no news is bad news.
Posts made by OlivePit
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RE: Young player protection hour counter
Think of it this way:
Prometheus -=Knows=- that Spoletta and I played well over 2 hours during the test and that we know about the new player protection.
He sees that we could reason that they would use the new player protection counter to know if people played the 2 hours and that by not having one we might not get our titles.
As such he acknowledges the mistake in not resetting the counter and then says that they have other numbers "old numbers" from the previous play test which they will compare to the numbers from this test to determine if the 2 hours were played.
This implies that there is some counter that is continuous until reset and that they have a known point before and after this last test..
This is probably a huge hassle as they would have to check even the players who did not log on this test but who had worn out their status from last test.
If they had reset it then it would be a much simpler check. -
RE: Young player protection hour counter
So sorry, I got mixed up there.
I took what Prometheus said to mean that there is a counter that just keeps track of all player metrics and that is what they are using to check for the award since they forgot to reset it for the test.
Thus why he tagged us in his response- a way to alleviate or worries. -
RE: Young player protection hour counter
They will reset the new player protection for the coming beta, dont worry about that. They did for each of the previous multi week tests.
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RE: Problems with everyone being able to gather, craft, tame, etc...
@ShadowLaw said in Problems with everyone being able to gather, craft, tame, etc...:
"Selling leather armor set, 500 Gold"
"Nah I'll just spend 30 min farming, earning KP, earning abilities and craft my own. Thanks"
they most likely will anyway just to learn the spells from the mobs or at the very least earn KP.And when you are maxed on KP with that mob? When you would have to travel 20 min to get to where that mob is to farm it? when there are more than 500 people on the island and so there is actual competition for farming the mob? When traveling to the mob location involves risk of PK due to popularity of the area (shadow vale prime example)? Do you have private access to two tanning tubs (or 32 hours to use one twice)?
"Enchanting mana regeneration - 250 gold per item!"
"Yeah, I think i will just walk over the enchanter table and do it myself.">Do you have the right gem stone on hand? the right imbuing materials? is the enchanting table taxed? Is it even available to you as a non citizen? Is your one house allowed placed at a town which offers the tech?
each ingot would be priced like 1500 gold per, again, because the ability to farm that material was so damn rare.
Yea... I was selling my ingots at 1500 gold coins each for copper, 2000 for iron, 3000 for exotic alloy. And I'm not a 'master gatherer', I just was willing to spend the time to gather and smelt while others were not. The fact that they sold at those prices also shows the point.
"Selling tamed horses! 50 gold!"
"Yeah I have 6 in my backpack from when I was riding to X area on the map to mine ore. I just stopped and cast a net on them. It took like 20 seconds each."
Good for you ! That is not the norm as shown by the fact that horses are bought sold in the market (I sold my extra horse for 100g this test) and all the posts in global of 'where are the horses'.
All in game examples of barriers and market conditions that have been consistently stable for the past tests where the thing in question was implemented (eg imbuing gems).
In the beginning there may be increased incentives to do your own farming - kp and skills- but shortly those will dry up for you, while remain for others who are new or just have not gotten to that mob yet. So after your first three weeks of game play you will be looking at competing for mobs that would only net you materials and no kp alongside players who are there for the kp and materials vs just paying gold for the materials.
In addition after playing a few weeks you will likely have some 'favorite mob' to fight for gold coin supply due to an excellent counter build or just the lower competition for the mob. Thus it makes business sense to go with the sure gain and trade it in for assured return of desired item via market, instead of chasing a riskier chance with multiple barriers to self sufficiency.
Final point is that you are not the norm group, I am not the norm group. The norm group are the casual players who make up the majority of the gaming population who want instant gratification and take comfort in knowing that their gold coins (which they get from doing the 'fun' activities of adventuring with their other casual friends) will provide that in the markets and likely also feed a underground black market of using real money exchanges for items, because they would rather spend their time adventuring instead of harvesting and crafting.
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RE: Problems with everyone being able to gather, craft, tame, etc...
@FibS
"Rock on the end of stick" made me crack up. Thanks for your response ! -
RE: Problems with everyone being able to gather, craft, tame, etc...
Total agreement with Spoletta on this.
Due to travel, harvesting, and crafting times there will be a corresponding price for the goods compared to how much gold coin they could have earned farming mobs in the same time.
I have, and will continue to, work on data acquisition for just that conversion. If a player decides my prices are too expensive, they are welcome to do it themselves and then find my prices were not as I did my homework and based my prices off of the time it took to harvest and create the item.
Other players who put goods up for lower prices will see their time devalued, and likely stop. Those who put them at higher prices will not get it sold, and lower. This is the nature of the open market. The best part is that because all markets are local there is the addition of travel and opportunity costs. so while you could look at another market from this market and see there is a better price two towns over, is it worth the trip?
As a moderate crafter I had no problem selling ingots when I wanted to at good prices (1.5k-3k each) since those more interested in PvE or PvP had more access to coin than interest in crafting, and they were more numerous.
The only place where this has not been the case is food goods... and that is mostly because of bugs -sigh- -
RE: The Tutorial – To Add, Please Don't
Spoletta, Rainbow and I have made some additions on the wiki, and it is useful for a bunch of things ! There is also tones of info here on the forums and in the creative corner on discord... most just don't take the time to look.
I would also be happy with a minecraft like game setting (no recipe book), where you either discover stuff by chance or look it up on the wiki.
I also recognize that lots of players are not that interested in doing even that much, and for the game to keep a good population the ease of entry is a major factor.
This is why I suggested the 'tutorial island' which you can go to if you want your hand held, or opt out of if you just want to dive in.
So it would be : character creation screen, >> tutorial? y/n >>> tutorial island or "pick your arrival port".
And no starter towns at all, just open wilderness. -
RE: Alpha Weekend starts today!
most of the summon able world bosses are seriously -hard- (ok, not the spiders or the bear).
The tree ent and stone bosses took two rotating tanks and three dps last time my group fought them. With liberal use of campfires. -
RE: More accessible plots
I would build a chest, give the chest 'friend' or '?co-owner?' permissions, and then people who I added to the properties 'Friend" and "co-owner" lists could have access to it.
So I could still have private chests, cuz the diamonds are mine ! MINE I SAY ! -cough-As I have said many times many places... there are plenty of ways to get access to all the techs without having to be part of a town and doing the real work. Most of the ways are easier if you have friends.
The problem is that -someone- has to build and upkeep those towns.
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RE: More accessible plots
Basically the latter.
You can only have one house per account per world, and can only be a citizen of one town per world.
So your account can only be part of one town in syndesia, one in tarterous, one in arborius.
Resident means you have a house outside of town (the red circle regions).
Citizen means you can have a house inside of town, but are tied to the town in any case as your account can only be a citizen of one town.
So Citizen of one town, and build a house outside another town in order to get the benefits of both, more or less. Rely on the city bank in the town you are a citizen for all your stuff (as you cant build a 2nd house).Or have friends and share permissions to each others houses.
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RE: More accessible plots
@DarthJafo
How comfortable are you with being dependent on the good graces of another town for your alloys? your food? your leather? etc...The last two week test Meridian and the new order aliance had really good relationship.. but even so both complained about the others taxes on our different trade goods and technologies. And neither were comfortable with relying on the other for our food. (and because of bugs neither had to =P)
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RE: More accessible plots
@DarthJafo
It is theoretically possible... but not likely.those food costs are bags, each bag takes 10 units of the material, so 10 cooked steaks, or 10 grains of wheat.
I am not sure if they dropped the resident requirements, but the prestige requirements are real and often require residents building houses in the outskirts to obtain.To get 5 towns to rank 10 you would need 150 'residents', 40 of which were actually active.
With the crop numbers from last test, all 3 of them would need to be high fertility and have at least 12 fields inside the walls to meet the weekly food costs.
Note that the crop numbers will change when they introduce the third crop (greens), making my spreadsheets cry and need re-working.
Note that high fertility zones are usually not that close together, and dont have much in terms of other resources. -so you would have to travel to get your stone, ore, and other mats.
alternatively a rank 5 farming town could supplement a rank 13 average fertility town. But that rank 13 town had better protect its feeder town (thus rank 5, for walls) or they will find themselves de-ranking.If towns are going to reach rank 15 it will likely be in short 1 week bursts after a month of saving up. Unless the devs remove the 'research respec 1 point / day' it would be easier to just move around research points to access a technology temporarily then try to hit rank 15 to have more things.
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RE: More accessible plots
Also be good to remember that forges and tanning tubs cannot be placed inside !
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RE: Second wind rework suggest
yes it is a problem.
In many of the same ways that bandages are a problem (low to no cost, instant cast, no animation interruption)
The point about campfires healing too easily is also good.
Changing them to heal 100 hp / 100 mana /100 endurance per sec sitting would be more realistic/balanced.I would lean more toward version A, but higher mana cost.
There are already leadership heals / cleanses.
this is absolutely a barbarian archetype skill, and making it require a shield removes that.Unless they introduce a whole set of skills that use endurance directly, it should not be used by any, and this skill exemplifies that.
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RE: Unable to find solo housing
If you are a citizen you can purchase the housing plots inside of the city walls which are specifically priced by the governor.
Anyone... Including your worst enemy who plans on using the house as a staging location to attack the city from... Can purchase a house plot outside of the city walls and leech off of the tech that the city has, and have pvp immunity on their plot.If a city is successfully sieged the houses inside of the city walls are lost -destroyed we think- while the houses outside are like 'oh new management, we still getting the same perks tho right? cool, cool.
The new rulers of the town can change the researched tech and taxes on using crafting stations within the city... but other than that there is no effect on those living outside...
Well... the new owners -could- just sack all of the chests and not pay upkeep and let the town degrade one rank a week... but what a waste.The 'founders palace' or other building blueprints are restricted by plot size. The plots outside of town are 4x4... i think... with a specific technology the rulers could make 5x5 or 6x6??? plots within the town, which is what you -might- need for the palace... but i'd doubt it.
The more you invest into a town, the more you stand to potentially gain, or loose.
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RE: A simple yet powerful thing
That would be very tedious as luck effects every random event, every roll, in the game...
The equation of what luck does is in the wiki, but i'll paste it here:Yea, the grey text sucks, but the equation is there.
As described luck effects everything... so having a notification pinging every time you did anything would get old fast. -
RE: Would tents be a viable inclusion?
Sadly, this does create the very real problem of players persistently camping a mob spawn site instead of a constant rotation or more organized, dedicated, extended campaign to achieve an objective...
I can definitely see why the devs might not want to allow it.
Think of it like a rogue lite game, you progress as far as you can with a certain set of skills, equipment, and strategies. Get to a point of no further progress. Learn from the experience, go back to the start, and have another try at it.
While having a refresh point part way into the run would diminish the effort and accomplishment of the eventual victory.hmm...
I'm going to have to retract my previous support and instead say that it would be better to have a consumable that 'emergency teleports' you back home, so you can at least reduce the time spent trekking back. It would also be good for real life events that require you to log off in the middle of a hostile area.
maybe restrict its use to once every 12 hours? to curb abuse?
and some thing to also prevent you from using it to do 'fast travel trading'