@DraxOakstaff
if your alt is on the same account it should be able to have full access to the permissions.
If your alt is on another account you need to get both accounts on at the same time so you can have the plot owner account add the other to the friends list of the plot.
you can also use a 3rd party to facilitate this if needed. you make another co-owner and they can add your alt account as friend then on your owner account you can bump it up to co-owner.

Posts made by OlivePit
-
RE: Making alt co-owner of chests / house
-
RE: Patch Log - b.2.0b - Hotfixes & Inactive Citizens
I am glad to see the good demons bug is fixed tho still believe that all demons should start with negative karma and have to work their way up to neutral, but i am sure this will do for now.
ages ago it was stated that there would be a path for demons to become good and transition to 'angels'. Is this still going to be a possibility in the future?
So glad to hear that the mount spawns were invisible and we were not crazy XD
I do think that the current rate of dust dropping from mobs is plenty to supply crystals for gate use and that removing the free crystals from the spawns is fine as it restores some ballance between the worlds enchanting markets.
I agree that now is not the time for an activity cull but it would be good if the governors could know what citizens have not logged in for a long time as that could give them a good idea of how outgoing they should be for recruitment. I do believe that a motivated management promotes a thriving community with activities and a more active market that buys goods that new players can produce while selling goods new players might want to craft with. -
RE: The Invasion - Additional Changes & Fixes
@grofire I doubt it. More like you get refunded the orbs and then you can eat some of them to rank up higher.
Very happy to see that Governors can evict abandoned claims in the town.
The changes to cities and citizens are interesting but the inability to rank up a decaying city to stave off the end is quite something and will make guilds be a bit more pro-active on recruitment... or just give all the town slots to whales who just buy 20 basic accounts... It will be interesting to see which happens.
-
RE: Reveal interactable plants
Sadly that is not a thing, you just have to mine sweep with your cursor.
over time you will just notice the interactables passively, so it is not a bother for most players after a short learning curve period. -
RE: Bought an account long time ago, can I play?
If this was the time before gamigo it should work just fine with whatever login and password you used to create your account.
if it was after gamigo it will be more complicated. -
RE: Melee in parties
Aggro is first effected by who hits the target first. When in tank role I often carry a bow just to get that first hit in when my party forgets this fact.
If no-one hits the target then the player who crosses into the mobs detection first gets targeted.
Whenever a mob gets stunned (and maybe also if rooted) from ability or shock stack effect the aggro seems to get cleared and will be placed on the first attack or closest target as above.
There also seems to be a time or damage factor which if the current targeted player does not do damage or is not hit by the mob then the aggro will reset to the closest or one who does damage to the mob.
taking all this into consideration, if you use a stun or root after attacking the target you should be able to avoid keeping aggro if the tank attacks first or is closer after the effect is done.
Take all this with a grain of salt, this is just my experiences and what works for me. -
RE: Provide incentives for pvp players to go neutral instead of going red
the biggest neutral pvp opportunity is the world boss spawns.
It used to be that there would be the announcement that a world boss was being spawned, which gave any other neutral players 10 min to get to the location to contest it; thus great pvp content for neutral players.
sadly it seems that 10 min timer was done away with.
I think that if we give enough feedback to the devs they will bring back that timer which would give that content back to you. -
RE: My Game Loop
glad to see another merchant enjoying the localized markets and regional resources.
keep on trucking!
hopefully when we get city tech trees back there will be more town diversity and more value in trading -
RE: Unable to remove AFK Citizens Plot
This has been a problem and noted for quite some time now.
the older players could have cautioned you, but for now just realize that in city house plots are huge investments and almost impossible to remove (con-questing a city does remove them I believe) and as such only give them to active, reliable players. preferably those you can get into contact with in real life. -
RE: Launch Review & Roadmap
Lots of good news in the post and I acknowledge the importance and need of many of the things on the road map,
but.
no veggies or leafy greens yet? your killing me and city economics man...
no tech tree? ouch, that really hurts. the idea of each city getting some special bonus unique to it will certainly create diversity and could balance the value of different locations but it removes choice which also hurts.
there is still the question/issue of the city prestige system. combined with more diverse crops, negative prestige for crop plots, and an actual city maintenance requirements you could achieve the city diversity mentioned earlier such that a rank 15 is not self sustaining and must specialize and trade or form alliances to get it all.
I hope that your proposal is a stop gap for a real system and that this is not the devs giving up.
You could still have the specilized city bonuses, just tie them into the cities ranking in the season system. better yet have a list of possible bonusses and let each city pick one in order of their rank.
I just think that cities have a lot of potential and do not want to see it stagnate.
Good work so far, glad for the good news, keep it up. -
RE: Steam Relaunch Day Revealed
Where is the 3rd crop jacopo? Without leafy greens and vegetables to grow the town upkeep needs and crop rotations are under developed and lame.
If they are introduced later I am worried that towns will pop up and grow under artificially easy and simplistic conditions only to be strangled by the later addition and complexity that was promised.
It would also give a huge unfair advantage to towns that start early, grow in the easy mode, then are able to transition and stabilize as their path will have been much easier than towns that try to start after the introduction of the new crops and the climate factors to crop growth which were advertised in the past. -
RE: Fall Playtest & Final Relaunch Sale
I only see the old 20% discount labeled, not the new 40%. Is it there but invisible?
-
RE: Add another row to the inventory
While I would love our pack size to be upgradeable and dependant on crafted items I just do not see that happening any time soon.
It would be nice for the light harvestable items and gems. -
RE: The future of cities
If/when we get Tartarus that could have towns with even higher risk/reward returns. But otherwise I agree with spoletta that arborious having 150% fertility, syndesia 100%, and maybe Tartaros 50% is a good and easy way to set city conflict levels
And tech points at 1:2:3 would be quite the incentive
True, you might have very large guilds having farming towns in arborious to feed their Tartaros town but they would have to transport all that which gives more pvp content
I fear that only needing 5 ppl to start a town will cause unhappily crushed dreamers in syndesia after the protection wears off and that terra will be subject to the tyrany of whoever land rushes first. I think that 20 players minimum is good for terra otherwise we may see more dead and decaying cities there again like what happened during the last 'early access' fiasco
If you really want to decrease it, then 10 might be ok to start the city... but if the city does not require 20+ citizens like it does now then there is little to no reason why a town would ever give access to outsiders. -
RE: cant play right now something I bought?
When the devs announce the next test.
The end of august was floated as a possible time.. but as we have no notice now I guess it is pushed back.
I would hope to have an announcement by the end of the week. -
RE: Early access?
early access was a gamigo thing.
but then gamigo pulled out and the game shut down.
in the last 4 months Dynamight got back the rights and have been working on the game again.
Currently we are doing intermittent tests every month or so with anticipation of 24/7 uptime again once the bugs are worked out in the new back end and new servers.
Currently a test is planned for 'the end of august'.
if it is anything like the last tests it will be focused on a specific aspect of the game to be tested and be up for 1-3 weeks.
If you buy the game now you will be able to participate in the tests and the game once it goes full time. -
RE: Mana overflow
as long as you prevent the user from exiting combat mode by simply pressing the key bind...
otherwise people could just hit the key bind (space by default) while dodging damage with movement to get massive mana regen.
You really would need to have exiting combat mode be a channeled ability like summoning a horse and taking 10? 15? sec. If a player moves, is hurt, or activates any ability in that time then it gets canceled and you are still in combat mode.as an aside I would also have your and enemies inventory unavailable during combat mode which would end other issues.
-
RE: Building Jail 3th stage finished (floor) - cart inside is now forever embedded in the floor
if you could mount your horse and connect to the cart it should pop out of the foundation.
Another trick is to get the cart to rotate which makes the system re-asses its location and can make it pop into an appropriate space.