Halloween
Posts made by Ostaff
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Packaging Stations
Horrible design. Packaging stations should remain open and on the correct tab when transferring goods to the wagon. It is tedious to have to re-open the station window, click on a tab and then drag yet another sack over tot he wagon. Once may be bearable, but we are talking 80+ here. That's just not feasible in any sort of way.
They need fixing extremely badly.
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Player Trading
- The initial item being traded does not show up in the "accept" list and must be dragged a second time once the trading menu pops open.
- The Trading Window is very slow and clunky taking several seconds to open, more seconds to show the "yellow lights" and even more seconds to show the "green lights" when accepted.
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RE: Crafting Stations and Processing Stations
They need to log who puts what in and takes what out of processing stations as well if within the city boundaries.
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RE: Personal Plot Smelter bug, unable to retrieve ingot(s)
I have had the exact same problem. Even clicking and dragging does not work for one of my smelters.
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Crafting Stations and Processing Stations
Crafting stations of all kinds need to be removed from residential plots. Crafting stations should ONLY be available from a city (those without a city can use the Starter Towns)
Processing stations should only be in residential plots or more control permissions will need to be given specifically to processing stations. As it is, the only reason to use a city wide processing station is if the player literally does not care for what they are making; Otherwise, the player will process inside of their own residential plot where than have more control over who can use it.
The current setup is a major flaw in the game. Why did they put this in? It completely negates the city's control permission on the crafting stations being used in the city.
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RE: Hello
There are just sooo many great ones in different ways that I am not able to call one "best". However, I can definitely say "worst"
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RE: Foundation rewards
Foundation awards will not be given until release.
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RE: It's almost time!
I heard King was looking for you. What did you do this time?
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RE: A verry Basic caracter Creation
@KingQuantum said in A verry Basic caracter Creation:
haracter for the new Alpha test, i have to go to work now, so i would come later t
No. Most people can create 3 characters. 3 character slots are the default.
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RE: Full Interaction Table Between Alignments and PvP Flagging!
GN(F) vs E = Damage taken.
Remember, the flagged condition of the target doesn't matter when both are of opposite alignments.
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RE: Full Interaction Table Between Alignments and PvP Flagging!
Sorry, yes.. Evil does still have to flag. I think this is to keep them from injuring each other accidentially when PvE'n together. Had to get clarification on that since I have not actually played as an Evil player yet. So the flag is just to initialize the ability to damage other players first. Once a player has been injured they automatically flag.
So the initiator of the fight must have the flag condition before starting the combat but the flagged condition of the victim does not matter as they will automatically be flagged once damaged.
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RE: Full Interaction Table Between Alignments and PvP Flagging!
Don't really understand all you wrote just there... looks like a lot of....ummm... yeah.... wordy text.
But the basics of the alignment PvP (For Syndesia only) goes as follows:
GN = Good Alignment AND Neutral Alignment (There is no mechanical difference between a Good and a Neutral player.)
E = Evil Alignment
(F) = Flagged for PvPA Good Alignment player can not injure another Good Aligned player unless they are both flagged for PvP. So....
GN vs GN = Can not Happen
GN vs GN(F) = Can not Happen
GN(F) vs GN = Can not Happen
GN(F) vs GN(F) = Damage Taken.A flagged Good Alignment player can always harm Evil aligned players and becomes flagged for PvP when doing so.
GN(F) vs E = Damage Taken. E becomes E(F)A flagged Evil aligned player always harms ALL other players regardless of alignment. When they attack another player, that player instantly becomes "Flagged" for PvP. So...
E(F) vs GN = Damage Taken, GN becomes GN(F)
E vs E = No Damage Taken.
E(F) vs E(F) = Damage Taken.Its pretty simple and straight forward. If an Evil aligned player AOEs a group of Good aligned players, all the Good Aligned players injured in the AOE automatically become flagged for PvP and are capable of harming their other flagged group members. This is the Friendly Fire mechanic.
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RE: More defences
@Farlander said in More defences:
ces l
You could say that races are indeed locked into their alignments. As the only way for a demon to become good and a beastman to become evil to is "change race" by transforming into an abomination.
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RE: More defences
They can stay as long as they like, but its still not considered to be permanent cause they are unable to claim land on Syndesia.