@Kralith said in Ranking up City Doesn't Remove Food Sacks:
I think thats not a bug, but intended.
The Food-Sacks are just a requirement, since it is representing your next upkeep amount.
Correct!
@Kralith said in Ranking up City Doesn't Remove Food Sacks:
I think thats not a bug, but intended.
The Food-Sacks are just a requirement, since it is representing your next upkeep amount.
Correct!
It's not unlimited, just a very high number. It's a junk material so it's not an issue
@GreatValdus said in Cannot Deposit Ores In Bank:
Not sure if intended or not, I don't seem to be able to deposit my mines ores in the bank chest (starting town).
I remember something about the ability to transfer stuff directly from cart to bank chest without having to pick up single items, but even with picking up I don't understand how to deposit.
So either bank is not intended to be a ore deposit or it's bugged I suppose.
Heavy materials can only be dropped into carts/wagons and stockpiles (a type of city building), plus other special types of storages (e.g. the Blacksmith shop you build in town has a storage for ores). Regular chests and the bank are for inventory materials only
@LordRellik said in Double gold drop rates aren't working:
All good and great increasing city costs to 50k... but at least increase gold drop rate to double like it was promised. Zombies and Skeletons give same gold as last test
They've been all doubled, the zombie is 8-16 now (used to be 4-8), etc. I've just verified to make sure - you're not remembering the old numbers correctly (which is understandable since they are low anyway for small creatures)
@GreatValdus said in Full Interaction Table Between Alignments and PvP Flagging!:
@Ostaff ah right, right, so again, more compact than ever!
Any(not F) vs Any(F or not) = Nothing
GN(F) vs GN = Nothing
GN(F) vs E or Any(F) = Damage
E(F) vs Any(F or not) = Damage
It's correct You could just write Good anyway, the Neutral alignment no longer exists. There's one case missing:
E(F) vs Any = Nothing
Basically, the aggressive flag just means "I want to attack someone". Who you can attack depends on your alignment (Good can only attack Evil, Evil can attack everyone). If you turn aggressive, you start taking damage from AOE abilities cast by all other players (and sometimes your own AOE as well). End
@Mirgannel12 said in New Layout:
Are there still going to be land claims throughout the map? or is it just around cities?
Private land parcels outside of cities are now clustered into residential areas, but they're not necessarily close to cities. I mean, for now they mostly are, but you can already find several that are pretty far away
Hi all!
In the last blog update, we sadly had to announce that the start of the Winter Alpha was postponed from February to March. Given that Winter will soon be over, the test has been renamed Spring Alpha, and its launch date is now official:
Itβs Wednesday, March 31, at 4pm CET (10am EST)!
See you soon in game!
@aKaDeMiK said in Can't connect to patchkit API:
I recently purchased a package and downloaded the game, when I click on the fractured icon and it says initializing, shortly after it says cant connect to patchkit api, would you like to try again. So I cannot play the game at all.
Hi! The alpha test is not live yet, but that's just the patcher, not the game itself. You should be able to patch the game, run it and get to the login screen. Was it just a momentary issue or is it still happening?
@GreatValdus said in Cities, Permissions, Griefing:
I've seen a lot of actions are logged in game, can you confirm that also stuff like "XXX have canceled smelting, this wasting a lot of resources and time" will be logged in the smelted, so that the governor can ban the offending citizen from the city?
That's not implemented as of today but could it's something we should consider in the future, for sure!
@Logain said in Tech Tree, Marketplace & Money For Dynamight:
I'm not sure if any of that has changed, but as far as I remember, the plan was for the governor/mayor of a region/city to be voted. A guild/group with enough manpower could simply claim enough space, to get enough votes to install their own leader.
Nope, that's no longer a thing, at least not for Syndesia
@Farlander said in Tech Tree, Marketplace & Money For Dynamight:
@Prometheus Will there be some kind of ingame auction or auction house?
Not planned for now
@GreatValdus said in Tech Tree, Marketplace & Money For Dynamight:
@Logain but still you could have a situation where every city is taken and full.
Then a big guild arises but can do nothing because it doesn't have a city to launch attacks from, so it can gain nothing.
A guild without a city can launch a conquest against a city at the Hamlet or Village stage, unless that city is fully surrounded by territories belonging to the same Nation. More info on the topic in the next videos!
@GreatValdus said in Cities, Permissions, Griefing:
I keep hearing about the concept of taking stuff out of a smelter as being an action everyone can perform, thus you could start smelting stuff and 4 hours later someone else gets the ingots.
Hi Valdus The usage of timed crafting stations like smelteries and tanning tubs has never been an action "everyone can perform", it's always been restricted to citizens only. The problems was that in previous testing phases you had to be a citizen of some town to be able to do most of the crafting. This was fine for cities owned by a guild, but for "open" cities where the governor allowed various groups and individuals in, it was a mess, as thievery of resources being processed was common...
Starting from the next testing phase, you'll be able to build tanning tubs and smelteries in your own land parcel, so you'll set the access level on those, disregarding whether your land parcel inside of a town or outside Those in shops in the city are still going to be for citizens only, but we expect cities to be controlled pretty much by close-knit groups (guilds) only, since players no longer need to be part of a city to progress.
@Farlander said in Tech Tree, Marketplace & Money For Dynamight:
I saw in the marketplace there is a way to sell buy it now but what about being able to set an auction with a time limit for people to bid stuff up?
That's not an option, sorry! It's a marketplace, not an auction house
@Laveilath said in Alpha 2 Testing rewards?:
Hey wanted to ask about alpha 2 test winners - when the list will be announced for exploring the world or for most creative/fun build?
They're all coming soon! I'll attach that to the next update. Sorry for the delay but I've been very busy and haven't had time to analyze the data yet
@PeachMcD said in Tech Tree, Marketplace & Money For Dynamight:
Question: do city owners start with a certain number of Research Points?
Nope, but there are a few things you can build without any research: houses, the tavern, stockpiles, and the workshop with all the basic crafting stations. Given that cities require 20 players to be claimed now, gaining the first levels is going to be pretty quick, and each level grants 2 research points (= 2 researches), so.. you're soon going to have a flourishing city
@GreatValdus said in Tech Tree, Marketplace & Money For Dynamight:
That's the way, avoid missing deadlines by giving vague dates!
Correct!
@Stacy555 said in Tech Tree, Marketplace & Money For Dynamight:
So does the marketplace remove the need to transport any and all materials now ?, and how will this affect the possibilty of raiding transport groups in transit, has this just been removed fromthe game. ?
Marketplaces are local I didn't specify that in the video since I assumed it was a known thing, sorry for the confusion.
Hi all!
Today's update brings some awesome news and a... less-awesome one: a spotlight on new big features is here, more $$$ for Dynamight are coming, but the Winter Alpha has been moved to March.
See you soon for the next video spotlight!
@Deathruler said in Year of release:
steam doesn't allow them to publish a year later than 2021 and got pretty disappointed to be honest
Hmm what did you mean? Beta (=Steam Early Access) launch should be coming this year indeed, so the "2021" date on Steam stands.
@Deathruler said in Year of release:
So far only Myr is completed and they said arboreus will be ready in approximately 5 alphas
Hmmm again, when did we say that? Actually, we've recently said the opposite, that Arboreus will be one of the highest priorities after the Winter Alpha, which means it should make it a lot sooner than 5 alphas
@grofire said in Winter Alpha Spotlight β City Overhaul:
maybe connect the amount of players that live around the city to the research available to the city
That's exactly how it works - ranking up a city no longer requires citizens but residents, that is, claimed land parcels in the whole region
@Ostaff said in Winter Alpha Spotlight β City Overhaul:
I have talked to @Prometheus about the %, and we are hoping that he will agree that Arboreus should at least be 80% if not 90% free of PvP. He has also stated that they will work hard on keeping the PvE content on Arboreus updated and fresh.
Yes, aggression on most of Arboreus is not possible, period, and the planet will feature mechanics that strongly prevent it in the remaining areas anyway. The definition of "PvE planet" is therefore a good one.
Given that Syndesia already has a ton of PvP, Arboreus is obviously the second planet we're going to work on @LilCassiopeia It's absolutely coming sooner than "5-6 tests"!
Also, don't forget about the criminal system (evil status, bounty hunting, jailing). Being a "PK" on Syndesia is not easy and we expect more guild / faction wars than "PKing" for that reason. Don't take the last 2 open weekends as a benchmark - they were basically a big arena for testing PvP balancing with no consequences for Evil players.
That being said: please stay on-topic here, we're trying to gather feedback on the announced city changes (note: we're open to revisions) and questions for the Q&A this Sunday. This is not a thread for the usual PvP vs PvE quarrels. Thank you.
Hi, fellow gamer and MMO enthusiast!
Here we go with the second update on the upcoming Winter Alpha. The focus this time is on player cities - and it's on video!
Also, youβre all invited to take part to a live Q&A / roundtable that will be taking place this Sunday, January 31, at 6pm CET (12pm EST) on our Twitch channel.
Feel free to leave your questions in advance in this forum post!
Cheers!
@spoletta said in First Impressions on the new City System:
Increase the spawn rate of natural resources, or make it client side.
It will be done, there are both going to be more minerals (they'll be scattered next to the edges of mountains, so not only inside of nodes) and they will respawn faster.
@spoletta said in First Impressions on the new City System:
Move the limiting factor to the processing step. Processing facilities (like smelters) inside the city as far as I understood are only for citiziens. Allow a resident house to have a limited amount of such facilities
If the city has completed the relative research, all players with a land parcel in the region can place private processing stations (tubs, smelteries) inside of their own land parcel. I've stated that in the video!
@Meziljin said in First Impressions on the new City System:
suggest to move resource spawn timer on client-side
Nothing in an online game should be controlled "client-side" I think what you were trying to suggest is making the timer "personal"? And then what happens, you see another player mining a deposit but don't see the deposit getting emptied and the resource spawning, so all of a sudden a block of stone just appears in the other player's hands?