Nice introduction but do you have a website or discord with more information about organizational structure, guild/player activity time windows, and such not? I am entering into this winter/spring alpha and am shopping for a guild !
Posts made by OlivePit
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RE: Meridian - PvX/Syndesia - International - Diplomacy/Politics/Trade/Warfare
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RE: Int and Cha required stats? = Unbalanced?
@Razvan
Thanks for all the input !
It is information like that I cant get just watching videos and looking at builds or the wiki.
I look forward to playing and seeing the free form class developments. -
RE: Int and Cha required stats? = Unbalanced?
I also would like to figure out what the pk players may be building so I can try to counter it.
I see no counter to the power word stun/death when the enemy has max charisma other than also having max charisma.
If Int is a 'must have' stat for the memory points then focusing on things that Int defends against in my attack bag wont be as effective. -
RE: Int and Cha required stats? = Unbalanced?
@PeachMcD @GamerSeuss
You are both correct that having experience in playing the game allows you to have greater knowledge of what you need or can do without. As I said, I have not played the game and as such have a similar perspective as that of any other player who is curious about the game and only has videos and posts for reference.
I believe that it is totally possible to find a great build that fits within 16 memory points, however that requires experience and trial and error. There very well may be fun combos that really make the game for a player but they would never think of or try due to the restrictions of the current memory system, especially since many abilities take time to discover and learn before they can be accounted for.A new player who has never tried balancing between all the options to create an optimized hot key bar for their desired game play style does not have that experience. Many of the videos I watched by players noted that lack of experience and felt unfairly penalized by having a low int which could not be altered except by 2 via expensive talent progression.
You both have good points and I appreciate your additions to this discussion. Hopefully some developers have thought of these possible issues as well.
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RE: First Impressions on the new City System
@Ostaff
Thanks for the heads up...
So that city pictured is totally boned for grain. ouch. -
Int and Cha required stats? = Unbalanced?
Looking at most of the builds posted and watching some videos of the playtests I noticed that pretty much without exception an Int of 16 if not 18 was used by all if just for the memorization points.
I also acknowledge that the magic abilities are the most varied and useful of all avalible in the game and a high int helps with that.
But I fear that Int has become a required stat, thus reducing the real options for players to customize their character. If all characters have high Int as the standard then something is unbalanced.
Thus if all the characters have high int then that means that any spells or effects resisted by high int will be less useful in game.
So you -have- to take a high int to be able to make useful hot bars and you -shouldn't- use many spells with status effects as they are easily resisted by the fact that -everyone- has high int.If others feel the same way I would encourage the Devs to distance memory points from int and instead make them something you can buy with knowledge points, perhaps scaling cost too.
Best case people start with a few memory points but can buy up as they need and magical soft CC status effects are again effective against most of the population who are not mages.
Worst case some players have a huge number of memory points due to their grind and drive and are able to memorize all the abilities, but still can only switch them out when not in combat and still restricted by equipment. They no longer have to reset at fires but it cost them a lot of knowledge points.In addition the main counter to a high strength and constitution fighter, would be magic statuses, but this dose not happen because even a melee fighter needs a high int for the memory points.
Charisma is also a potential sticky point as the words of power only effect those with lower charisma than you... and considering how effective the power words stun and kill were people may start seeing a high charisma as a necessary cost at player creation to protect against the power words.
Hopefully more abilities will come out giving players other ways to reduce the effect of magic CC or damage other than needing a high int or charisma.
I did not get to play in the last alpha and only have other peoples videos and the information in the forum to go off of, so let me know if I am way off on the reality of the situation.
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RE: When is a next video?
2 days ago? -
Presumably the next one will be letting us know when the next alpha is opening, so some time in the next 20 days. -
RE: First Impressions on the new City System
Resource (RSS) number and spawn:
Having multiple resources within each region for cities to harvest is a must.
Resource avalibility is a interesting question... If there is infinate resources always avalible but only of the node type then scheduling is not necessary and players go and harvest whenever needed, the major cost is time and limited exposure.
Having the resources limited and on a timer makes resource harvesting strategic. The guild/s owning the city keep a log of when the node was cleard last and sets a timer for the next spawn. At the next spawn it sends out a protection crew allong with miners and carters and drain it quickly. As this is an organized event and it is in the guilds interest to make it quick (reduced exposure time) it is probably a good idea to make it a cooperative event with all people living around the city who happen to be on. All get the bennefit of the protection and organization.
Having the resources on a rolling probablility timer (x% chance for RSS to spawn every 15 min after harvest for example) makes RSS unreliable and gives the most bennefit to those who spend the most time checking in on the RSS zone for new spawns. This promotes smaller groups or guilds who can organize their own regular time to go check the field for new spawns. As the spawning is random there is no strategy involved but also makes it less proffitable to raid the miners as possible proffit is low and risk high (presuming the city cares and sends out enforcers when a raiding party attacks).
Depending on what direction the devs want any of the above are possible.@lonely cookie, and @Ostaff
-Remember that settling costs money which can be set by the governer. If they do not want people settling they can raise the price and make exceptions for players that they approve of by kick backs or temporary price reduction.Setting zones as open or closed creates magical boundries which restrict player movment... I do not think that this is appropriate in an open world game or that it would be supported or easily implemented by the devs.
If the 'kill on sight' mentality were to occur at all I think it would only apply to the -red- named people who have to flag themselves before they can do anything. This is easy to spot and the community around the city would probably eagerly race for the opportunity to kill them and take their stuff.
I am confused as to the ammout of farming space avalible in the game.
In this picture from the farming video I see one farming plot with 16 spots where the grain is presumably planted.
In the video prometheus says that one wheat produces 250 wheat. Is that per field of 16 blocks? Or for each of the 16 blocks?
He also states in the tech tree update that a begining village (not hamlet) would require 80 bags of wheat per week. 100 unit of wheat produces 1 bag as shown in the farming video. In addition it would take 3 fields in rotation to continuously produce wheat (nutrient loss). And it takes 7.5 days to grow the wheat. That means that you need about 100 plots or plants to feed the village.
In the city update we saw this city with 30 farming squares equating to 420 plants.
So either the city has plenty of food or no where near enough depending on if the return is per plant or per square. So which is it? -
RE: Tech Tree, Marketplace & Money For Dynamight
One of the requirements of ranking up a city is obtaining and maintaining a high number of players as citizens. As such if a new guild comes on to the game scene there should be plenty of cities willing to work with them if just so the city can rank up for a while. One deal that could be struck with an existing city is to join them, aid them in conquering a neighbor and receive that city as reward. Now the primary city got to rank up for a while and enjoy some tech bonusses and has an allied city nearby and so can worry less about -that- border.
I expect that a number of smaller guilds will work together in some political system in order to cooperatively govern a city and will actively seek other organized groups to incorporate in order to raise their city rank.
Even if there is one big guild in the city they would do well to cultivate a positive relationship with all other smaller guilds that are part of it as they could easily leave the city if irritated causing it to rank down thus weakening the city.
Lots of discord politics I am sure. - which is a good thing- -
RE: The Ascension - MidCore PvX - International/English
Is this guild still alive?
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RE: Cities, Permissions, Griefing
@Gothix said in Cities, Permissions, Griefing:
If someone cancels your ingots... stab him.
Cant. City areas are safe zones with no combat. You would have to stalk them and wait for them to leave the city for the chance to stab them...