But I'm 90% sure that mobs will not drop gears weapons.
Bears probably won't. Humanoid mobs might. That would still make sense.
But I'm 90% sure that mobs will not drop gears weapons.
Bears probably won't. Humanoid mobs might. That would still make sense.
I'd assume bosses will (due to them being a more difficult to kill) drop a more rare resources, so farming them will likely still be beneficial.
Otherwise, why would anyone go to dungeon? Would be more effective to farm normal mobs.
For the knowledge system to unlock new or more powerfull abilities.
For this it would be enough to visit dungeon only once (or few times if task requires so). However, it wouldn't be needed to go repeatedly over time.
Bosses in dungeons dropping more rare resources makes sense, so people will need to continually go to dungeons to retrieve those resources that they can't retrieve outside of dungeons.
@ukurv said in What is newsletter ?:
I didn't received last two newsletter emails. All folders checked.
@Ukurv 2 newsletter?
According to my quest screen, only 1 is available.
I have a mouse with many buttons.
I'd move with WASD (or arrows) and bind all skills to my mouse buttons.
I'd assume bosses will (due to them being a more difficult to kill) drop a more rare resources, so farming them will likely still be beneficial.
Otherwise, why would anyone go to dungeon? Would be more effective to farm normal mobs.
Perhaps instead it can be done with managing loot rights, and per player.
A player that killed boss X, now has a cool down on loot from boss X for some time. He can keep killing that boss when he re spawns, but it's worthless for him to do so until cool down period expires.
Cool downs are saved per player for each boss. For example, a character screen could have a tab where player could see his own loot cool downs for each boss he killed, and a timer how long till each cool down expires.
Yeah that seems like a bit difficult to implement. Specially with people being able to form parties mid combat.
Kick a guy, invite far away guy, attack a boss, kick distant guy, re invite nearby guy. And that's just one of many examples.
Also more parties can be fighting a boss in same time. Party with de buff attacks the boss, other party without a debuff also does damage. Party with de buff gets credit.
It just doesn't work that way.
I'd love alternate movement option too.
member 1 leaves party
pew pew pew
you die and member 1 loots you
member 1: "ooh so that's what they had"
Being in party also helps to see your party members HP bars better, specially in crowded situations, and be able to support them better that way.
Also parties are needed for loot distribution (without stealing) etc. So everybody needs parties.
@jetah said in Is it posible to be invited to alpha test?:
@leyshi i've been here a month, maybe 2 and won 3000 exp and am at level 67 and i haven't completed the facebook quest. i have 1 friend recruited but they've done nothing.
You have joined 3 months ago.Your profile says so.
@jetah said in GvG siege questions:
i'm seeing Syndesia also having sieges. guilds will setup there and will need to defend from demons and humans with some beastkin assisting one or the other human groups.
Also, I don't see why beast men guilds on Arboreus would not be able to siege each other. There is no PvP in normal play time, but sieges could very well be an exception to that and allow good guilds to fight each other in time frames (and zones) designated for sieges.
Level required for Alpha 0 will depend on amount of players that reached high levels.
Devs have approximate number of players they will want to see in Alpha 0, and when time for Alpha 0 comes they will just give the key to top 100 players (example numbers, it doesn't have to be 100), but assuming its 100 players they will want in Alpha 0, they will just see what level has the 100th player in list and they will say THAT level was requirement for the key.
This is why required level is not revealed yet. It is not about the level, but about how many players will be able to access Alpha 0 to have a quality test that will not stress server too much (stress tests come in later periods, like beta).
@jetah said in Whats your favorite character Class to play on your first Character:
now that's some good tactical information I'm looking for!
Yup I have not assumed existence of a DEX based melee weapons. I would have assumed that all melee was tied to STR.
Perhaps, but not many, because most players use their main gaming e-mails to register an account, and do not want to give those e-mails away, which they would have to if they would like to sell an account.
So, even if selling would still be possible, it would happen in a lot lesser measure then if keys were not linked to an account.
I support linking.
Hmm, no instancing means that bosses will re spawn fast, to accommodate larger number of players. So that would mean that one group can just stick around and repeatedly kill the same boss over and over not even moving away.
Or, bosses will have longer re spawn, so with no instancing, and large number of players wanting the boss, it will be practically impossible to get a boss kill for your bestiary.
Perhaps they could have dungeons like in Age of Conan.
When you reach dungeon entrance you would be able to chose if you want to enter a "solo version" of a dungeon, or a "group version" of a dungeon.
Group dungeon would, of course, be harder. All knowledge would be obtainable even from a solo version. Group version would be optional and provide a bit better loot to reward the effort.
Perhaps sieges will not be tied to only one "castle/settlement" as well. Perhaps besides an actual settlement there will be objects of interest around the settlement, like some bunkers, towers, farms that support settlement and sieges will include fights around all of those mini objectives.
In such case there could be several player groups involved, detached one from another, so not a whole siege would be happening in "one screen".
I'd love sieges to include large groups even of a thousand players if possible.