Disconnect between stats and figured characteristics (from a friend who actually got to go into game)
The negative cool down reduction, attack speed, is totally bizarre
Disconnect between stats and figured characteristics (from a friend who actually got to go into game)
The negative cool down reduction, attack speed, is totally bizarre
Q: Will Vegetables be implemented at the start of the beta? 14:35
A: Not yet
Ok, this is a big problem.
I spent two alpha tests gathering data as to why this is a problem and shared it with the developers which agreed that it was a problem and that it would be fixed before beta.
It clearly was not fixed. I do not know why. Since explaining the problem clearly to the developers in private did not work, and they did not give me the curtesy of an explanation in our DM's I feel my only option left is to air the problem here despite the damage it may do to the game.
Currently every city has 60 external farming fields. Depending on the region fertility they produce 50%/100%/150% of base crop yields. to rank up and pay weekly city maintenance cities need to provide increasingly larger numbers of cereals, proteins, and (eventually) vegetables. at 100% fertility a town needs to be optimally using 50 of these fields to supply the 40 proteins and 80 cereals needed to sustain a rank 15 city.
When vegetables are introduced that cost will increase to 50 proteins, 100 cereals, 50 veggies.
The 100% fertility rank 15 town would need 63 fields just to supply the proteins and cereals... nothing to say about the veggies.
The argument that the problem will be dealt with when it is come to ignores many facts. While only having to supply 2 crops the towns can stockpile them with the surplus 10 fields not being used, thus when the 3rd crop is introduced its effect on the economy will not be felt for quite some time and thus not provide good testing data for even longer.
That is a one scenario.. The other is that the town is not prepared and is faced with immediate loss of ranks due to the change.
This is the more likely scenario and is almost guaranteed for the low fertility cities.
Both scenarios are artificial conditions that would not exist if we start with the 3rd crop and familiarized ourselves with it before making huge costly decisions as to city location and farming methodologies.
As they are artificial conditions they will not produce good data on which to make decisions on how to adjust the game for release.
Another reason not starting with the 3rd crop is a problem is because it eliminated the primary motive factor of intercity trade and commerce - buying and selling food to sustain cities.
It has been stated multiple times that cities above rank 10 will not be self sustainable -=by design=- to encourage trade, diplomacy, and raiding.
Without the 3rd crop even a low fertility city can be totally self sustaining at rank 15 if they commit 1/3 of their city space to farming.
Thus killing motivators trade, diplomacy, and raiding.
Because of all of these reasons the 3rd crop needed to be implemented from the start.
But apparently that will not be done.
The remaining options the Devs have is to :
1: Increase the city upkeep requirements such that they are -=theoretically=- equivalent to the demand once vegetables are added and just replace part of the demand with vegetables.
This is gambling and will still produce bad data for quite some time before the system stabilizes. Maybe a month after the change we will finally have good data and an adapted global economy.
2: Do a wipe of all cities when vegetables are implemented.
Even if this is just a wipe of the cities and not player progression it is still a huge slap in the face especially when we were promised no wipes until the end of the beta.
3: Reset all field nutrients and all city stockpiles when vegetables are implemented.
This is a lot of work, hard to do, and almost impossible to verify that it was done as there are plenty of places players can store crops. It would also still cripple low fertility cities who would all of a sudden have to trade, raid, or bargain for food in an environment where that was never necessary before.
No matter what choice is made, the economy of the human world will only provide useful test data as to why it is a bad idea to only have 2 of the 3 crops implemented at the start of a test period.. for the 3rd time...
If the wild folk world is implemented after the 3rd crop it -may- provide good data on which to make decisions... but it will not be including the effects of raiding and thus will only be a partial picture.
The demon world is not going to provide useful data by its very nature of constant open pvp and special abilities that allow solo players to destroy walls... Few cities will be lucky enough to grow big enough to ever even have to consider outside sources to meet its upkeep.
This is all very bad news... and it will likely be worse as the growth time, yield, and nutrient costs of vegetables is still unknown and may be incompatible, or too compatible, with current optimal crop rotations thus throwing everything into a greater mess.
At this stage it could very easily take 6 months to just figure out and balance the crop system -=after=- the 3rd crop is implemented.
Meaning the need for multiple wipes or even more months of bad data before good data can be obtained with which to make adjustments.
Other than me, I do not know of many people willing to be jerked around that much regarding something as foundational to the game as the cities.
I hoped for the best, I was promised that it would be ready, and now we get the worst.
Gamigo is making us use their system (glyph) instead of the Dynamight system.
So yes, expect to use Glyph log in and systems to get access to fractured things.
traditional Italian villas have open inner courtyards... I am hoping that the villa blueprint mirrors this.
population enough to build a city
activity enough to maintain the city
population enough to defend the city during the Siege window
organization to make best use of the city
All the questions I asked last time:
Will vegetables be fully implemented (farming, city upkeep) at start of the beta?
Will you be able to use wild vegetables to make vegetable food sacks?
Will alchemy be implimented at start?
Will we get bigger carts? -more volume, higher cost-
Is the first tier of imbued gems going to be cheaper to socket? -500 is excessive barrier to entry-
Is the chest bug fixed?
Do the weapons that are supposed to affect incorporeal creatures work now? Or are they still bugged?
Will there be NPC's?
Do donations to the temple/alter for adjusting karma get split with the town that build the temple/alter?
Where are the cannons and 'superior human technology'? Coming? or scrapped?
Will the talent tree be fully implemented for this beta or will there still be gaps? - charisma branch, some end talents, etc..-
Will the Devs and community managers be roaming, monster spawning, and town raiding terrors to help test the siege system and defenses?
And new ones:
Do all 20 people who are part of the settlement group have to be on Aerhen to claim a city site there?
Do groups work between continents? eg: can an officer in Myr invite a player to the group that is mostly in Aerhen?
Do you get a choice of which port you arrive in on Aerhen when traveling from Myr? and the other way?
What will weather do?
Will elemental resistances defend against weather affects? Against elemental stacks?
Will we be able to download the game early in preparation to play? Or will we be forced to all download the game on launch day and crash systems?
Spoletta showed me the discord post by Jacopo..
My bet is a discount on crafting costs... or bonus materials from smelting? or base increase in heat of smelter? or decrease in smelting/tanning times? any would be very worth while !
There was the quality crafting system, but it was scrapped -for good reason- and replaced with enchanting.
@Tuoni
In the last alphas people thought nothing of paying 3k to use fast travel to move carts full of food and other resources long distances instead of moving them by hand. The cost to go between continents will not be a big factor and traders will just pass the savings on to their customers.
@GamerSeuss
Gankers will be at a huge disadvantage already as no-one will need to travel with coins since global banking and global wallet are no longer top tier tech but universal.
@LordGorgeous
Currently resistances have nothing to do with stacks.
My proposed system does.
The increase of stacks going from 1-10 to 1-100 makes the assumption that bad weather will be placing stacks on players but wont be a real issue as long as you have some protection (special equipment, consumables, etc..) vs abilities which will place them much faster and not be counterable by the said special equipment or consumables.
Crafting progression? what ? where is that stated?
@Tuoni
Note that 1k coins represent 10-40min of mob grind depending on your skill/gear/abilities/friends.
It is not a substantial amount and should not be a major limiting factor.
oh definately... the harbor fee is every time you want to do fast travel at all.
and the city gets half.
It says that "Getting to Aerhen, however, is no easy feat. It’s expensive (a minimum of 1,000 coins) and can only happen via a harbor."
Does that mean that a 20 man settlement group all need to go to Aerhen to claim a city spot? or just the leader of the group who has the 50k on them/in their global wallet?
Constitution used to counter elements, but it was OP and was removed.
It would be nice to have food do more than it currently does, a possibility, but still a cheep solution compared to investing in resistances... but that might be what they want.
Considering you have to make campfires to rest, having a way to bypass that would be bad.
https://discord.com/channels/331441131365728256/727524460432851065/779025894630883339
video on how to tame a horse
or here:
literally googling the question provides the answer.
In the discord it was revealed that there will be no pre-selection of city sites for those with govenor packs...
Can we at least get info and pictures of the new continent to help us make decisions as to which to go to?
Or will it just be a blind land grab for the first few hours / days?
There is also the wiki which has answers...
And there is a video showing how to tame a horse in the creative corner and in old spotlights.
hmm.
I thought of stacks as a unique mechanic to make elemental effects more like environmental effects than just flavors of damage. And elemental magic damage the extreme expression of the natural environmental conditions of the world, thus doing damage.
We already have multiple types of physical damage and armor (slash, crush, pierce) and to get around a targets higher defense in one you naturally just switch weapons and focus on another.
I see this to be the same with elemental damage and resistances. If the target is resistant to one type, swap to a different magic weapon with different damage type.
The stacks is a newer thing which is applied via abilities but not elemental typed damage. making them more similar to toggled on hit melee abilities and bleeds than much else. Note that there are mobs that are simply immune to bleeds and as such it would follow that there will be some mobs that are immune, or highly resistant, to elemental stacks.
As you note, running into mobs with immunity can be incredibly frustrating (hello whisps) but under my proposed system that could be removed and replaced with just very high resistances so you still have the possibility to overcome with friends as you are overwhelming their evolved resistance to the hostile environments via concentrated magical energies mimicking the environments.
Having the environment place stacks and resistances decay them would allow for -=imbued gems=- to have a real place in the game by allowing you to -weatherize- your favorite gear type instead of having to go off and hunt down specific mob types to make a specific item.
I would love to see you be right in that we get flooded with new unique materials in each biome unique to each continent and world, it would create lots of trade demands! but I am worried that it might be too much of a burden on the players as well.