No, THIS IS A DAILY POST! ^_^
Posts made by Ostaff
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RE: The "I got stuck and need help" thread.
Stuck again, this time at a rock in the goblin camp. Luci Parcel -2559W -146N
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RE: I give up.
Had the same problem, exited the game then when I tried to come back in, it gave me a patch and I was able to go in with no problem. So if you have this problem, try exiting and patching
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RE: The "I got stuck and need help" thread.
Stuck at the millstones in the starting city near Slithering Woods. Name: Luci Parcel
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stuck at millstones
Name: Luci Parcel
Town: Starting town near Slithering Moors -
RE: How in depth is the crafting going to be as far as supplying players with things can it be a proper business?
@Gothix Aye, the majority gloss over crafting and make horrible systems which is why I love it when I find a gem in the rough that has actually put some thought to their crafting system
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RE: Silly question regarding house plots, roads, and towns. (visual)
@Jimbolini Hmm.. I thought cat's loved to play and hide in the bushes.
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RE: What I "DO NOT" want to see in this game
@dgca Cause it eventually stagnates and kills the game. Remember, this is a game not real life. People come to have fun, which they can't do if "elites" restrict what they are able to do. UO was a prime example of that for those old enough to have played it back in its hay day. (Shards are still up but not with the same problems as the original had from players). UO was a very great game, but pk started killing that which is why we see so many variations on PK now to reduce that problem.
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RE: Housing Blueprints
@Farlander Soundz like bad coding to begin with, a castle should take more than a few minutes to destroy period. If houses are destroyable, I think the durability of the building as well as layers should come into play, An given the offline time, take a min of a quarter of the time spent to build the building to fully destroy the building (where more durable material used increases the time needed to destroy the place). However, the moderator stated in another thread that players will not be able to destroy housing. They didn't say that mobs couldn't do the same though. wink
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RE: Pure Crafter
@maze Hmm... Total agree with a max CHA setup, and would also go with a max DEX as well for accurracy (which hopefully will be a part of crafting) and then the devs may require STR requirements for some heavy/tough craft items (not to include the carrying capacity needed to tout all those mats around) and INT requirements for finer more complex items (especially where enchanting is involved).
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RE: The Shadow Empire
@VyrVandalous Finally found a link to your guild profile which answered a question I had. So.... sign me up, I plan on playing all three races until I find what works best in this game. I'm also very craft oriented.
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RE: Housing Blueprints
I would hope that house blueprints don't only differ in appearance. To me that would be a very big waste. And from reading their faq about "raids" on settlements, I would think that they would also at the min be adding durability to the houses, which means that not only would the material used to make the building change the durability but also the blueprint of the building would change its durability. After all, a shack made of wood does not hold up as well as a log cabin which is obviously made of wood but with better integrity in structural make. Also, I am hoping they will have tiers of blueprint designs which means their being skill or knowledge involved in making higher tier structures. After all, the more we know the better we are able to produce.
Also, I would very much like the building system tied into the crafting system, which I rarely have ever seen a mmo do sadly. I mean, come on.. carpentry is a craft!
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RE: How in depth is the crafting going to be as far as supplying players with things can it be a proper business?
@Gothix That's not exactly true. The Saga of Ryzom (or just Ryzom) has en excellent crafting system where every mat has different stats and levels of stats depending on the quality of the mat. None of these are random drops, but can be found in certain places during certain environmental situations or from killing certain types of mobs with high level mobs dropping higher level versions of the same mat. The main aspect of crafting in Ryzom is cataloging what each mat does and mixing them to get the end result you want. The end result is a total of 2000^2000 different items that can be crafted.
I am hoping this game will have a similar style of crafting and it seems that they may be heading this way since the mobs only drop mats (materials) for crafting. With this approach you can have "Epic crafters" cause its the player's knowledge of what mats to use and in what proportion that give them the results they are wanting. Of course, the number of different types of stats an item has will determine how much "versatility" they have with this kind of system. In Ryzom they have color, speed, knockback/resistance, physical damage/resistance, magical damage/resistance, poison damage/resistance, bleed damage/resistance, weight, stat use requirements, etc.
Also, crafters could add messages to the items that they created and their name was attached to the item permanently as being the crafter of the item. All of this made way for certain crafters to be sought out more than others and crafters in general make good money though they also spend a whole lot of time crafting and spending money to get to where they are.
As I said earlier, I would be very pleased to see Fractured implement something like Ryzom has but maybe in a better GUI style.