Doggy
Player

Outfit
Tipitaka
Level 154
Mage
22nd February 2012 18:36:54

I've been thinking about the icons which are below the inventory window.

The proposal itself is that the icons would start flashing when, for example, there's like 10 seconds of speedboost/buff/curse or blue/red/white skull left. Would be really nice to predict, atleast abit, when the buffs or skulls will dissapear, to avoid unexpected suprises in middle of combat.

Dog~
Vayu
Player

Outfit
Platon
Level 50
Mage
22nd February 2012 18:43:49

I can't tell you how many times I've gotten trapped/died because I had to recast my haste. It really sucks when all of a sudden you are cripplingly slow.
Baltas
Player

Outfit
Pharos
Level 362
Mage
22nd February 2012 18:45:54

I don't want to agree there, that's the part of the game, especially pvp.
Vee
Player

Outfit
Pharos
Level 92
Mage
22nd February 2012 18:57:04

Quoting Vayu:
I can't tell you how many times I've gotten trapped/died because I had to recast my haste.


I couldn't agree more about dying like a noob because of some spell being cooldowned, running away or just something. But, I'm proud of dying like a noob at those times. It just makes me know that I could do better. Why would I play if I would never die?
Wilvan Russell
Player

Outfit
Elysium
Level 35
Mage
22nd February 2012 19:12:05 (Last edited 22nd February 2012 20:11:51)

Greetings,
if it's worth anything - I totaly support your proposal Doggy. It shouldn't be hard to implement and would improve the enjoyment of playing as, while hunting for an example, you don't have to keep your "mind's stopwatch" on and you can focus on doing what you want to do - no matter if it's hunting, fighting other players or just exploring. There is no unfair adventage for one player here as still - you have to cast a spell again to keep it on.
In response to Baltas' opinion - I've heard that several times already - we might just not update anything in the game, saying that it's all part of it and shouldn't be changed. That's not really an argument in my opinion.


Edit:
@Vee: I just get a feeling that you completely exaggerated what was proposed here. It doesn't require a skill to press a button at the correct time, it just requires a "stopwatch". Also - it doesn't require any, and I mean it - any, time devoted to be able to cast a spell at the correct time. Your comparison of this small proposition to "growing" a character or no exhaustion between casting spells is like comparing someone's idea to create a car speedometer with flying to the moon. It's just completely not connected.

Yours,
Wilvan Russell.
Vee
Player

Outfit
Pharos
Level 92
Mage
22nd February 2012 19:26:53 (Last edited 22nd February 2012 19:31:18)

Quoting Wilvan Russell:
Greetings,
if it's worth anything - I totaly support your proposal Doggy. It shouldn't be hard to implement and would improve the enjoyment of playing as, while hunting for an example, you don't have to keep your "mind's stopwatch" on and you can focus on doing what you want to do - no matter if it's hunting, fighting other players or just exploring. There is no unfair adventage for one player here as still - you have to cast a spell again to keep it on.
In response to Baltas' opinion - I've heard that several times already - we might just not update anything in the game, saying that it's all part of it and shouldn't be changed. That's not really an argument in my opinion.

Yours,
Wilvan Russell.


Well, we could also take exhaust puff away. So no matter if you would spam hotkey 24/7, it would cast a spell when cooldown has ran out. So that way we all would heal at the correct time. Even if we would be some noobs who gets in panic, instead of dying because of all that puffing, we would heal in time, no matter what do we click the hotkey one time in second or 10 times in second.

It's up to you, do you want the game where you keep exping, getting your character stronger, and up to your level and skills, the better you survive. Or do you want the game, where you can exp, make things easier, but having a possibility to do same things already at lower level, but the hard way. In other words, do you want to be good because you have wasted a lot of hours to train a good character, or do you want to be good because you have learnt to play good?

E: Just saying, that to get good character, you mostly need time. So, do we want that the player who got most free time to waste for hunting, will be the strongest, or do we want give a chance even those who ain't as much time to get that strong character?

E2: Sorry, forgot to sign my post.

Signed,
Vee, leader of the all filthy rats