The idea is that creatures never become completely irrelevant because each is a source of a very specific resource.
Best posts made by spoletta
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RE: My least favorite thing (after 50 hours)
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RE: I wish casual players to have blacksmithing , leatherworking etc benches in their land.
A rent system for city facilities would be nice.
The only problem would be where to get the materials from, since clearly you can't access that city storages.
Can you craft from your wagon?
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RE: Arbitrary Skill Restrictions
Honestly right now both melee and ranged toons have an hard time between choosing between light and medium armor, so the skill restriction system IMO is working well and creating a lot of different builds.
Heavy armors are an exception since they are not really part of the everyday game. They are more like items farmed by a city as a collective effort to give one of your players a significant protection, but it is not something that you wear regularly. If things stay like they are, "heavy armor builds" are a weird concept.
By the way, we also have spell classes that can be used with every armor and spells allowed in medium armor. We just need to expand on those classes and there will be many more options and choices for mages too.
I would also like to see a class of spells restricted to light armors but allowed with any weapon. -
RE: Character Field of View: Out of Screen Nameplates
I actually like the idea of implementing out of screen nameplates and tie them to the perception and stealth stats.
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RE: Bounty Hunting & Jails - Official Feedback Thread
The following proposal is based on the concept that the devs don't have infinite time to dedicate to this system, so our suggestions should be easy to implement.
We have some quite different opinions on this topic, but I guess that we all agree on the point that the minimum penalty is too high and that we would like a bit more flexibility in "Evilness".
The risk vs reward is present currently, but it is very binary. By being red you risk a lot for a lot of reward. Many would probably like the option to be evil but with less reward and less risk.
There are also a few players which would want pvp kills to be less punishing and less rewarding, tipically by implementing partial looting. Personally when I hear talks of partial looting in a full loot game, I die a little inside, but in this particular case I think that we can find a match.In particular, I suggest the following:
Allow an action from a Red player to rummage through the belongings of a knocked down player. This doesn't open a loot window, but just rewards the Red player with half the gold in that player's bag. Most importantly, this happens without the player getting killed, just knocked down. The Red player loses karma when doing this, but a lot less than performing a murder.
This small change actually has a lot of effects, because we are now distinguishing between the archetypes of "bandit" and "murderer". You can be a red player which goes around assaulting and robbing as a style of play, without fully murdering, but still looking for a good fight. Maybe stealing some carts while at it. Such a red player when he is finally taken down will have a low penalty, since he was less oppressive on the other players.
You can obviously still be a murderer with the same current system, which is fine. You choose the most evil route and want the highest rewards, so when you get killed, you suffer harsh consequences.Being assaulted by a bandit means losing half your gold and part of your health bar. You keep your equip, half your gold and your loot. It is far less crippling and I think that it meets the needs of the pve/pvp crowd.
In addition to this, the action of knocking down a player should give a karma penalty which depends on how purple was the health bar of that player. The weaker he was, the more "evil" it is to attack them, since it is more crippling for them. Attacking someone at full health bar and robbing them of some gold is a lesser evil, since the player will then just keep doing what he was already doing. Instead if the player was at 30% purple health bar before the assault, it means that you attacked a weak target (less risk for you) and that he now probably has to go back (more crippling), which means that you lose more karma.
Now, we can talk about a less punishing system for the not so evil players. The current jail system is fine for any karma lower than -3k. At -3k it should correctly start from 24h, since you most likely murdered someone or robbed a lot of people (Any act of murdering shall immediately set you to at least -3k, because you are now a murderer).
If you are not evil enough when caught, the jail system is not good.
If we implement something like 500 gold and 2 hours, hunting them will not be worthwile for the Sheriff, which means that we will miss the sheriff/bandit player interaction. As such, the gold penalty imposed should be still be quite high even at low evil levels, but you are not sent to jail, you can play normally. Your bounty is posted outside the jail and you can pay it by yourself or others can do it, like the current system. You have 1 week to pay it. If you don't or if you ever set yourself evil again in that time, your karma becomes immediately -3k minus your previous karma, which means that if you are caught again there are at least 24 hours of jail waiting for you.So, all in all this system introduces with relatively few changes (mostly numerical changes and re using what is already there) a way for players to play the non consensual pvp part of the game without suffering the very harsh consequences of the current jail system, while being less oppressive on the victims. The old system is still in place for those players that wish to be very evil and cause big troubles for the victims.
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RE: "Town controlled area" doesn't exist - how will that work in future?
Honestly I believe that @idioticmaddog had the best idea in this regard.
Restrict the resources to the residents of that region.
A compromise between the actual system which allows too much freedom and the previous sytem which was too restrictive.Improves trading and gives "control" over an area.
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RE: Metal Gear not so Solid
When using metal weapons, it is important to balance need vs resources.
Using a weapon which requires 3 ingots to kill some goblins, means wasting resources.I do agree though that the other materials are too easy to handle.
Leather is somewhat fine because you need a lot of time to make it.
Wood at least requires you to get a cart and go around chopping trees, but it should have a processing step or its value is almost zero. After all you can't make boards out of fresh wood, you need to let it dry. Adding a facility to store and dry woods could be a good addition.
Medium armors and cloth armors are a complete misfit with the rest of the processes. They both require you to just kill a mob, gets its skin/fiber and you can already make the armor. The value of such an item is zero. Takes no time or effort.
In my opinion, hide armors should be limited to primitive items. Medium armors should be made of leather and a little bit of metal (Studded leather?).
For cloths too I would like to see a processing facility added. Have them macerate for a time before weaving. This way they become similar to leather as a resource. Easy to acquire but require time to be processed.
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RE: Destroying things
One thing that would be nice is a redesign of the radial menus on the house items.
Take the smelter for example. It has the most common used option (access the smelter) right next to the its permission settings, while the lower part of the radial menu isn't used.
This means that many times you click on the settings instead of accessing it.
Ideally, I would like the most commonly used option to not have other icons near it.
Same for carts. How many times did you turn your cart instead of opening its inventory?
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RE: Unrelated Clicking While Fighting
Once I literally had to stop midfight with a wolf to open my backpack, grind his mate's bones into arrow heads, head to a tree, take some branches, attach them to the arrow heads and finally shoot it at him.
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RE: Flawless Jewels and the Legends - two problems
I still believe that resources should be region locked. Only if you are a resident of that area you should be able to mine.
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RE: Patch Log - v.a.2.5.1c
"Fixed a bug with the game's physics that sometimes caused very fast projectiles (arrows) to go through targets in the server (they disappeared in the client, but didn't do any damage)."
YES!
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RE: [suggestion] Pvp zones
I'll be honest, I don't like it.
Seems like an overly complex solution.
I believe in much simpler solutions to the current issue.I think that the current situation with single reds assaulting here and there is fine. It is the correct amount of pvp crimes one would expect on Syndesia. Going around alone as a red is a risk and has a reward. Works fine.
Lone reds do not trouble big pve groups. The issue here is caused by big groups of reds camping the pve hotspots. As such, if changes are needed, they are to be aimed against those groups.
For starters, I would try with the red bubble idea from Albion (when reds group up they start being visible on the map). IMO this would already mostly fix the issue. -
Disalignment between tiers of materials, enchants and talents
I know that this is an alpha and something like this is low priority right now, but making a thread on this issue can't hurt.
Right now the tiers of perks are all over the place. Let's give a bit of context for those who don't know how the tiers of effect work.
Every non tier 1 material that you use to craft an equipment, comes with specific bonuses, and those bonuses are ranked in tiers of bonuses. For example, an armor in Direwolf Leather gives you +120 cold resistance. This bonus is ranked as a tier 2 bonus, which means that it is equivalent to performing a cold resistance enchantement of second level on that item. Usually a tier 2 material has a tier 2 bonus, a tier 3 has a tier 3 bonus plus one tier 1 and a tier 4 has one tier 3 one tier 2 and one tier 1 bonus.Now, there 2 are problems with this right now. First of all, a couple of materials seem to be acting differently from the other ones. In particular, the mithril is sporting two tier 3 bonuses as a tier 3 material... wow! The other one is the Yew, which is a tier 4 item but has only 2 tier 2 and one tier 1.
The biggest problem though is that those tiers of bonuses are completely disaligned with the effects of talents. For example, look at mana regeneration. One talent point in it provides +3 mana regeneration. Now, one tier 1 enchant in mana regeneration provides +1. Going by this, it would look like a talent point should be around 3 tier 1 enchants.
Let's look now at the Resilient talent. 1 talent point +80Hp. The equivalent tier 1 enchant, provides +40 health. So in this case 1 talent point = 2 tier 1 enchants.
And now let's take evasion. 1 talent point = 20 evasion. 1 tier 1 enchant = 30 evasion. So now one talent point is worth two thirds of a tier 1 enchant.
Damage? Talents are worth half tier 1 enchant.
Luck? 1 talent = 1 tier 1 enchant
Accuracy? 1 talent = 2/3 of a tier 1 enchant.As you can see from this quick analysis, perk tiers are evaluated completely differently when given by talents or by enchants. You go from 1 talent = 3 tier 1 to 1 talent = half tier 1. A one to six difference.
As I said, this is low priority, but when the time comes for tuning, this should get a good look at.
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
Yeah, I didn't have much time to post, so I had to go with the short answer.
I used a lot harbors this test. They are my biggest money sink so far. They are really good for group content, when you organize to go to some very distant place to explore an area or hunt a legend. Most of the players of this game have a work and many times a family, If you have to travel 30 minutes to go there, then some activites become outright impossible. I feel that the current implementation of those is fine. They are quite costly, you use them only for important events.
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RE: Alternative to crafting and enchanting RNG headache.
@Jacenson
That's exactly my point. As you said, right now discarding metal products would be foolish. That's because IMO the metal process is the only one correctly implemented at the moment.Indeed, if you look around at my posts, you will see that I've many times stated that the current system for leather and wood needs some more work and the current system for cloth looks more like a placeholder than an actual planned system.
Wood needs a refining process. Have it dry first.
Leather does not entail hauling heavy materials around, so it should at least interact with other resources. Ideally when we get alchemy, we should have tanning agents. Put the leather in the tanning tube and then add the agent. Weak tanning agents for tier 1 and 2 leather, mild agent for tier 3 and strong agent for tier 4. The amount of agent depends on the amount of leather in the tube.
Similar system for cloth.
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RE: Dying in city while young player?
If you leave the char AFK for too much time, it will die of hunger.
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RE: imbued chipped diamond can't be socketed to scholar boot bug or not ?
We simply have a missing UI element to know which enchant we are making.
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RE: About Consumables
@asspirin that's the intended role of CON. If you read its description, it says that it affects the consumables and indeed bandages scale with CON.
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RE: Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.
I think you should have also received one rank up worth of gold, so 50k.