- If a guild city is created can people not in the guild still settle in the city if they have permission or would it be strictly guild members only?
- If a free city has the 2/3rd votes to become a guild city what happens to the 1/3rd of the people who voted against it? Do they get kicked out, or do they remain in the city?
Posts made by Whisper
RE: April 12 Player Cities Q&A Livestream - List Your Questions!
RE: Empty World
another game that has similar art style to Fractured but feels different b/c of the grass/ foliage that seems to make the game feel more occupied
As much as I enjoy foliage like that in my single player games. Am I the only one that always turns it all the way down in PVP games for that performance boost?
I think it would be a nice addition but I would put that pretty low in the priority list.
RE: Any ideas for easing the search for specific items/mobs?
The spawns are static. I was able to find enough Rabbit spawns near me that I can run from spawn point to spawn point and by the time I get to the start they have respawned already. And you said you have 10 near you which is more than me so you should be able to do the same.
This isn't something I think the devs need to create a new mechanic for. This is something that players should be able to solve.
I think a lot of this will be solved with just moving out of Alpha. For example. I have no problem hunting rabbits at the moment but I don't like traveling what feels like an hour to be near the starting area. Once the game is live I would gladly be farming those rabbit feet to trade for more common mats in bulk that are just too far away for me to want to go farm them.
But being Alpha I am obviously not going to farm more than I needed, and I am not looking for extra mats for item replacements at the moment either. This is something I think would solve itself with trade and community interaction.
RE: Excel Sheet for helping with Reagent Enchanting & Character making
Awesome job! Makes the one I was doing look like amateur hour haha.
RE: Would love to see mob loot drops tied to knowledge
I feel like this would sap any value the item has. Unless they are designing a game where everyone will be handing out the best items with the best enchants because drops are 100% and nothing is rare. This would mean they need an amazing PVP scene or some sort of amazing PVE content that can take the rest of the time.
Though I do love the idea of knowledge playing into drop rates. Though not to an extreme degree.
I think your idea would be fantastic if the game was designed around it. Using emergent gameplay as an example. If they made a game where a rabbit dropped its rare drop everytime but instead of making the drop rare they made it so if people killed all the rabbits they were gone for the day/week. And instead people had to take the time to breed them. That would create a game where I think your idea works perfectly. And enemy guilds would likely send in people to kill those farms creating game content that is player driven.
As it is now though I think that would just devalue enchants/items.
We already ignore most creatures in the game because we don't need to kill them. Right now if you see a fox/rabbit it is exciting because you might get a tail/foot and is probably one of the more sought after kills. 100% drop and they would just be another creature people ignore.
RE: Empty World
So when you cut a tree down or mine a rock the graphics disappear from view? It's not like UO where the resource is just not obtainable and the tree or rock is still there for aesthetic purposes? If so then I will expect as the servers grow when the game goes live the landscape will be barren lands much like LIF was when our group played there. It has it's advantages and disadvantages. It's nice to be able to clear a land for building purposes when you have the ability to sprawl all over with walls and such. But if all we have are max 5x5 plots then the whole map will look like urban sprawl if the respawn timers are long.
Negative. Tree's leave a tree stump. Rocks leave a base of the rock. My land claim is in a forest area and I would say there are enough tree's there to give me the forest biome feel. Especially when compared to the other areas. Though I might be lucky because my biome feels more full. There is always a group of deer to the left of my land plot and if I go to my right some spiders. North I end up hitting Fox's/wolves. A little more north and I will see some rabbits.
But there are some areas where the land is pretty empty. So either I got a primo land spot or the area where my land claim is more polished and a lot of other spots are not as polished yet and I think this is the case. There are a lot of land spots where it looks like something will be but nothing is really there yet. I imagine once they start filling those in, other areas will see the same love.
For your last point I think it really depends on how the city building goes. I highly doubt cities are going to lack supplies. For example the starting city. We see a farm area with a ton of cotton/wheat being grown. I imagine we will see cities specializing in certain trades (Or having smaller amounts of a few). So we may see some cities that want to focus on wood, or rocks, plants, etc.
Right now land claims are kind of scattered enough that even if they were all taken there is plenty of room for nature between them. I am not sure if Cities are their own land claims like that, or if people bundle their current claims and form a city. But either way I don't think they are going to allow all the map to be claimed via the city system with the way the current system looks.
RE: Enchanting table Guide - Basic Mechanics - How to
I would say it does. If there are 5 items that can light up half the stats those are the 5 items everyone will farm for those half of the stats if they can pick from the list. The rest of the world besides those two biomes would be empty. Why go anywhere else? And even worse. The world will be over flowed with perfect gear because it would be easy to obtain/made by anyone and everyone.
That's not a problem for RNG to solve. Rather, that's a question of balancing the reagents themselves, both composition and distribution, as well as balancing what "perfect gear" actually is, such that players desire a wide variety of gear enchanted for different tasks.
RNG is a crutch that poisons games.
Right now 4-5 regents can light up half the board already. And we don't have high tier regents yet. Right now 4-5 regents can cover that spread of a wide variety of enchanted gear for different tasks. Which is why I am suggesting the RNG system is good. People can use the best tier regents and then RNG will throw them a wide variety of gear, that they can then use for a variety of different task. Leading to trade, community, and an economy as they can trade the gear for regents, or gear they want.
And people who want a specific enchant can do the math, and farm specific items that only light up the enchant they want.
It's not like the current system is true RNG where you have no idea what the regents do, or what numbers they give, or what number is needed. You can completely remove the RNG if you want. It doesn't make sense to look at a system that allows you to do a little extra work to remove RNG completely and then say remove this because it has RNG in it.
Just do the extra step and remove the RNG
RE: Empty World
they can have forest. they can keep the timer the same. only problem i can see is the click to move would completely fuck people if they were fighting in a forest (unless there's a harvest mode' which prevents harvesting).
i've played crowfall and they have forest and all trees can be harvested.
That's fair. I should have been more specific and said in an isometric game. You are 100% right even with the amount we have now there are a few times while playing that we choose to cut down trees so we could fight the mobs we were farming without getting our view blocked.