Search found 69 matches

by Kurg
Tue Oct 19, 2010 5:02 am
Forum: Gameplay & Discussion
Topic: Creative player ideas for in-game items, zones, etc.
Replies: 1543
Views: 1056797

Re: Creative player ideas for in-game items, zones, etc.

Was not saying it should have no penalty, merely that 5 damage/round this one feels a bit extreme to me. I see it as much more severe than -15% to a stat, or dodging, especially at lower levels, when fights could take several rounds. I'm assuming this talisman is meant to be decent at lower levels t...
by Kurg
Mon Oct 18, 2010 11:59 am
Forum: Gameplay & Discussion
Topic: Creative player ideas for in-game items, zones, etc.
Replies: 1543
Views: 1056797

Re: Creative player ideas for in-game items, zones, etc.

Some people are far too obsessed with technology and will go to extreme lengths to become one with any high tech doo-dad that comes along. This is a prime example of the obsession, as well as the latest entry in the realm of mysticism melding with technology. The biggest risk of something like this...
by Kurg
Sun Oct 17, 2010 2:01 am
Forum: Gameplay & Discussion
Topic: The first retcon: What should I perm?
Replies: 20
Views: 19636

Re: The first retcon: What should I perm?

As we now have two new skills...bump! :D I think the Elemental +Foe toughness skill could be very useful for levelling up faster in run IF you have enough permed skills/equipment to handle it(and PP to cast the skill which is somewhat expensive from what I understand). So possibly worth perming if y...
by Kurg
Wed Oct 06, 2010 2:09 am
Forum: Gameplay & Discussion
Topic: Retcon: WOOT!
Replies: 42
Views: 42326

Re: Retcon: WOOT!

Also, just thought - what about a Lifetime Mettle board?
by Kurg
Mon Oct 04, 2010 4:05 am
Forum: Gameplay & Discussion
Topic: Poll: what's next for Twilight Heroes? YOU DECIDE
Replies: 36
Views: 39928

Re: Poll: what's next for Twilight Heroes? YOU DECIDE

All of these things sound interesting but I voted for the Mall. It would make trading SO much easier.
by Kurg
Sun Oct 03, 2010 8:28 am
Forum: Gameplay & Discussion
Topic: Creative player ideas for in-game items, zones, etc.
Replies: 1543
Views: 1056797

Game Idea: Disassembling/unwelding

While playing around with/assembling some new items, I had an idea - what if we could disassemble and unweld stuff without using special items, but at a cost? Say 2.5 minutes to unweld and 1.25 to disassemble - people would still prefer to use the special items(and perhaps some things could not be t...
by Kurg
Sat Oct 02, 2010 9:41 am
Forum: Gameplay & Discussion
Topic: Price check on a few things
Replies: 4
Views: 5929

Re: Price check on a few things

Might as well use this thread, since it's here...I already asked this in chat, but doing it here wouldn't hurt: what would be the price for Ultrarares?
I'm mostly interested in the boomstick(thinking it might be a nice pull that stays useful for most of a run).
by Kurg
Wed Sep 29, 2010 9:39 am
Forum: Gameplay & Discussion
Topic: Retcon: WOOT!
Replies: 42
Views: 42326

Re: Retcon: WOOT!

I asked in-game about adding skill points permanently. Crist said that it can't be done, which is fair enough. But will there be some special type of permanent skill point at anytime in the future? You do get extra skill points, though. If you have completed one run before, you get 1 extra point at...
by Kurg
Mon Sep 27, 2010 1:00 pm
Forum: Gameplay & Discussion
Topic: The first retcon: What should I perm?
Replies: 20
Views: 19636

Re: The first retcon: What should I perm?

Might as well bump this, considering we DID get retcon 8) I was looking again at what to perm, and noticed that Gadgeteers have some sweet passives from the higher levels..Battle Armor and Sniper, mainly. Maxxed out, Battle Armor gives +30 + 11*level defense, which would help immensely at lower leve...
by Kurg
Mon Sep 27, 2010 7:08 am
Forum: Gameplay & Discussion
Topic: Pulls!
Replies: 17
Views: 15938

Re: Pulls!

I actually sorta-bothered to get decent equipment for each level(only the lower ones of course), to prepare for retcon...but then I went grimdark anyway :lol: Will probable try a few runs with pulls later on though. If we're talking about nice, non donation-items that are sorta easy to get...what ab...
by Kurg
Sun Sep 26, 2010 6:36 am
Forum: Gameplay & Discussion
Topic: Retcon: WOOT!
Replies: 42
Views: 42326

Re: Retcon: WOOT!

Definitely agree. Had been looking forward to this for a lot! Thanks Ryme! :D
by Kurg
Wed Sep 01, 2010 11:59 pm
Forum: Gameplay & Discussion
Topic: The first retcon: What should I perm?
Replies: 20
Views: 19636

Re: The first retcon: What should I perm?

Thinking about it, you have a point on Meditation. Without skill points in it, it's only 10 minutes which isn't much....
I'd probably take Knit Bone or even Vim as a Psion instead.
by Kurg
Wed Sep 01, 2010 3:14 am
Forum: Gameplay & Discussion
Topic: The first retcon: What should I perm?
Replies: 20
Views: 19636

Re: The first retcon: What should I perm?

For me...


Elementalist: Hydration(can always use some PP regeneration)
Gadgeteer: Sniper or Battle Armor(passives are awesome)
Naturalist: Starfish Regeneration(should be obvious - at low level it should save a lot of healing)
Psion: Meditation(+bedtime each day? yes please!)
by Kurg
Tue Aug 17, 2010 4:49 pm
Forum: Off the Wall
Topic: Italian writers needed.
Replies: 9
Views: 11350

Re: Italian writers needed.

I've noticed that someone's beaten me to it as regards to producing a Bahasa Malaysia edition of the wiki article, so I've just taken elements of it and translated it into Italian, and then pared down the text. We currently have the following draft: [...] I'm a native Italian speaker and could help...
by Kurg
Thu Mar 04, 2010 3:07 am
Forum: Gameplay & Discussion
Topic: Spoillerific skill points discussion -- Seriously Spoilery
Replies: 35
Views: 27997

Re: Spoillerific skill points discussion -- Seriously Spoilery

I think the "improved firing rate" may be referring to the fact that it decrypts faster than an electronic computer does. Unless someone wants to spade it out and see if the positronic computer really does fire off more often than an electronic. I might have been unclear...To me, it read ...
by Kurg
Sat Feb 27, 2010 8:49 am
Forum: Gameplay & Discussion
Topic: Coordinated spading effort
Replies: 135
Views: 134878

Re: Coordinated spading effort

Spent around 1000 turns spading the base firing rate for Prepunctiality.
Used 3 different characters, some had electric computers some positronic, but without Supercomputer skills or Improved Computer Interaction.
I'll need to do some more work, but for now I *THINK* the firing rate is around 8%.
by Kurg
Fri Feb 26, 2010 8:31 am
Forum: Gameplay & Discussion
Topic: Creative player ideas for in-game items, zones, etc.
Replies: 1543
Views: 1056797

Re: Creative player ideas for in-game items, zones, etc.

In my idea ... The EOT areas wouldn't be on main map, and would enable traveling to "present time" locations // locations (as well as 'recurring' events) that were available in the past but got "locked" // alternate timeline(s)/story(s) // possibly some areas from the far-off fu...
by Kurg
Wed Feb 24, 2010 4:43 am
Forum: Testing & Debugging
Topic: Minor bugs
Replies: 721
Views: 2409346

Re: Minor bugs

Not really a bug, but... In inventory, I can 'use multiple' even if I have only ONE of that item. Might as well remove that since it's completely useless.
by Kurg
Tue Feb 23, 2010 11:32 am
Forum: Gameplay & Discussion
Topic: Spoillerific skill points discussion -- Seriously Spoilery
Replies: 35
Views: 27997

Re: Spoillerific skill points discussion -- Seriously Spoilery

Besides the gadgeteer skills that need to be sorted out, I recognize there are a few other clunky spots. Eer...about that, any chance you'd tell us the actual current in-game effect of supercomputer skills? It mentions improved firing rates and effects for softwares, but no formulas. Just weird you...
by Kurg
Tue Feb 23, 2010 7:54 am
Forum: Gameplay & Discussion
Topic: Coordinated spading effort
Replies: 135
Views: 134878

Re: Coordinated spading effort

(thread is 'only' a few months old, so might as well resurrect it) I think Improved Computer Interaction hasn't been spaded, has it? Specifically, if it increases the chance of software being triggered. Wiki says stuff like Prepunctiality has a 10% trigger chance, using that has a base(and assuming ...
by Kurg
Mon Feb 22, 2010 10:47 am
Forum: Gameplay & Discussion
Topic: Creative player ideas for in-game items, zones, etc.
Replies: 1543
Views: 1056797

Re: Creative player ideas for in-game items, zones, etc.

Suzaku-nim wrote: Anyhows, maybe you meant the % resist/negate were low? If so:

Code: Select all

Resist damage (all types) +(12+X)%; (8+6.5X)% chance of negating non-physical ("elemental") damage
12% resistance to everything, 8% chance of negating elemental damage...you do realize that's extremely powerful?
by Kurg
Mon Feb 22, 2010 1:31 am
Forum: Off the Wall
Topic: Other games
Replies: 24
Views: 14117

Re: Other games

http://armorgames.com/play/3527/gemcraft-chapter-0
I find this tower defense game to be pretty addictive.
by Kurg
Sun Feb 21, 2010 2:41 am
Forum: Gameplay & Discussion
Topic: Creative player ideas for in-game items, zones, etc.
Replies: 1543
Views: 1056797

Re: Creative player ideas for in-game items, zones, etc.

What about 4 new full-time sidekicks based on the existing classes? Like... Novice Naturalist: Some damage absorpition, physical damage to enemies Novice Gadgeteer: Low +item bonus for base metals(scavenges mechanical foes you defeated), maybe heals you some HP once in a while? Novice Elementalist: ...
by Kurg
Fri Feb 19, 2010 4:59 pm
Forum: Off the Wall
Topic: Introduce Yourself
Replies: 288
Views: 396226

Re: Introduce Yourself

21 year old from Italy here. Used to play this game a bit YEARS ago(found out about it when I was looking for games similar to KoL which I played too).
Now I've restarted... and I'm addicted :lol:
by Kurg
Tue Feb 16, 2010 4:11 am
Forum: Gameplay & Discussion
Topic: Spoillerific skill points discussion -- Seriously Spoilery
Replies: 35
Views: 27997

Re: Spoillerific skill points discussion -- Seriously Spoilery

Looks cool. I do agree that each skill points should make a difference, even if small. Also, small nitpick for gadgeteers - if we have levels for skills, from 1 to 10, does it really make sense for them to have both 'Basic Martial Arts' and 'Advanced Martial Arts'? I think it might be nicer to have ...
by Kurg
Fri Feb 12, 2010 7:05 am
Forum: Testing & Debugging
Topic: Minor bugs
Replies: 721
Views: 2409346

Re: Minor bugs

(sorry if this was already reported) In the auction hause, under 'miscellanous items', there are two sub-categories: 'edible items' and 'sidekicks'. The former works - it will only show the miscellanous items that are actually edible(duh), the latter doesn't...it should show all the sidekick-giving ...
by Kurg
Thu Feb 11, 2010 7:25 am
Forum: Testing & Debugging
Topic: Problems With High Level Class Balance
Replies: 39
Views: 72473

Re: Problems With High Level Class Balance

Oops :oops: I hadn't really noticed how old this thread was, sorry. Will try and be more careful in the future.
by Kurg
Thu Feb 11, 2010 6:06 am
Forum: Testing & Debugging
Topic: Problems With High Level Class Balance
Replies: 39
Views: 72473

Re: Problems With High Level Class Balance

For Naturalists: Could fix their lack of healing by making Starfish Regeneration scale, so at higher levels it's more significant than +2 HP/level. For something more special...maybe a 'Hunting' skill(needs a better name) that gives them a +item boost, but ONLY for animal-type foes. Basically, when ...
by Kurg
Thu Feb 11, 2010 5:36 am
Forum: Testing & Debugging
Topic: Strike-back damage, resistances, Fire shield
Replies: 0
Views: 60082

Strike-back damage, resistances, Fire shield

(sorry if this was already brought up in the past, I searched for it but didn't find anything) I've noticed that, for some reason, my Elementalist's fire shield does normal damage to enemies immune to fire. I wondered why, so I checked the wiki - it looks like all strikeback damage effects except th...