When harvesting sulphure and platinum nodes, nothing appears after mining it.
Posts made by Rife
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[Harvesting Bug] Sulphurite, Platinum
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RE: Redo Spell for Divination(or Alteration)
You dont need to have a replay feature to implement this though. You dont need to save multiple states all the time, you only need to store the state of players at the time the ability is cast, then after 3-10 seconds, you just have to restore the old state back to the players who were in the area of the spell cast. This can be done by creating local variables that store the "current state" of the players at the time of casting, and then after the 3-10 seconds, it can set the players attributes with the previously stored variables.
Unless there's something inherent in the game design that I don't know about, I think this should be pretty feasible to code/implement.
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
@LonelyCookie said in Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!:
Killing PvErs and full looting them soft bans them from content they want to do just as jailing you soft bans you from content you want to do. As many PvPers love to say to complaining PvErs: "Its part of the game, deal with it". Play with fire, suffer by fire. Actually, suffer more as the perpetrator of 'evil' on neutral planet.
Errr....what? No you aren't. If killing someone is locking them away from PvE, then killing the criminals itself is already locking them away from PvP. You get killed by a red, you don't get locked out of PvE for the next day mate. You can call for help, or hunt in a different zone.
Locking criminals out of the game just means they either go play a different game, or go play a different character. Hardcore criminals just pay the bail anyway, so they aren't even affected by the time lock. My proposal has always been to force everyone to pay, actual coins, and not just get a free pass by afking your time off in jail.
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
I agree with most of the points said except a few like :
Jails with playtime sentences : I dont think playtime should ever be a sentence because it's similar to a soft ban. Hell, any remotely smart criminal will just always keep 6k gold in their wallet so that they don't get punished by playtime, unless those who prefer to just sit out the game and play something else or another character when they get jailed, just to save money. We should levy heavier bail instead when your karma is really low, in fact, I don't understand why there is a negative karma cap. I think if someone goes -100k karma for example, he should be ready to pay a HUGE fine if he gets caught, due to the massive amount of "evil" deeds he has been doing. ( I've talked about a system where criminals are forced to pay the bail or get friends to pay the bail instead, where they get something similar to young player status and can only remove it once they've paid their bail ).
I think the problem in this game is inflation. It is just so easy to get gold, and the amount of gold in game just increases drastically that the current gold sinks won't be able to keep up with. I propose that all gold sinks i.e, bail costs, harbor teleportation costs ( which should be more expensive ), house upkeep should all adjust their prices according to inflation rates. I.e, if the amount of gold in the world increases, then the costs of all these things should increase too.
I also don't agree with the tweaked bounty system, I think the proposed change here is easily abusable by taking up bounties against your own guild mates, etc. I also think there should be a sink in total gold, right now 50% gets paid to the bounty hunter and 50% goes to the city, I think it should instead be something like 25% goes to city and 25% goes to bounty hunter, and 50% is lost. I also firmly believe that criminals should be allowed to be bounty hunters too, because honestly, the best pvp'ers right now are all criminals and will remain to be criminals just for the fact that criminals are exposed to so much more pvp than Sheriffs, so Sheriffs on average will not be as skilled as the average Criminal.
I also believe that all residential plots near the cities should be reserved to citizens only, and can be lost when losing a city siege, this will also help to resolve the residential abuse situation @Alexian mentioned.
Like what Alex mentioned, trade is definitely a huge problem, one way is definitely to give essential tech's free to a city, like jail, bank, shrine and marketplace, for example, banks and shrine is free when founding a hamlet, jail is free when it becomes a village and marketplace becomes free when it becomes a town. Another issue with trade was that resources now are not scarce, but I think this could be the result of low population. In a higher populated server, I'm guessing resources will definitely be more scarce, which would promote trade ( along with the scarcity change Alex is promoting ).
TL;DR -
i) Playtime jail is bad - force players to farm with Young player status ( or similar ), no cap to negative karma, increase bail prices
ii) Adjust all gold sinks in game to account inflation rates
iii) Criminals should be able to be bounty hunters too, 50% of bail gold should be a sink ( 25% to city, 25% to bounty hunter )
iv) Residential plots near city should be reserved to citizens and can be lost during siege
v) Lack of trade could be due to resources not being scarce due to underpopulation in game
vi) Banks and shrine should be free when founding a hamlet, jail is free when it becomes a village and marketplace becomes free when it becomes a town -
RE: "To fight a losing battle, and not lose it"
@Mirgannel12 said in "To fight a losing battle, and not lose it":
*Good players cannot commit crimes, or loot evil players they have defeated.
This is wrong, which I think invalidates your entire argument no? Good players can loot evil players they've killed.
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RE: Bounty Hunting & Jails - Official Feedback Thread
@Alexian Yeah I dont have any examples either. Which is why I wanted to give the system a try.
Conversely, we can also just allow criminals to be bounty hunters too like what we discussed on discord.
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RE: Bounty Hunting & Jails - Official Feedback Thread
@Alexian said in Bounty Hunting & Jails - Official Feedback Thread:
Your proposal here is essentially that people who don't want to be griefed or ganked or killed should simply spam help requests in game chat and rely on Good Samaritans to keep the "criminal" element in check.
I'm not aware of a single meaningful example where this sort've system has ever worked. In my personal experience, the Good Samaritan to Criminal ratio is always heavily lopsided in favor of criminals because people generally are (1) self-interested and (2) more inclined to engage in escapist "bad behavior" in a video game as opposed to committing time, effort, and energy to working as some sort've pre-emptive bodyguard/mall cop.
"Pre-emptive" security for people should come in the form of allies/friends/guild mates. Bounty hunters should exist for goal-oriented, financially-motivated player-killers after the fact.I'm not so sure about that, do you have a list of games where this system has tried and failed to work?
The other problem right now is that most of the non-criminal aligned players have stopped playing the game.
In my view, a system like a party finder for sheriffs would work much better than players having to ask to call for help on the global chat. I think alot of casual/solo's would rather much use these kind of systems, than actually type in global chat asking for help.
The Pre-emptive security you mention are for non solos, whereas solos and people who play in small groups maybe would definitely benefit from the system.
Of course it's not going to work right now, but I can definitely see it working in a more thriving population scenario.
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RE: Removal of Open World PvP to Syndesia, Adding of Guild Warfare and Politics
Yeah it's going to be a huge no from me too. Criminal system and open world pvp should be a big part of Syndesia.
Also, something tells me that Arb is still going to have pvp over cities and stuff, so it'll likely have politics pvp but no open world pvp. ( I think PvE players always want to do PvP, but only when they want to, and are never forced to, which is what Arb will probably have ).
I really can't think of any system where they can implement which will make cities work in Arb without the pvp aspects of it.
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RE: Bounty Hunting & Jails - Official Feedback Thread
Let me preface this by saying that a lot of the complaints about this system is due to the fact that this is the only pvp system out right now when in fact it should be the least used pvp system in Syndesia.
I envision that Guild Wars and Sieges would be something that people use for pvp much more than the criminal system.
Now let's deep dive into the problem. We have both evil-aligned and good-aligned players complaining about the system. On one hand it's too punishing, and on the other, it's not punishing enough.
So who is right? The answer: both.
Let's first talk about why the criminal system is too punishing. I think it's obvious that people who have 0 karma or a really low amount of negative karma shouldn't be punished too harshly, the minimum gold shouldn't be 2k, it should definitely be lower since some people have negative karma just from knocking down players without even executing them.
But while that's a definite point to fix, it's not the main crux of the issue. The issue is that we're locking people out of the game. We should never lock people out of the game for playing a certain playstyle. You only lock people out of the game when they exploit/cheat. This is basically lumping the ganking/criminal playstyle as the same as cheaters/exploiters, which is a huge no no.
Like I mentioned in previous posts, just make them farm the gold if they cant pay, this way, they can still enjoy other content while essentially being locked out of all forms of PvP content until they pay their bail. Mind you, they can already do this with the current system, we're just now making it so that they have the option to do PvE content for gold if they don't have enough to pay their current bail, instead of just locking them out so that they'd play on their alts, or quit playing the game, till the bail time is over. This way we can also easily balance how strict the system is based on the bounty price. Obviously, when inflation happens and people start to hold more gold, the bounty system's prices should be adjusted accordingly.
So that solves the "too punishing" side of things. Now let's discuss why it's not "punishing enough". I think here @LonelyCookie raised a point, whereby the system only happens when a criminal is caught after the deed. There is nothing being done for the victim. This is why good-aligned players want a stricter system, because they feel like the only way they are protected is if the criminal system has an insane punishment system. This shouldn't actually be the case.
The problem right now relies on the bounty hunter system. We call it a bounty hunter system, but people who sign up for bounty hunters are actually called sheriffs. Sheriffs are not the same as bounty hunters. One is basically hunting criminals for personal gain, while the other is actually there to protect those who need protection. What good aligned players need is a protection system. So we don't need bounty hunters, we really just need sheriffs.
Basically what we need is a new tab on Socials that allow players to find Sheriffs to protect them when they are farming. Basically a tab that lists active Sheriffs who are online, and players can message Sheriffs asking for protection in return for a percentage of the loot they make for example.
This is a win-win situation for all. Players now get protection. Sheriffs and Criminals both get to PvP and have things more exciting.
Tl;DR : Criminal system is both too punishing and not giving enough protection. Solutions :
- Abolish jail time, make criminals farm for bail if they cant bail/dont have friends to bail them while being locked out of all pvp content
- Protection system that allows players to easily get in touch with Sheriffs to protect them while farming in return for some compensation if they so choose.
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RE: City Management Feedback Thread
Not everyone can access banks currently though. Not sure if that's intended or not, but I definitely can't use other city's banks.
I am fine with the ranking up system as it is currently ( requiring residents ), but I definitely feel like residential plots are just way too overpowered, especially ones that are right next to the city. My plot is closest to the city, I can walk from the city to my plot without every stepping in an unsafe zone.
So imagine if someone took over the city, I can still harass them easily since I have a safe place right next to the city, and can build everything I need on my plot. Like people mentioned, you can build way too much on your residential plot, I think it should be restricted in terms of number of crafting stations/processing stations. For example, 2 processing stations and 1 crafting station per residential plot.
Cities definitely need more in depth permission systems on their processing stations. Current permission system isnt robust enough. I like the current permission system on the crafting stations, and that can stay, residents/casuals/solos will definitely choose to buy a residential plot in a city which lets them use their craftin stations, so there will definitely be quite a number of cities that will allow people to use their crafting stations.
The other problem is that the difference in quality is way too miniscule, so it almost makes no difference right now to craft items on your own plot rather than the city.
The key point though, is that the residential plots closest to the city should be reserved to citizens only, and are lost whenever a city is taken over. City space is already small, I think we can just remove the option to build a personal plot in the city, considering city space is already limited, and residential plots are OP, and with my proposed changes, you would want to buy a residential plot in your citizen reserved plots because of it's closeness to the city( with risk ), or buy a residential plot further away( without risk )
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RE: Bounty Hunting & Jails - Official Feedback Thread
I get that the argument that PK's should lose time because you make countless of people lose their time of farming.
This is where the bail price comes in, the bail price cost is basically the "time" that the pk'er loses. Time is money after all.
Prisoners shouldn't need to get locked in the jail. Instead they should be forced to pay the jail price. That is the time they are losing.
If your argument is that, "oh, but the price isnt steep, bla bla bla", know that right now, this system already allows prisoners to pay the bail price and get out. What we should change the system to is that instead of allowing the players to wait out the bail/jail time, we should force them to always do the time by farming for the bail price.
With this system, players arent effectively locked out of the game if they want to save money, or have no money, they will always be able to continue playing.
One more point - criminals karma should reset to 0 after release from prison. They've essentially did their time, and can now decide whether they want to go good, or continue being evil.
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RE: Bounty Hunting & Jails - Official Feedback Thread
Remove jail time. You should never "punish" people by disallowing them from playing the game.
Rather force people to pay. Balance the jail system by the bounty payments.
When people get jailed, they either :
i) Payout their bail by themselves
ii) Wait for friend to pay the bail
iii) Get out of jail and collect money to pay the bail. When they choose the 3rd option, they basically have an unremovable "Prisoner" or "Debtor" status where they cannot engage in any sorts of pvp until they collect enough money to pay their bail. Similar to young player status -
RE: Crafting Stations and Processing Stations
Agree with OP 100%.
The fact that as of right now residents cant be evicted, and they can also build their own weapons and armors, it's making residential plots way too overpowered.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
@GamerSeuss said in The Eviction/Refugee system ( Residential area solution for city takeovers ):
Also @StormBug I don't think you remembered from previous videos that Prometheus did, but within the Residential Area and within the City it is a no-combat zone, so camping outside of people's houses would not be possible to force them to leave, you would have to camp the border of the Residential area and get people when they leave for the Wilderness.
This is actually untrue. Residence area is NOT a safe area, only your house plot is. You can definitely camp someone outside their house if you wanted to.
Which is another reason why a safe eviction system is good - it prevents alot of undesirable behaviour from taking place if people are forced to take drastic and griefing measures just to ensure they can live next to their city.
No matter how many times people claim that Residential area is not part of the city, it is. It is a safe piece of land where you can store alot of materials next to your city, it is going to give you loads of advantages for having a plot of land next to a city, and not being able to be a resident area of a city that you take over, again, doesn't make sense at all when the enemy guild can still live closer to your city than you can, and you need to destroy loads of city buildings just to move your guild into the city which again doesn't make sense either.
You do not get more housing plots in your city as you level up because the size of your city is static and does not grow as you level it up.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
@FluffKugel said in The Eviction/Refugee system ( Residential area solution for city takeovers ):
Just an idea.
Lets say the area where you can build your houses is split:
X spots are available from the beginning and can be claimed by everyone.
X spots are generated whenever the city levels up and can only be claimed by guild members of the city owner. This spots could be cheap, but would be lost when the city changes owner. Here the new city owner could get there foodhold.
I think the "refugee" state would be useful here to bring the stuff away after loosing the fight.
This would also make it a bit more "real" - a growing city has a growing population, ...You can even make something like "area based plots":
The "city owned spots" could be nearest to the city.
The "free spots" could be farthest away from the city. They spots would nearly be "wilderness" spots - just near enough for some benefits of the town, but far enough away to not be a problem for sieges, ...The numbers of spots of each kind could depend on the planet.
This is an excellent idea! I love it. Can probably even change it to be instead of plots that only the guild members of the governor can reside, to basically anyone who is a citizen of the city.
They should also make it so that citizens of the city can't apply for the plots in the non-citizens residential area.
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RE: Names for in game characters?
@GreatValdus Yeah, you can try it, the character creation is already live.
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RE: Names for in game characters?
Currently names arent unique. I created 3 characters with the same name.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
@StormBug said in The Eviction/Refugee system ( Residential area solution for city takeovers ):
Or the conquering guild could bribe people to leave. Give me enough money and a day to transport goods and I would likely relocate.
This is precisely the system I am advocating for, where when a city gets taken over, the new city owners have a period in which they can evict players from the residential area, but at a cost - you would need to pay to evict people, and the payment value depends on how much well built the plot of land is.
The evicted person would then become a refugee, where he has a safe status and can't be attacked or killed for a time period so that he/she can safely move.