I do think that some option for those specifically not aligned to any god or goddess should exist. Maybe something where if people ignore the gods for long enough entirely they are approached in some way by an organization that is specific to each world (could be an interesting way to add a few more little factions that aren't just guild/player settlement based).
Posts made by Jairone
RE: An option to NOT choose a deity?
RE: being forced to walk instead of run while carrying stone block feels punishing and immersion breaking
I'll be honest, I like when games take things slower. Not in that you have to grind a ton, but in that the pacing of rewards is slower. So it felt really nice to me to see a house like that take what effort it did.
Where I get that just carrying stuff isn't the funnest thing around, there's something that's absolutely magical about projects that involve that greater effort with a group of people. Especially if you get to hang out and chat.
I believe that the tedium of moving slowly with heavy loads, along with moving carts and dealing with the needs that arise with them, are far less important than the payoff. Where there will always be those with a different mindset, that is my view on the topic.
Not saying anyone is wrong or right, there's an old saying about matters of taste...
Unable to pick up stone blocks under some circumstances.
The stone blocks seem to not loot if the character is below the 'highest' part of the cut off face (bottom part) of the rock node. Moving around that part of the node will fix the issue. This is a minor issue, but the distances involved do not support being unable to get the block.
Wolves attacking from distance (render bug?)
The issue in not merely stunned creatures, but also that while fighting wolves I noted them hitting me without appearing to be next to me prior to any stuns being used.
This may be related to the stun bug, but it seems more like a render issue. The wolves sometimes stop moving on screen before this happens. Also, movement seems to indicate the wolf is merely not rendered properly as damage stops (but will start again if the player stops moving for a bit).
RE: (04/14) Servers are back online - Claim items have been reset
Thank you for working on this, and no worries about anything lost during such an early testing phase IMHO. It really is only about an hour of work to get a house up (assuming you aren't in a really bad spot for resources or competing over them).
RE: How to play and server status: DOWN. Thanks for testing alpha 1 test 1!
Servers are down. Connections to the server are timing out for an unknown reason. Prometheus has contacted SpatialOS customer support to look into it.
Thank you! Was going to see about testing the home building, and found that it didn't want to let me in! Appreciate you keeping us informed!
@muker Not sure that the conflict is entirely necessary in that, merely assumed. I think a large portion of that will be things like knowledge for some skills being in places that the locals may not like you being around... but for the resources part I don't think that's a 100% truth.
As to ruining the game, I highly doubt it. It might mean a few less people gather for world pvp(ve) around certain resources... but then those people aren't interested in that world pvp(ve) anyway, and are likely just to continue asking for ways to get around it if the resources are really needed to be viable. It's far better to have those interested in the conflicts participate. NOTHING ruins a game faster than trying to drag, say, those who only are interested in peaceful or mostly peaceful times (whether on Arboreus or hoping to work in safe-haven type situations on Sydensia) into the wrong content. People simply leave if it is required. Just like making a PvP focused player spend a week doing PvE focused RP helping new players for a token that allows participation in 1 battle isn't really going to work out that well. Simply put, it not only creates toxic responses, but it kills game population.
That's not to say raiding has no place, merely that the idea that trade would destroy the game is the same sort of flimsy argument as saying that any ability to PvP means that the game is worthless (because there's some who even go so far as to say the two cannot coexist without causing problems even if the content is all instanced... and to some extent they are correct, as historically abilities for both change due to the other side's issues of course, that's a weak argument that has many potential fixes). Simply put, people who like the PvP will raid anyway, unless it is such a huge disadvantage that they find it far more painful than grinding... at which point balance changes are simply needed.