need new news, not old's
Posts made by OlivePit
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RE: Housing Thoughts
And governors have no control over the tax, more appropriately rent, of any housing outside of the city walls.
What control the govenors do have over taxes within the walls is by commitment levels : traveler, resident, citizen, Lt. Governor. Any tax they set would affect the whole group, not just individuals. And taxing the entire population of residents for a few bad ones is not going to be popular.There has been mention of NPC guards, but the only proposed applications were for guarding high resource node areas, or 'mines', or for guarding the town gates / port.
I am not sure they will create more diffuse housing beyond the clusters of 12 that already exist. it would be interesting tho.
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RE: The Council of Elysium is coming!
Ok, so just hype and fluff, no content. Sigh.
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RE: The Council of Elysium is coming!
Questions:
Are we going to be able to play demons/wildfolk out the gate this beta?
Is the data successfully migrated?
Does the Glyph launcher work?
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? -
RE: Lost equipment
Concern for loosing equipment will incentivize people to travel, hunt, and harvest in groups or use cheep equipment when not in groups.
Harvesting and crafting equipment is not meant to be a huge barrier and unless you regularly go to pvp hot spots or seek out pvp you should be able to keep yourself well equipped.
Personally I rotated outdated equipment for newer, better, equipment more regularly than I had need to replace lost equipment. -
RE: Feature Spotlight - Competitive Gameplay
A reference to NPC's being an aspect of the PvE game for evil alignments is interesting: "gain the attention of some not-so-kosher NPCs."
I am guessing the donation to shrines is an alternative to getting sent to jail... I hope that it is a slow enough accumulation that evil people cant just go and become instantly neutral and thus avoid the justice system... And that the city gets a cut of the money? they have to build the shrine after all ! >.>Still a re-hash of old info with a few new bits.
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RE: Feature Spotlight - Towns and Tech
Prometheus-
Progress in this game requires equipment, which is gated by cities, which are gated by upkeep, which requires crops only available through farming done by cities. In the past tests we have seen how problems with the crop economy effects the entire test. As such I feel it is no exaggeration to say that the crop economy is the foundation of the game economy. Considering the next test is going to be a continuous beta that only ends shortly before release the initial state of the crop economy is going to be very important to the city development and player participation as any misstep early on will have cascading effects. The information given in spotlights are our only indicators as to what that starting condition may be. As such it is important that information given is valid or clearly not meant to be taken as true.Thanks for the confirmation that the numbers shown are not the numbers that will be used for the beta. Fast growth rates and short upkeep times make sense for beta/alpha testing, good to know that. Still some concern that in launch the cereal threshold will be a major barrier for those interested in starting a city... but I guess that it will be less if they can buy that starting crop needs from another established city.
On the citizenship issue... It seems really harsh to say that you can start play in one of three worlds but only get to have a residence in one...
I can see that only having one home forces a decision on where to focus your attention and is a decent counter to independent players who might otherwise have a house in all three worlds and just trade with themselves.
However any group of 3 or more players will still be able to do that. In essence you are just punishing players who have complex schedules or are loners, but still want to experience all the game content offered in each world.
The lone player is already going to have to split their time, attention, and coin between three places for upkeep. Is that not already a sufficiently high opportunity cost? -
RE: Feature Spotlight - Towns and Tech
@Vortech
I really really hope that is not the case. If they start beta with those numbers city economy will be a joke and the situation I described will happen... again.. since that is what happened last time. -
RE: Feature Spotlight - Towns and Tech
@DarthJafo
With enchanted equipment and a specialized build of skills and talents you could solo the gobs and bandits. Although out of date now, two tests ago I was able to solo the bone dragon by the end of the 4 week test.
The test before the weekend test all mobs (not so much bosses) were possible solo from what I heard.
So very much possible, just not easy or quick. -
RE: Feature Spotlight - Towns and Tech
They mean one settlement membership per account per world.
So you can be part of one town as a demon in the demon world, and one in the human world, and one in the wildfolk world. -
RE: Feature Spotlight - Towns and Tech
@Vortech
The most recent test had no intentions on having player towns, as shown by the devs magical creation of two rank 15 towns near the starting locations.
It is not a valid comparison with other alphas where the town mechanics were being tested, where I pulled my example from, or the coming beta where vegetables will be implemented to allow full town economies to be tested before launch. -
RE: Housing Thoughts
Acknowledged.
While I doubt they will be changing any of the layout of this island it will be interesting how they design the others.
The winter continent would make much more sense to have the housing tightly clustered around the towns.
Also remember that there needs to be a modest amount of space on two sides of the town for siege emplacements.(the orange areas in the picture)
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RE: Housing Thoughts
And sometimes it is a good thing to have a residence far from a city. Like the below example where you would have far easier access to the copper ore if you lived far out than close in. Variety is nice and provides different access to different resources. If you plan on using the towns crafting, banking, and trade services a lot, then a residence close to it would be more beneficial. But if you would rather just have tech access, house anywhere in the territory, then being closer to resources, or mob camps, might be more beneficial.
and this spot reminds me of your real world example picture:
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RE: Housing Thoughts
The residential housing distance is variable depending on the terrain.
Here is an example of the housing basically touching the outside wall of the city.:
Here too:
There will be variance from city to city, but you should be able to find a close one in most situations. But as always it is first come first served !
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RE: Feature Spotlight - Towns and Tech
What is this? a Joke? @Arcahem @Prometheus
1: it is missing the 3rd crop costs "Vegetables"
2: it looks like a pic from the alpha from fall 2019.
3: it heavily locks out starting progress by making the first ranks cost cereals instead of "any food"
4: the upper ranks are far too cheep and will allow any low fertility town to reach and maintain rank 15 easily and independently thus killing a major trading aspect of the game.
Here is a more recent and reasonable cost table. (It too is missing the "vegetables")
Please confirm or correct the news post as what is currently posted has serious problems and will be greatly problematic for the core game structure of player made, and maintained, cities.
Starting beta with the first chart is a serious mistake for many reasons, the least of which is that you will have to patch it at some point to the more reasonable levels and that action will be stealing joy from naïve players who took it at face value and will cause mass abandonment of cities to ruin and the game in general through the perception of the game becoming 'too hard' arbitrarily.
Better to have the old costs where people know what they may be getting into but also letting them know that they can have and maintain a rank 4 town with only casual activity. There will be plenty of groups that can build and maintain at the higher costs, do not low ball it at the start of the beta.
And where are the promised vegetables?!?!-Harbinger of Famine