Time for some positive comments
Re: Time for some positive comments
I heard that the kinchers in Olkern Lake do not give any dp (I haven't tested this myself). If true, YAY!! I'm surprised that I haven't seen this mentioned on the board. I think this is a great change and shows that the devs are listening to some suggested changes in EP2. I now consider aggro dragging to be a non-issue. It may be a little dastardly but since there is no dp, very little harm is done.
High Officer of Aeden Artisans
Re: Time for some positive comments
yep, whoever can use dumb mobs against players most is teh winner.riveit wrote:I heard that the kinchers in Olkern Lake do not give any dp (I haven't tested this myself). If true, YAY!! I'm surprised that I haven't seen this mentioned on the board. I think this is a great change and shows that the devs are listening to some suggested changes in EP2. I now consider aggro dragging to be a non-issue. It may be a little dastardly but since there is no dp, very little harm is done.
Re: Time for some positive comments
It is true, I've verified it myself. But don't believe people saying DP is turned off entirely, getting killed by source explosions or gas still gives you DP, just being killed by the kinchers doesn't.riveit wrote:I heard that the kinchers in Olkern Lake do not give any dp (I haven't tested this myself). If true, YAY!! I'm surprised that I haven't seen this mentioned on the board. I think this is a great change and shows that the devs are listening to some suggested changes in EP2. I now consider aggro dragging to be a non-issue. It may be a little dastardly but since there is no dp, very little harm is done.
And it must be said Olkern is an improvement over Aelius.
- No more DP from kinchers, putting and end to all the hassle about letting people through to res those killed by kinchers and running kinchers to the opposition because you'd rather by killed by them.
- Orange kinchers instead of purple ones meaning they're not so much a decisive factor in battles anymore. Personally I was getting sick of a winning battle turning to a loosing one just because kinchers spawned on top of us (or on top of the enemy and then feared to us).
- Also, I personally feel the kinchers and resources are in better locations now. It's more possible to move around the area freely (making it easier to avoid the main armies) and harvest the resin and bark without worrying about the kinchers. Though the water contributes to that also.
On the other hand, things that weren't fixed:
- Kinchers still always fear eastward, which still provides a slight advantage to the Kami, even if it's much less of an advantage than it was in Aelius. If they can't change the direction the kinchers run, I think a better solution would've been to make these particular kinchers immune to fear (and maybe remove their stun immunity to compensate).
- Killing kinchers still gives no honor, even though the warriors are supposed to be protecting diggers. True, this may lead to fighters constantly making rounds over Aelius wiping out all the kitin, but isn't that what they were supposed to be doing in the first place? The kinchers have a fixed respawn times so it shouldn't be too hard to balance the honor reward in such a way that it doesn't get out of hand. Also, putting orange kinchers on the outskirts, red ones on the arms and purple ones on the center doesn't seem like a bad idea to me. This gives fighters of all levels something to do and also makes the center harder to hold.
- Careplanning still gives no honor either. Would be hard to code something in that gives them part of the honor when the harvester turns in the mats, but then at least give us the option to give materials to other players so they can turn them in. This would also allow harvesters to give a share of the mats to the fighters protecting them from the kitin.
Olkern is an improvement, but they still have a way to go.