what do you think about conversion
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what do you think about conversion
So what do you think about conversion and those upcoming chances?
I think this allsounds too good to be true. Exspecialy that
those free lvl's from non battle subguilds (tho been wondering if chronomancers is included).
I think this allsounds too good to be true. Exspecialy that
those free lvl's from non battle subguilds (tho been wondering if chronomancers is included).
I rule u suck! thats how its ment to be.
Great topic! I want to hear opinions too. I can also answer some questions here if you have about the announced conversion things.
Open subguilds that will be using profession levels are: alchemist, survival, leatherworker, hunter, fisher, merchant, carpenter, dragonscale crafters and new riding guild. There are also plans for other new open subguilds but whether they come in conversion or later remains to be seen.
Open subguilds that will be using profession levels are: alchemist, survival, leatherworker, hunter, fisher, merchant, carpenter, dragonscale crafters and new riding guild. There are also plans for other new open subguilds but whether they come in conversion or later remains to be seen.
- solar
- Supporting Member 2020
- Posts: 541
- Joined: Sat Apr 03, 2004 17:30 pm
- Location: Kalajoki/Oulu, Finland
regarding conversion
Personally, I'm a bit sceptical about possible changes to features that have been pretty much the same since when I started playing. Maybe melee is too powerful compared to ranged combat and needs to be tuned, (it has been talked about on the different thread) but still it makes me flinch :)
Of course, if things don't work, we can just shift back, right?
Anyways, the 60-lvl main guilds sound nice, and new content is always a welcome addition.
Having every single one of the conversion tunes listed somewhere would rock, since many things seem to change and not necessarily all included in the gameinfo thread, at least yet.
Of course, if things don't work, we can just shift back, right?
Anyways, the 60-lvl main guilds sound nice, and new content is always a welcome addition.
Having every single one of the conversion tunes listed somewhere would rock, since many things seem to change and not necessarily all included in the gameinfo thread, at least yet.
Internet tough guy
Icesus is not just my life - it's the lack of it.
Icesus is not just my life - it's the lack of it.
Mounted archery, especialy the idea that a player can use his mount to stay mostly out of combat and fire continously, sounds like an exelent idea. Taking damage will not seriously compromise much since most of the time the player takes damage moveing silently and running away anyhow. This will help significantly for players who like to ride horses, but make their experence by sneak shooting.
Most of the changes seem well thought out and some of them have been waited for a long time. Especially looking forward to profession levels and those new crafting guilds.
While mounted archery looks interesting i do have few concerns about it. First, the required skills span across multiple subguilds making it a rather big investment in levels, especially with ranger guild levels not getting restructured. Also, mounted archery only works in situations very similar to where melee+hold animal is used, which requires a lot less in levels and there's no need to use a mount.
The only major disappointment about conversion is the uptune in form of a mainguild level reduction which everyone but rangers receive. This is to prevent minmaxers skipping some of the less effective optional subguilds in favor of secondary guilds and whatnot, gaining those advantages with less level exp. For me and probably many other long-time rangers the appeal has always been about being a jack-of-all-trades, so i'd much rather see a level reduction and those optional subs made mandatory rather than forcing everyone to specialize to stay on par with other guilds.
To summarize conversion looks great overall, but for me personally not so great. Oh well, guess i'll wait for firepriests or something.
While mounted archery looks interesting i do have few concerns about it. First, the required skills span across multiple subguilds making it a rather big investment in levels, especially with ranger guild levels not getting restructured. Also, mounted archery only works in situations very similar to where melee+hold animal is used, which requires a lot less in levels and there's no need to use a mount.
The only major disappointment about conversion is the uptune in form of a mainguild level reduction which everyone but rangers receive. This is to prevent minmaxers skipping some of the less effective optional subguilds in favor of secondary guilds and whatnot, gaining those advantages with less level exp. For me and probably many other long-time rangers the appeal has always been about being a jack-of-all-trades, so i'd much rather see a level reduction and those optional subs made mandatory rather than forcing everyone to specialize to stay on par with other guilds.
To summarize conversion looks great overall, but for me personally not so great. Oh well, guess i'll wait for firepriests or something.
Of course, from reading Bel's announcement, mounted archery seems to be just one feature of this riding guild. I wonder what else there may be? I'm guessing some kind of mounted melee bonus is very likely, and probably a few more surprises too! Hopefully at last we'll be able to train riding and ride exotic creatures above 25%?
No mounted melee bonus is planned to be implemented, however, the subguild will offer all of the basic riding skills, as well as a way to help one's mount recouperate faster.goderic wrote:Of course, from reading Bel's announcement, mounted archery seems to be just one feature of this riding guild. I wonder what else there may be? I'm guessing some kind of mounted melee bonus is very likely, and probably a few more surprises too! Hopefully at last we'll be able to train riding and ride exotic creatures above 25%?
- odovacar
- Supporting Member 2013
- Posts: 87
- Joined: Tue Mar 30, 2004 01:53 am
- Location: Tel-Aviv, Israel
This seems like a role-playing feat to me, which is a bit strange considering rp in Icesus, or lack thereof. Or am I missing something about the other effects surnames will have, other than providing us with the mkoron, lollerz and pwnz0r families? (and noble army mkorons)allanon wrote:Surnames looks like interesting alternative to grinding for a secondary or starting whole new character if you don't like your name anymore.
Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes.