Hunting cabin in an isolated location would be optimal for me. Although, it is going to depend on what I roll; a Wolfkin Bard or Human Mage.
Posts made by Crowdac
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RE: Long time no Poll [Housing Poll]
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RE: [Community Talk] What makes you quiet?
Just an assumption, but I'm thinking when Alpha 1 starts this Quarter, the forums will be more active.
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RE: The Myr Trivia - Guess & Win Foundation Points!
Resource nodes:1265
Decorative Elements:69575
Monster spawners:165
Hours to generate continent:168 -
Towns and Food
A while ago I posted a question about town location advantages. @Prometheus posted:
"Coastal towns are located in coastal biomes, which are only found on the riverside (obvious, yeah) and include a few unique resources. Of course it's possible that only with fishing and navigation they'll unlock their full potential, but there should be enough reasons to settle there already! "
I'm realizing now the importance of food and water. Towns located near coastal areas are going to have both food and water readily available, both being essential for survival in Fractured. I'm assuming that towns located in mountainous areas will have to trade for food using stone and other minerals to barter with.
My question is, as a Governor will we have to feed our NPC citizens? If so will this mean that food and drink will be just a valuable as stone and ore?
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RE: ๐พ๐๐ฉ๐ฎ ๐ ๐๐๐จ๐จโ๐ฉโ๐งโ๐ฆ
@boogis I'm not sure immersion is pointless, but if it is, you would be correct.
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RE: ๐พ๐๐ฉ๐ฎ ๐ ๐๐๐จ๐จโ๐ฉโ๐งโ๐ฆ
@Zidroc I would assume if there aren't children in the game its due to imaginations like your's(you had to imagine the question). I think @Gothix idea is the perfect way to incorporate children into the game.
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RE: PVE loot mechanics
We should all remember too, loot doesn't really matter as compared to games that have been mentioned, thus far. It seems to me that knowledge and resources(collected through harvesting or stealing) will be far more important, neither of which require a loot system.
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RE: Neutral demons able to stay on Syndesia indefinitely?
Doesn't seem like you'll be able to stay indefinitely on Syndesia as a neutral Demon. If you become an Angel the rules that apply to you, are the same as Beastmen. So it appears to me, if your'e an Angel, you could stay on Syndesia indefinitely.
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"Beastmen on Syndesia lose the powers they are granted on Arboreus. Other than that, they can stay on the Human planet as long as they like, finding shelter at any town that allows them in."
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"Demons are born with a strongly negative Karma โ and they canโt make it better on their home planet. Therefore, as you create a new Demon, youโre restricted to an Evil alignment. When resting on other planets instead, you can gain Karma to the point you can set your character as Neutral too. Eventually, once your Karma is sufficiently high, you can start walking the path that will lead your Demon to reach its Redeemed form โ the Angel."
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"The Human homeland is a world deprived of the primal energy that still exists on Arboreus, and can therefore be accessed by Good, Neutral and Evil players alike, without them receiving any buff or debuff. Moreover, itโs the easiest planet to travel to from other worlds โ a feature that has turned it into the economic center of the Elysium System."
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"While the planet itself doesnโt force them out, Demons have a much harder time walking the lands of Syndesia. Away from the reach of Babilis, they not only lose their Demonic powers, but start leaking vital energy after a couple hours, which forces them to get back to their homeland. Eclipses are a notable exception, since Demons lose neither their powers nor their energy as long as Tartaros is casting its evil influence on the Human world."
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Mysterium Tremendum
Thinking about starting a Mage and Bard guild dedicated to acquiring knowledge. The guilds main hub will reside in Syndesia. All races, Good and Neutral alignments, would be welcome. Evil would be welcome too, if we establish ourselves in Tartorous. Our ultimate goal is to gather knowledge efficiently, so if possible, establishing a foothold on all three planets would be vital.
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RE: Anyone into Ashes of Creation?
@Mazikar This is somewhat analogous to what Stunlock did with Battlerite and Battlerite Royal. It seems as though many developers are trying the same monetization scheme.
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RE: Unity has blocked SpatialOS - What's up and what it means for us
This is disappointing news. Although, I'm sure it's only a bump in the road . Keep up the good work.
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RE: Slaves
The point being - this is a sandbox MMORPG, the more options you have to play in the sand the better for the game overall.
This is exactly my thinking as well. Also I like your idea, but I would still use the term slave. If the player base didn't want slavery, they could ban it themselves.
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RE: Slaves
@chrightt The Dev's can just create in-game safe spaces for players who find the word "slavery" offense or aggressive.
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RE: Let's take a poll
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Even though I'm a lover of PVP. Wolf-kin, I want to create a Bard of sorts. I don't think music will be welcomed on Tartaros. -
RE: Slaves
@meiki you seem to have expounded on @Jetah's idea, a slave system that benefits both parties. It kinda has a Darkest Dungeon vibe, which I like. This system may work, but I don't know how hard it would be for the dev's to implement. It also might cause the game to revolve around acquiring soulmates, companions and slaves.
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RE: Slaves
@jetah I looked up, The Rising of the Shield Hero, the concept is interesting. I see what your trying to get at. A player slave system that benefits both the slaver and the slave. Though I would find player slaves interesting to say the least. I could see griefers taking huge advantage of a feature that allowed this. Do you have an idea to prevent griefing? Or maybe you don't find it relevant?
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RE: Slaves
@dragomok That's a good insight, but still can't think of anything that wouldn't allow slavery. It seems to me that slavery would add depth to the game, perhaps even enrich the lore and the personalities that are associated with the lore. Any ideas?
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Slaves
What does everyone think about slaves? Obviously players can't enslave each other; but what about NPC's? After a siege, in which the conqueror is the victor, the leader of the conquering army would be given a choice, slay all who reside within or enslave the population. Of course there would be a cost for feeding the enslaved population, but there would also be a benefit of an NPC population that could help with the job of collecting resources.