Search found 26 matches

by took2summit
Fri Aug 10, 2018 4:16 am
Forum: Development, Features
Topic: Geomancy Key Life
Replies: 10
Views: 452

Re: Geomancy Key Life

Hadassah, this suggestion doesnt make the game any easier. If someone wants to grind 30 straight hours in a 3k deep skeleton geo what exactly has been made easier for them, no one is going to do that. Skiller keys will still only get their 3-4 dlvl usefulness as running the same skiller more than th...
by took2summit
Mon Aug 06, 2018 11:15 pm
Forum: Development, Features
Topic: Geomancy Key Life
Replies: 10
Views: 452

Re: Geomancy Key Life

Zaphod everything you just listed as a problem, is exactly why I suggested it. I gave clear examples of everything you just brought up. One was a 3k skeleton geo takes about 10 hours to clear and the key would last 30 hours. If someone wanted to run 1 key over and over for 30 straight hours, they de...
by took2summit
Tue Jul 31, 2018 7:15 am
Forum: Development, Features
Topic: Geomancy Key Life
Replies: 10
Views: 452

Geomancy Key Life

OK - I know everyone has seen me talking about it but it's time to formalize the idea. At first glance, people may think this idea is broken, but please listen, hear me out, think about it before you formulate an opinion. I've been thinking about this idea for over a week now and the more I think ab...
by took2summit
Fri Jul 20, 2018 9:42 pm
Forum: Development, Features
Topic: Geomancy meat
Replies: 3
Views: 180

Re: Geomancy meat

I hear your point bath, and I can promise you people wont be Skilling geo faster if this was implemented. It's just making something slightly less annoying but no one would be able to skill faster. Either way it's just an idea.
by took2summit
Fri Jul 20, 2018 6:21 pm
Forum: Development, Features
Topic: Geomancy meat
Replies: 3
Views: 180

Geomancy meat

As my geo continues to get higher and higher I was hoping to implement a new feature where you could include entire stack of meat to workbench and geo would only consume 1 of each meat type. This would still allow people to make multiple meat geos. Kind of a self serving idea I know but anyone that'...
by took2summit
Fri Jul 13, 2018 7:35 pm
Forum: Development, Features
Topic: other Dust coversions
Replies: 11
Views: 426

Re: other Dust coversions

Very similar to what me and Chestie were suggesting earlier: I believe red white black and green should be able to be converted in any direction at a 1:1 ratio since they are all 4 equally as rare to get. Make the TS formulas the same as the other dust conversions, except I'd recommend 4x4x#of dust....
by took2summit
Fri Jun 22, 2018 1:57 am
Forum: Bugs, Issues
Topic: Drake Damage
Replies: 8
Views: 366

Re: Drake Damage

Yep I would like to see this fixed as well!
by took2summit
Thu Jun 21, 2018 2:03 am
Forum: Development, Features
Topic: Balancing the builds
Replies: 16
Views: 498

Re: Balancing the builds

Can we just delete this thread? Cocoa if you want to make a brand new game, by all means go for it. But iresh spending more than 2 seconds reading this would be a colossal waste of time
by took2summit
Tue Jun 19, 2018 7:22 pm
Forum: Development, Features
Topic: Merchants
Replies: 23
Views: 1079

Re: Merchants

Bath I really dont think theres going to be any more counselor Smiths or geomancers running around by selling beads and ingots by 500 instead of 100..what's more, if 100% of the player base agrees that spending 30+ hours running from town to town is an aspect that once was part of the game but shoul...
by took2summit
Mon Jun 18, 2018 11:19 pm
Forum: Development, Features
Topic: Merchants
Replies: 23
Views: 1079

Re: Merchants

100% agreed. In addition I'd like plain beads moved to 500. As chestie said this wont eliminate the need to run beads/ingots. It takes about an hour to run 15k. A high level smith/geo can burn through 150k in no time...10 hours of running. If changed to 500 you would still be spending 2 hours runnin...
by took2summit
Thu Jun 14, 2018 7:31 pm
Forum: Development, Features
Topic: Conversions
Replies: 3
Views: 188

Re: Conversions

I agree completely to this post. The one solution I can think of outside of dropping it to 4+4 is to keep the 7+7 requirement so it still takes a high level TS but have the merchants sell a totem that is already 7+7 but cant be used for anything else and cant be used to skill TS. So you would buy th...
by took2summit
Wed Jun 13, 2018 5:29 pm
Forum: Development, Features
Topic: TS recipe idea
Replies: 26
Views: 777

Re: TS recipe idea

Hey Zaphod, I'm not sure what option this is, but I think the most balanced would be you include 1 gem, include the totem, and combine totem shatter. If the totem has enough evil imbues for the gem it will shatter into all plain gems minus one. And if you want to shatter a new gem you include a new ...
by took2summit
Wed Jun 13, 2018 3:10 pm
Forum: Development, Features
Topic: TS recipe idea
Replies: 26
Views: 777

Re: TS recipe idea

I'm on board with 7+7+gem power and only 1 gen at a time. This will be a great feature and even makes sense from a role playing perspective imo. Looking forward to it being in game!
by took2summit
Mon Jun 11, 2018 7:37 am
Forum: Development, Features
Topic: TS recipe idea
Replies: 26
Views: 777

Re: TS recipe idea

I fully support 4+4+gen power. It still has a very high money and time commitment to level ts to that point.

Zaphod, I am going to guess you've never had a dlvl250 xfighter? Not being rude, but just saying at dlvl 250+ you can burn through 100 plain gems a week without batting an eye.
by took2summit
Sun Jun 10, 2018 8:16 pm
Forum: Development, Features
Topic: Few ideas for mage
Replies: 4
Views: 205

Re: Few ideas for mage

Np keep the ideas flowing tho!! Better for community when we all brainstorm together..
by took2summit
Sun Jun 10, 2018 8:12 pm
Forum: Development, Features
Topic: TS recipe idea
Replies: 26
Views: 777

Re: TS recipe idea

I'm pretty against adding a ludicrous recipe just to make people suffer, but 14 pre combines is better than nothing.
by took2summit
Sun Jun 10, 2018 8:09 pm
Forum: Development, Features
Topic: Few ideas for mage
Replies: 4
Views: 205

Re: Few ideas for mage

Okulis the problem with this is people would just create mages and use them to help kill bosses as the barrier to entry for strange red drakes is significantly quicker than farming enough for a viz chaos. Stage 4 strange drakes do the damage of about a Mal blade of I'm not mistaken and dont require ...
by took2summit
Sat Jun 09, 2018 10:32 pm
Forum: Development, Features
Topic: TS recipe idea
Replies: 26
Views: 777

TS recipe idea

How about a totem shatter recipe for gems? Recipe is: 1x moon 1x turtle (since those are the 2 corresponding tokens in geo) X evil, where x is the power of the gem you are shattering. End result would be a corresponding number of plain gems -1. Example: Ult gem would need 1 moon 1 turtle 11 evil and...
by took2summit
Fri Jun 08, 2018 9:23 am
Forum: Development, Features
Topic: Red dusts useful???
Replies: 3
Views: 178

Re: Red dusts useful???

Also..a secondary thought is to add a boss/quest/vagabond/something in the game that does a fixed 30% damage that cant be dodged or blinded..to require reds again!
by took2summit
Fri Jun 08, 2018 9:21 am
Forum: Development, Features
Topic: Red dusts useful???
Replies: 3
Views: 178

Red dusts useful???

Hi all, currently we all know that red dusts have little to no use outside a couple end game things like fail Skilling smithing expertise to high levels. I have an idea to change that! We all know whites are preferred over reds due to reds slowing down the monster thus resulting in less dodge experi...
by took2summit
Fri Jun 08, 2018 8:56 am
Forum: Development, Features
Topic: Red Dust Conversion
Replies: 6
Views: 301

Re: Red Dust Conversion

In it's current form.. the conversion of blacks to blues takes 14 pre-combines and greens to blues takes 10 pre-combines. This means in order to convert 17 dusts at once with lava totems it would toae a TS level around 700 to comfortable do. To convert 1 dust at a time (highly inefficient and no one...
by took2summit
Wed Jun 06, 2018 11:12 pm
Forum: Active Players
Topic: Download problem
Replies: 11
Views: 473

Re: Download problem

Demon, great to see a familiar face. Sorry I am not tech savvy but look forward to seeing you around!
by took2summit
Wed Jun 06, 2018 12:02 am
Forum: Development, Features
Topic: Gold Dust idea
Replies: 11
Views: 412

Gold Dust idea

I have an idea for gold dust..but it doesnt necessarily need to be gold dust it could be just a randomly added item or something: What if good dust was a random rare drop that can be found in any spirit geo. I am thinking 1 in a 1000 off the top of my head. It only has a chance to drop if the spirit...
by took2summit
Tue Jun 05, 2018 11:51 pm
Forum: Active Players
Topic: Returning!
Replies: 6
Views: 297

Re: Returning!

Welcome! My mage sits in dingle and will make keys for anyone. Just bring me the mats.
by took2summit
Tue Jun 05, 2018 11:49 pm
Forum: Development
Topic: greens now have a power
Replies: 3
Views: 180

Re: greens now have a power

Awesome!! Excited to build a sword with some greens on it:)
by took2summit
Wed May 30, 2018 6:46 pm
Forum: General Discussion
Topic: Suggestion
Replies: 1
Views: 119

Suggestion

Hello, I have recently started to play again. I was wondering if you've thought of making the small wall mod server side so everyone can use it, level playing field for all. I cant imagine that anyone plays this game that wouldnt want that. It doesnt change the game that much, it just makes the Geos...