Is this going to affect resource production? I guess it will just produce more of the same resources that are generalized for the area.
Posts made by Farlander
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RE: Land Problem?
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RE: What challenges should guild alliances face?
@Gothix Are you saying in medieval society you could get away with murder and thieving? I think history would dictate a different response. You are trying to base your results for consequences on real life results. The game world does not replicate real life. In a game world people don't track down individuals that do wrong. A person that does wrong can go log out and that is the end of your trail. So I will say this to you, don't go comparing game world capabilities to real world abilities for finding criminals.
A game has to have a reaction for every action. If you commit a crime you are flagged. If you commit a crime a guard whacks you. I don't want you commit a crime and nothing happens unless another player does something about it.
@Alexian I would like you to explain to me how friendly fire will keep other players from griefing players in allied guilds? You can either do damage to friendly players or not all the time. Unless the game has instanced battle fields where that ruleset is turned on it is on all the time. So you can be walking in town and some dickhead allied player who decided he was bored with the game can come up and kill you unexpectedly. Guards won't do anything because he is your ally. So let's hear your fix for this problem. Boxing in (collisions) is the oldest play in the book for blue killing. Are you ok with a group of griefers going around just boxing in people for the hell of it? There are many players whose only fun is making others not have fun. These players don't get banned because they are playing with the rules of the game. I'd like the rules to stop this behavior. If you want to call me a snowflake go ahead. I'd then suspect youi are one of those players that enjoys making others upset
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RE: What challenges should guild alliances face?
I don't want friendly fire and I don't want collision with friendly players. I don't care if the game is mimicking real life. I play the game because it isn't real life. I've been in too many games where griefers just ruin them. They use the rules to their advantage to make the lives of other players miserably. Rules that were not intended to be used in the manner they use them. Then devs have to find work arounds because no one wants griefers in their games.
In real life a griefer would face consequences. They would be put in jail or even put to death. Devs can ban but rarely do players get banned for griefing because they were only using a loophole. If there is friendly fire dickheads will just go around killing their "friends" until they get booted from their guild/alliance. Then they will just hop around until someone catches on to their game. Even one incident can jeopardize an entire guild/alliance and ruin the fun for even more than the person they griefed.
Everyone is so worried about these large alliances taking over everything. If this is a problem for you just join one. Most large guilds don't have very strict rules. They can't because it is too hard to control and enforce them. Most just say "have fun". It's a source for grouping and finding others to do things with. If you don't like one group move to another. If you want to be in one with your friends only then make an alliance with a neighboring large guild.
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RE: Idea: fiefdoms on Syndesia
I could see taxes being collected from the residents to go toward a fund that could be used solely for upgrades within the kingdom (not collectible by a player). That is actually in a couple of games I've seen. The leader could even select the tax rate with a cap limit. I do believe I remember polls could be started in SWG for players to vote on changes to the cities. That is also how mayors were elected. I really liked SWG city management.
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RE: Can you edit your hero profile after its creation?
Yes. There is a big edit hero button on it once you create it
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RE: Trade caravans...?
I know Ashes of Creation has the same idea they plan to implement. On their game one group would be escorting 1 wagon I believe. I also think there as well it is resources and crafted goods that would be moved from one area to another.
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RE: Trade caravans...?
Is housing going to have storage? If so has it been said how much can be stored there? I guess others can turn to a system I have seen in other games...using vendors to store items by placing extremely high prices that only if they sold wouldn't be a bad thing anyway.
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RE: Writing books?
UO had the same thing. You could use inscription to copy a book. I would use these for guild recruitment. I also had a book for guild rules. I would just hand them out to new players lol.
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RE: Guild UI/management
I would say something like UO would be nice. The free server UO Outlands has a really nice guild structure. One thing I didn't like about UO was having to guild people at the guild stone. As a gm for 7 years I got tired of being chained to it. I literally had to sit at the stone some days guilding for an hour or two. I much prefer allowing officers you assign being given that ability as well. UO also crashed after about 100 members or so. The stone menus were not made to handle too many players. I would assume most large guilds in games today number in the 100"s, so the guild functions needs to be able to accommodate very large guilds and still be manageable.
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RE: Stats layout (Alpha 1)
Oh man nice stat visual! I'm printing this out lol.
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RE: to the developers
Shards of Aria was first called Shards Online. The devs were advertising it as the spiritual successor of UO. I backed it. I could barely play it back then. The controls were clunky, the UI was confusing and the lag was horrible. Of course it was alpha. I quit playing but followed it for awhile. The game failed not because of unity. It had tons of issues. One being they wouldn't do anything about the reds. New players couldn't even leave the town to level up because reds camped all the spawns killing everyone. Even res killing. Fine example of how griefers can destroy a game.
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RE: to the developers
There have been alot of games made with Unity that have done quite well. I play one all the time called Battletech and it runs fine even on my old rig.
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RE: Can each of our account toons have a house?
Maybe they will reconsider it if housing becomes a problem lol.
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RE: Can each of our account toons have a house?
Does city housing actually take up space or is it an instanced location? I think Shroud of Avatar has something like this to alleviate the problems UO had with limited housing. You pay rent for your apartment to keep it. SWG has instanced housing which btw is very spacious and well designed. You have the option of putting friends on your house list. That would be nice so you have a place to keep your belongings on all your characters. If not I hope there is at least a bank box.
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RE: Can each of our account toons have a house?
Kind of hard to share a house if you have characters made in each land. Although I can see claim locations disappearing fast if you can have multiple houses on one account. Nothing worse than never finding a node to build upon like UO had.
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RE: So, just today's feedback - good and bad
I upgraded when they put the packs on sale to get a cart and mule after I saw alot of complaints from the last alpha lol.
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RE: Int, is the most important crafting stat!
I don't know why this issue is coming up with concern of how crafters are going to compare in combat to noncrafters. Each account is going to have more character slots. I've never played a game where I tried to min/max my crafter for combat. That is why I have another character slot...for combat characters. Are people hoping to do everything on one character?
If int is the only crafting stat then make the character a spell casting combat character. I'm sure we are going to see cookie cutter characters all throughout the game once the best builds become known.
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RE: Unique mounts
I think you misunderstood my post. When I said I want them to be purely cosmetic in differences I meant for them to still be mounts..not a pet to follow me around. To be correct semantically they would also not pull carts. A mount is something you ride. I personally have also never liked games in which I had to eat and drink to survive. To be clear I also don't want to have to go to the bathroom. You'd be surprised how many alphas I have been apart of that players actually asked for that much realism. I'd rather food only be a combat buff if it is included. I'd rather it not because any kind of buffs make balance issues in pvp.
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RE: Real Crafting
Have you ever played a game where there was nothing in loot drops but resources? I have and it is extremely boring to hunt. So much to the point you don't even want to go hunt. What is the point of combat in a pve area if you have no loot to look forward to when you kill stuff? What would even be the point of raising your combat skills if you live in pve land? Everyone goes out to kill things for the possibility of what will drop as treasure. That's the thrill that keeps you going for hours on end. So you are suggesting we camp a spawn entirely for some special resource that may drop so you can maybe craft something with it? I like special loot dropping even if it is purely cosmetic decorative items for your house or special blueprints that let you craft one item.
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RE: Unique mounts
I prefer mounts to only be cosmetic. Otherwise you risk over balanced systems. The more sources of stats for combat the more of a problem for the devs to keep the game fun for everyone. Yes life isn't fair, but this is a game, not real life, and people expect things to be somewhat on an even playing field.