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Wishful Thinking
#25

Ryuuku Wrote:I know on runuo you have how to set up a limit to how many pets you have unshiriked, what about set it to something like 30 and make nightmare use like 17 slot.

I remember it being like this back on XUO. We had a limit of 10 animals, and on one version of XUO we had massive dragons you could buy as eggs and they'd grow as you fight with them. You had to have GM veterinary, animal lore and possibly taming (not sure about the last one since someone could have given you the egg). They went something like this snake>alligator>drake>dragon>wyrm and you could bond it to you, along with other rides. This crazy dragon took something like 9 slots so if you wanted to use this guy you had to use a regular horse or orn instead of a mustang which took 6 I think so you'd only be able to have 1 at a time and not recruit an army of them to fight monsters for you.

I also remember on XUO when you had mustangs and nightmares they were red animals and first you'd have to fight them til they got low on health, then you had to use peacemaking on them, and then finally you could tame them. Worked very well IMO because you had to work for the cool ride that could help you fight Smile
#26

Good idea have to subdue the nightmare to tame ( reduces the hp to less than a certain amount, depending on the total hp) the only thing I dont like on it is if it take a huge time to tame ( like charcoal, haze...etc) gonna be a real pain in the ass to tame cause you gonna have to keep hiting it everytime he regenerate.

I remember when I had to do it on a horse that took around 2 hours to tame in another shard.
#27

I had a good idea?!?! :eek: lets put that one down in the record books guys!! lol

By the way, incase I confused anyone with horses/mustangs/nightmares, on XUO a horse was a plain light brown, dark brown, or grey, mustangs were colored, and nightmares were colored and did magic attacks.
#28

No mounts will ever be more time consuming then those you mentioned, in the sense of straight taming that is. If nightmares were tamable I would probably make you all jump through hoops for an hour to get to it. Of course those hoops would be on fire and spikes would be under them, oh and they would be guarded as well, plus there might be some riddles and some elements of luck too.
If one has the desire to possess something, one must have the desire to earn it as well.
#29

Shade Wrote:No mounts will ever be more time consuming then those you mentioned, in the sense of straight taming that is. If nightmares were tamable I would probably make you all jump through hoops for an hour to get to it. Of course those hoops would be on fire and spikes would be under them, oh and they would be guarded as well, plus there might be some riddles and some elements of luck too.
If one has the desire to possess something, one must have the desire to earn it as well.

Shit, Im Scared now.
#30

Thank God Taming is the one skill I'm probably never going to do!!! Shade is just pure evil. He's so evil he puts the devil to shame!!
#31

The problem with the pvp on this shard is that it requires no imagination. Just have to be quicker at clicking a button than your opponent. Its the same on every other shard (scroll, pot, scroll, scroll, scroll, scroll, pot)no skill what so ever. We need the weapon fixes to fix the lame ass pvp. IN was unique pvp, blood bottles, bloody bandages to heal. If you wanted to gank someone with scrolls and casting, you needed like 3 of your friends. We need that back once we get new hardware.

PS. Sorry for posting on this thread, I did it cause I saw everyone else doing it so I figured it was the cool thing to do.
#32

Bloody bandages to heal? What do you think there aren't bandages on INX :eek:

As for using your imagination, you do have to be creative with XUO style PvP. You can't always do the same attack and hope to kill someone with it everytime. You need to change things up. Bah I don't know why I bother anymore... nobody listens or bothers trying it. They hear INX has XUO style PvP and already they think it's the devil and they don't even bother trying it out... Argue all you want about PvP, it just won't change.
#33

First of all... This is mostly about 1v1 so I'll get this out of the way first. Ganking seems to be the most fun thing to do with this system. I don't have a partner to really experience it like it should be but even going out there with random people once in a while is a blast. It is simplistic but very fun and that's where XUO PvP style really shines at. Try that out if you think tournaments and 1v1 are boring.

Now to 1v1. I played on IN and I have some experience with this PvP too. In a nutshell, this PvP is like IN1 PvP except more balanced and boy was IN1 PvP broken. Mana pots that return 40 mana, FS scrolls 20 mana and GH scrolls half mana of the normal spell. You could use invis pot (was on a 17 sec timer like all the other pots) and recall away even if your opponent would detect the exact second you drank it and someone else would try to disrupt your recall.

It was so easy to stay alive in the end hardly anybody died unless ganked 3+ v 1, you sucked really bad or you didn't have macros set. Nobody would even bother casting any other heals since GH scrolls costed very little mana, healed insane amounts (if you stacked them with "good" scrolls) and you could cast it very fast. One thing I liked though was the fact that crafted weapons had a purpose. You could buy Hell's Halberd for 10k and those were plentiful. It was a standard weapon until HF and SoV got more common. All craftable weapons here are useless considering they cost too much to use for world PvP and vanq bard is still better for tours anyway. Anyway, fixes for forementioned flaws were attempted by making things harder to obtain. Wrong way of fixing things if you ask me so I really do think XUO PvP style addresses many of these problems and XUO PvP is superior compared to IN1 PvP in terms of balance and fixes to default sphere .51a system.

Even so, XUO PvP still has it's problems too. Many of the spellbooks 64 spells are left without a purpose and some even disabled. Attack patterns can vary but general idea and spells used are always the same. Keep track of your opponents mana, keep the pressure on them, perfect your timing and don't make mistakes. There is more to it but that's the rough figure without the details. Talking purely about 1v1 here. It is simple to a degree that if you know how to and know the PvP system really well, you could automate boxed duels. It would take some time to perfect a system like that but it could be done.

I guess what I'm saying is... There almost always is a single most efficient way to handle a situation. Some other PvP styles have more variety in a sense that there is several ways of handling a situation and neither of them is any better than the other but they will change the way the fight is fought completely. Not just by switching who is on the attack and who is healing but the methods of attacking and defending. I think that's what a lot of people mean by this style of PvP lacking variety compared to some other styles.

I understand that old XUOers want to defend their system and rightfully so, it's the system they know and love. It is balanced. Maybe even a bit too balanced at a cost of variety.
#34

Well said Canaris, it's nice to get the point of view from someone who has experienced both types of PvP.

I just want to point out that some spells are disabled because they weren't there on sphere servers (at least from what I understand) and since we're a sphere replica they're in turn disabled here as well.
#35

Eighty Swords Wrote:I just want to point out that some spells are disabled because they weren't there on sphere servers (at least from what I understand) and since we're a sphere replica they're in turn disabled here as well.

You must be talkng about necro, chivalry,spellwaving, ninjutsu and bushido right?
Cause every shard I played on sphere had all magery spells enabled.
At last Bless, curse, strenght and all other stat spells.
#36

Necro, chivalry, spellwaving, ninjutsu and bushido are skills not spells Wink and they weren't 'disabled' on sphere shards because they didn't exist back then so they just weren't there :p. These skills all came from Ultima Online expansions.

I'm 99% sure that there were some spells disabled on sphere. Why else would we have them disabled here?


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