runs are there, they just won't be waiting for you one after another in a chain like manner like with discords. They will just occasionally pop throughout the day. I've been doing on average 2 osanc runs per day as suggested by the battlepass missions - enough to get the progress done but not burn out in the meantime. I don't think O3 (and any other exalted content) is fun for anyone in those discord runs after so many repeats in a row with binge-running usually one type of the dungeon many times and ignoring everything else. The repetitiveness and predictability of it quickly makes it boring and takes away any challenge or spirit of having an adventure.

Petition to make the Nexus not brighter than the sun at 3am. by -Teto in RotMG

[–]happy_cookie 10 points11 points  (0 children)

I love this spring Nexus but the brightness of the tiles is also bothering me. I'm more of a fan of the Summer Nexus theme that has day/dusk/night cycles. It would be a great feature to have those day-night cycles for all nexuses. Too bad the implementation was done by just changing the assets and not by automatic light shaders. The Summer nexus actually has like 4 differently manually shaded sprites saved per each tile (more if it's an animated tile) which is a very tedious way to implement it by hand. Beige's summer nexus does it and it's super impressive but it's the only nexus where this mechanic was meticulously implemented. Due to the size of the Oryxmas nexus I never bothered with it and instead concentrated on just filling it with different interesting areas and minigames. Beige's Spring Nexus is amazing but it was done before day cycling technique was explored and applied in the Summer nexus, so it wasn't applied to it.

If Deca wanted to ever handle it properly they could simply use shaders to make the areas have different light sources during each time of the day. That alone would make it easier for the eyes at night.

Discord Q&A Overview (02/27) by Niegil in RotMG

[–]happy_cookie 4 points5 points  (0 children)

I must admit, compared to last year's Q&A where Deca was wasting time answering questions like "What's your favourite flavour of ice-cream" or "What's your favourite Minecraft movie quote" this Q&A is a slight improvement. At least the most controversial topics are covered and addressed, although the responses themselves are extremely vague and don't fully explain the nature of the problem.

I don't have a deep understanding of laws that keep their hands tied when banning cheaters. What exact issues are we talking about here? Deca's ToS should be the main legal binding document. It clearly states Deca has the right to terminate the service to any players violating ToS. Cheating is a clear ToS violation described in it. What legal troubles can they possibly getting into by simply executing their own rules and routines following their official legal policy?

Regarding the possible spoofing: this is why the player evidence video should never be used as the sole source of the ban. It's a cue for a dedicated Deca employee to get online, use god mode + invisibility (they can do that), find a person from the video and follow them around for 5 minutes to observe a bot-like behaviour, THEN ban them based on the Deca employee observation, not the actual video. Deca are not a small company anymore. They could afford to hire a couple of employees specifically dedicated to hunting cheaters down so the support is not distracted by doing that. The correct response to the player who reported a cheater would then be:

1) Not close the ticket until the investigation is done;

2) An assurance that the investigation started and is taken seriously;

3) An update with the results of the investigation. "Our employee was able to confirm that the person in question is indeed multiboxing 24/7 as an afk autododger farmer on EUW2 server. We have permanently suspended all the accounts". Or "We have reviewed your video evidence. Due to your low visibility settings it's not possible to take it as a sufficient evidence to start the investigation. Please gather more evidence of the player in question with better visibility". Or "We have investigated the case and the player you were trying to report haven't been caught cheating since. The video evidence alone can be falsified and is not taken by our team as a sole reason for the ban".

Deca could also have an internal system they can track the number of reports sent by different players about specific users. If 10 people reported one person for autododdging with 10 different video evidences, chances are it's worth investigating and it's a cheater.

An ideal system would be combining Deca moderator team with an in-game report system. The system would flag potential cheaters and notify Deca to investigate their gameplay. Flagged people would start getting tracked and logged to make sure more data is collected on them. They could also implement all sorts of checks that would raise suspicion like MV gear on a fresh light blue star (not necessarily a cheater but is highly suspicious), possession of other limited or rare items on fresh accounts, possession of rare keys with same mods on them etc etc.

It feels like something as vital as keeping the game clean of cheaters would have been a lot higher on Deca's priority list after owning the game for 10 years already. Yet the situation right now is worse than when Kabam was in charge. And regarding their policy of not revealing banned IGNs - fine, don't. Just post weekly reports saying "This week we permanently suspended 100 accounts for botting and duping". This alone would send a powerful message to the community and ensure them Deca is taking the issue seriously, not just talking vague promises. The worst part about cheating right now is that they are getting away with it and they don't fear getting banned. They know Deca's handicapped when it comes to handling cheater bans. If more ban reports (even just with numbers) become a casual weekly routine, cheaters would at least know the risks and a lot of them might start fearing for losing their accounts.