@Harleyyelrah
Good point... perhaps make it so only residents/citizens can put things up for sale?
Posts made by OlivePit
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RE: City Management Feedback Thread
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RE: City Management Feedback Thread
@Harleyyelrah
I think that what Kazzier is saying is that a marketplace would be a significant draw for them, and potentially other players, to become residents of a city.
As such having a marketplace would be one way to advertise how cool your city is and encourage others to join thus allowing you to rank up sooner and get new points.
If a city does not choose a market place they are kinda saying they do not care about the larger more casual player base and their interests. And that is their choice. But if a neighboring city puts in a market place and draws your residents to them and you rank down as a result, know that is a consequence inherent in the system and one that your city decided was worth while in exchange for XYZ. -
RE: Let's talk business! (And the lack of it)
We also need to establish the value of things.
Starting with the value of a player hour would be good.
Since the game seems to be built around an average of 2 player groups for most the pve content it might be best to use that as one variable.
From that if we determine the amount of money 2 players could reasonably be expected to earn in pve gold coin farming per hour we could then estimate the gold coin value of a player hour.
Next we would need to determine the time cost of collecting, transporting ( assume close node to city), and refining each good. Measured in player hours (activity) and game hours (smelter/tanner/crop growth).
With those two metrics we can establish a value for most goods in game.
With that people would have a base line of value to work from and empower markets as a place where you can trade player hours in the form of coins and know what 'fair' value might be.
I will start measuring some of these metrics but I am sure others could do so as well. -
RE: City Management Feedback Thread
@Ostaff @Kralith
Limited choices builds diversification and reliance on others to fill gaps which builds cooperation or at least quality interaction.
If this game had all the cities claimed then each city would try to compete for citizens/residents and tout their different tech choices. "we have a market, live here and you can trade your farmed mats for gold" sort of thing.
A single city was never meant to be self sustaining and should not be. build trade alliances, encourage diverse city neighbors. I focus on metal tech, you focus on leather and wood, or what not.
Only allowing governors to place farm plots within the city greatly effects the usable city area. I would like to see us able to place them outside the city at the cost of having to trek the harvest further to bag.
I agree that the city size should allow for enough space where if you only build prestige buildings and roads you can reach max rank. As a sacrifice you have to rely on other neighbors for resource storage and farming which otherwise would take up city space and not give prestige required to rank up.
I do not know if this is possible or not as I do not have those permissions.**For the alpha at least I would like to see cities able to re-spec their tech tree to allow for experimentation. To avoid abuse make buildings that are no longer unlocked simply not accessible (same with their crafting stations) and make a long cooling off period between re-specs.
If you give governors the ability to kick out residents then it needs to carry a heavy cost (like 10k gold -spit balling-) as that house takes a lot of time and effort to build, stock, supply.
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RE: Let's talk business! (And the lack of it)
Possible issues:
- There is no scarcity issue or resource restrictions.
I was told that in the last test nodes had to be secured by cities before they could be harvested, and then only by that cities citizens or residents.
This is certainly not the case now as anyone with a hammer or axe and time can get whatever resource they want.
Note: this is not true for farming resource nodes. Thus the ability to restrict nodes is possible, why is it only implemented for farm nodes and not ore/tree/rock nodes? - Cart theft not working.
I theorize that if cart theft was a thing then long distance resource gathering would be more risky and less done. There would be more trading in light processed materials instead. (still pvp issues but that is another post)
I agree that the tech tree is slow but that is mostly due to low player population. With a higher population more cities would be claimed and more diversity in tech picks would happen leading to specializations which would need trade to fill in gaps.
Right now each is trying to be self sustaining, the ones that work together are part of large groups who have claimed multiple cities close to each other. (way to go southern group guild)City building space would not be as much of an issue if we could place farming plots out side of the city but within the region. They are more inconvenient as packaging stations are only in the city but make up for it by freeing up space in the city for buildings that give prestige.
- There is no scarcity issue or resource restrictions.
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RE: [Client Memory Leak] Client doesn't seems to unload stuff from memory
I have noticed this as well, Will post a pic of the resource monitor next time it happens.
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RE: Sea Trolls static discharge bug
The sea trolls also can hit you with it when you are 10+ m away despite it only having a 3m range : /
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RE: Bounty Hunting & Jails - Official Feedback Thread
Yes ! @GreatValdus
The idea of having to 'work off your crime' is interesting, but how to implement?
A 'jailed' character is given 'convict' label which prevents them from equipping any armor/weapon (other than stone mallet) and they must meet a quota of 40 ore/stone before loosing the label?
While a nice idea it would be very hard to implement and way too punishing.A scaled time/gold system would be my vote.
Also have karma be account based to prevent alt abuse.
The lower your account karma the higher the penalties for all your characters. -
RE: unbalanced pvp - unarmed naked mob griefer.
Reminds me of Everquest and the terror of 'TRAIN' being posted when you are mid way in a dungeon.
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RE: Tanks get 0 Exp in groups
be in smaller groups? As one of three people I get plenty of XP as the tank. I think it only is really punishing when you are in much larger groups.
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RE: Int and Cha required stats? = Unbalanced?
@Xzait you are forgetting the +10 boost (+200 after multiplication) from reaching 20 CHA.
Each stat gives a special boost to some derivative stat if you have a 20 (including talent boosts). My math is not off. I already, earlier, noted this to TSE as a missing aspect in their character planner. Thanks for interacting with the question however. -
RE: Been a while since I've played, questions.
2: yes you can farm materials if not a citizen, just lower concentration and spawn rate of nodes.
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RE: Int and Cha required stats? = Unbalanced?
Ah yes, things that are not on the wiki and I have no experience with... sigh...
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RE: The current stats system is a turn off for the non dnd players.
TLDR; Stats are not what make your character unique or special so do not focus on them, instead start average and enjoy the process of growing your character as you play the game.
One big benefit to having few directly manipulatable stats which effect a number of derivative attributes all of which interact in variable ways is to decrease the ability, and desire, to min/max characters into dead ends and instead just build fun concept characters that all work about the same but have their own personality.
If players had direct access to each individual factor (crit chance, detection, each resistance and avoidance, hp, move speed, etc...) then there would be huge perceived reward in building some min/maxed monstrosity which seems great for single purposes but impotent at all else requiring more characters and more number crunching to create 'the best build for x' this week which will only be replaced by Y next week or worse; nerfed by devs. So while you may be able to get exactly what you -think- you want now, you are more likely to find it to be not what you want as the game play advances or new content arrives; at which point you have to go back to the drawing board and start all over with a new character.
The philosophy here, which I agree with, is that by making a more convoluted interacting stat system players are told that if they make an average character with one or two higher points then they will be able to have the most rounded and fun long term game play. Any deficits wont be significant and can be easily remedied by just one companion or investment in the talent tree. Yes people can still do some min/maxing but when compared to joe average their strengths still wont be all that much higher such that joe might not even notice the difference except over a long drawn out interaction.
The difference between characters is one more of ability, talent, and gear choices, (all of which are easily changeable in game) not of stats. So in that respect the stats are not as important in this game than they might be in others.
I entirely think that non-DnD players might actually have the most fun with the game as they are more likely to start with a balanced stat build and discover the joy in adapting their abilities, talents, and gear to the play style they want that day knowing that just about any choice they make will be well supported by their solid foundation of average stats.
TLDR; Stats are not what make your character unique or special so do not focus on them, instead start average and enjoy the process of growing your character as you play the game.
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RE: Int and Cha required stats? = Unbalanced?
@Xzait
20 cha gives 450 luck, (-250+20*35) according to wiki.
Charisma talent tree has 3 bumps of +30 luck bringing the total to 540.
I would be very interested in finding out what other sources exist to bring you up to 1k although the difference that extra effort would make in pvp is the question at hand as any pve success is mute when you get ganked and looted. Which is the expected outcome to be guarded against. I am glad to hear the CHA focused build was as useful as it was for farming, but also consider that a trial in a vacuum compared to when the game is live and the only place where that build is sustainable is on the pve world. I would like to think that a high CHA build with stun would allow for escape and survival from potential gankers, but find that un likely considering all the move speed and dashes available to the attackers which would make it into some sort of arms race which I think is something no-one wants.@Razvan
yes, thanks. I made my own chart off of the equations supplied in the wiki from which I derived my generalization. -
RE: WASD movement.
Ewww, yea.. I do not want to see bot play.. hmm. hard balance there... I will have to see just how bad the game is for clickyness...
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RE: Int and Cha required stats? = Unbalanced?
@Xzait
Using the formulas given on the wiki and other posts I was able to determine that 20 CHA only gives a +10% boost to -most- luck based things (so 40% chance to avoid effect becomes 50%) provided the primary stat they are based on is at 10 or above and the competing stats (dex vs pre for example) are not too far apart, it gives less at the lower and top ends for each due to the nature of math and exponential curves. I am not sure if that translates to 'immensely noticeable' or more of a 'why didant I just spread these points out to the stats I actually want higher'
It is interesting to hear that you had no problem working with a low int, did you do much pvp?