Good morning
Posts made by FluffKugel
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
Just an idea.
Lets say the area where you can build your houses is split:
X spots are available from the beginning and can be claimed by everyone.
X spots are generated whenever the city levels up and can only be claimed by guild members of the city owner. This spots could be cheap, but would be lost when the city changes owner. Here the new city owner could get there foodhold.
I think the "refugee" state would be useful here to bring the stuff away after loosing the fight.
This would also make it a bit more "real" - a growing city has a growing population, ...You can even make something like "area based plots":
The "city owned spots" could be nearest to the city.
The "free spots" could be farthest away from the city. They spots would nearly be "wilderness" spots - just near enough for some benefits of the town, but far enough away to not be a problem for sieges, ...The numbers of spots of each kind could depend on the planet.
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RE: Int and Cha required stats? = Unbalanced?
@GreatValdus
I haven't played myself yet, but in the discussion there were same examples already:@Razvan said in Int and Cha required stats? = Unbalanced?:
First, all attributes have some stats that make you think twice before dumping them: 6 dex - you are immobile, 6 int - you have fewer memory points, 6 str - you can carry very little, 6 con - you are very squishy, 6 per - no crit. You can ask the same question about all other attributes, but especially DEX.
For me it sounds that all stats are important.
How important I can't say - sorry. -
RE: Int and Cha required stats? = Unbalanced?
@GamerSeuss said in Int and Cha required stats? = Unbalanced?:
I've never understood the Min/maxers anyway...it is generally more fun to go around and play a build that is fun and interesting, than one that is just supercharged to the point of boredom anyway.
Sometimes its not about "I want to have the best character" but "I want to know if its possible to build..." I have build min/max chars in other games because I was told "Its impossible to build this". And I had fun building the chars.
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RE: Cities, Permissions, Griefing
@GreatValdus said in Cities, Permissions, Griefing:
@GamerSeuss I'm concerned about griefing when it is not fightable.
A PvP gank on a defenseless newbie generates interaction, one can run away, another player can intervent and protect, so many possibile interactions!
Camping a smelter and systematically canceling smelting to destroy resources doesn't generate interaction, it's not avoidable, it's not fightable.
So yes, griefers will grief as much as they can, but when the griefing comes with interaction you can call it PvP, when it's automagically a success it's just plainly wrong implementation.Putting people like this on blacklist (independent if they are implemented ingame or just a private list in Discord) can also generate interaction.
But it would be nice if it was possible to stop it before it happens.
Like watching out for the smelter, ... -
RE: Tech Tree, Marketplace & Money For Dynamight
Congratulation to the new funding!
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RE: Do we have any idea of sever localisations?
The lag in Albion wasn't perfect, but it was more or less okay. It was just annoying that I wasn't able to loot anything in big fights because others were done before I was able to opening the inventory...
Playing without lag would be preferable for me.
But having enough people to play with is even more important. -
RE: Can an Evil Neutral Party Work Well?
I think the information was that AOE attacks can be friendly fire.