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Eoghan mod

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Eoghan
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26
  • Re: New Engineer Class

    Like many classes in Imperian, the class is perfectly viable for lower tier or team play without getting deep into Engineer's unique mechanics or creating complex offenses. That was an intended part of the design - that it be a class that CAN be played simply, while also having enough depth that learning to play it optimally can still be interesting. It's a tough thing to balance, because it's easy for it to swing too much one way or the other, but I think most of the complexity of the class is on the surface, and that once you play with it a bit it won't seem that complex.
    SarriusJeremy Saunders
  • Re: I HEART

    You think you got it bad? I dream about implementing new features, only to wake up and realize that
    1. It was a dream
    2. Implementing it will be way more complicated in real life
    (It isn't uncommon for me to dream in code. I promise I'm not a robot.)
    TheophilusMyrcellaAodanTysandr
  • Re: Exciting Upcoming Changes

    Gjarrus said:
    On the one hand, it's super obvious.
    I agree, this is obviously the right direction for Imperian.
    AodanDruuIniar
  • Re: New Artifacts Wishlist

    We will not be making a way for established characters to change their name.
    GjarrusTheophilusFanglorLartusWyllOystir
  • Re: Improving Imperian

    A skill or ability to see who has recently influenced a leyline would be helpful.

    That way, if someone influences a leyline in your protectorate (Desert, Khandava/Celidon Forest, Vardarian, Bardosi), you can kill them for it.
    So here's my math on that: I think that people should actively fight over them and defend them in person, rather than know they can just get retribution after the fact. They're pretty fluid objectives to begin with, so you can always take them back and watch for someone to try to steal it from you.
    SkyeWyll