only at 100% encumbrance and then again somewhere by 500% up to infinity. I can still walk with 1200%

Best posts made by OlivePit
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RE: Question about speed of your character
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RE: Fall Alpha Spotlight – Market & Mailbox
Massive changes to stats, I anticipate that there will be similar massive changes to talents and will hold on further speculation until they are out as well. Good stuff, looking forward to testing em.
Cool changes to market quality of life !
Will there be a limit to the number of buy/sell orders any player can make to prevent rampant spamming? or will we just be relying on the automated 'buy low sell high' system to filter out the chaff?
I understand why you have given all banks global wallet powers - for testing- but would discourage making this the norm.
Providing a totally secure way to hide and transfer coins reduces the player interactions and risk of trading.
I acknowledge that some kind of floating wallet may be necessary for things like bounties.
But think that any money made from a market sale could just be deposited into the players market inventory where it was sold.
Removing the 'deposit' button would also be a good way to keep the utility of the global wallet without making it a bitcoin haven.
If the cities who develop the global wallet tech were to get a 5% tax on any coins deposited to the players global wallet (with maybe another 3% to just sink) that may give cities sufficient motivation to unlock the tech while also providing some cost to the magic money transfer system.
I anticipate lots of discouraged highway men should the global wallet be left as is. If that is the intent of the Devs, then great. If not, then perhaps consider some of the above suggestions.
Testing will tell.The mail system is a very nice quality of life which will aid trading and communications without being forced to use Discord and hunt down various guild servers or players.
Thanks for the update!
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RE: Craftsmanship
It is a city tech option.
The vice or Governor needs to pick it as a city tech for the citizens and residents to get access to the higer tech level materials and equipment (like full plate armor).
It looks like this:
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RE: Suggestion.. Add button (auto-run)
They really do not want a system where a player can move -and- attack at the same time... Auto run would create that without complex coding...
There is a group that want WADS movement, but same issue...
I think that it could be done in that any attack action or ability casting would freeze the character in place but can understand that this might create compications for coding... -
RE: Feature Spotlight - Character Creation, Attributes and Resting
Really not happy to have the point build now officially reduced by 20 points across the board.
This is especially harsh on archetypes that have stat gated ability effects, like minor heal, or poison, whos effect is dependent on hitting the arbitrary minimum stat numbers to get a better effect. Want 4 charges of heal/dash? want a poison that actually hurts before the other uses a herbal remedy out of their inventory? gotta have that 24 int stat !100 points is really restrictive and gives more power of effect to metal armor which has far more choice and options that provide stat boosts while cloth and leather users are left to suffer.
Unless the point is to cripple humans without major investment into equipment and give beasts/demons a huge advantage with their affinity discounts and cap increases -=In Addition=- to any equipment they have... I really dont understand why the change was made. And feel the change is too harsh.
We all were playing with the 100 point build with the understanding that we were being baseline with humans getting a boost of 20 points and demons/beasts getting a boost from their affinity bonusses. This really feels like having the rug pulled from under us AND 120 vs 100 is not the same as 100 vs 80, ESPECIALLY when considering the power of affinity bonusses !
The result is likely to be that human players feel overly restricted where they were supposed to have the most flexibility while beast and demon players have much more ability to get good stat/skill blocks since they have multiple classes to choose from to get that nice combination and reach those high stats needed.
If this change is going to be in any way balanceable then a lot more equipment stat options are going to be needed made available to the human players where currently there is a very unbalanced variety of equipment options with the most flexibility and effect given to metal armors and arms while cloth/leather/wood arms and armor have far fewer options and less flexibility forcing them into spending more of their stat points to shore up the lack of equipment support. The current lack of equipment support is exemplified in how a medium or heavy metal armor user can obtain a +6 bonus to their power stat of choice (str, con, int, cha), while leather light armor users are restricted to str and dex, and cloth armor users are restricted to only perception ! This is despite the fact that anyone using cloth armor is doing so because their mage like abilities require it and they all scale off of INT and yet they have no equipment that would aid them in this (other than necklaces which everyone has). This requires mages, and archers to some extent, to invest heavily into their power stats to get moderate effects while melee archetypes are free to rely on their equipment to obtain good stats and only need to focus their stat points into their power stats if they want to have extremely high effect in that area, talking 28 strength or con !
Please reconsider the point buy reductions, or provide suitable equipment support to the humans while also reducing the demon/beast points to balance their affinities.
TL:DR - Point buy changes not good, why the change without testing? equipment disparity needs to be addressed, abilities and races re balanced.
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RE: Rock Walls: Bad Idea
There actually is fast travel: from port to port. Even uninhabited cities on the coast have working ports. The cost to transport a cart full of material is not even very high.
This ease is actually something that reduces player interaction, which is not the goal.Otherwise, yes,
Travel is a main aspect of the game.
Bottle necks and passes through mountains are there on purpose.
This gives highway men a place to set up ambushes or bridge tolls should they want to.
This gives players reasons to work together to make trade caravans.
This gives combat players a purpose to defend, or attack, the caravans.
As there is no fast way to get to any ambush or fight players have to think ahead, use scouts, know about choke points, and be organized.
All this gives value to long distance trading which can make trade, escorting, and banditry profitable and possible.
Want that cool special armor? well you need alloy X from the north, alloy Y from the south and Coal from the mountains outside of town. All needs to be shipped in, slowly, over exposed, bottlenecked land. As a combat player it gives you reason to support the trade people and the trade people feel they have value because of the complexity and difficulty in gathering and transporting all those goods.The cliffs could defiantly be more clearly marked on the maps, no argument there, but if you zoom in the way through is identifiable.
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RE: Alpha Weekend starts today!
Rather disappointed that no skills or equipment will be given to players... especially since it takes so long to build a city up to get access to them. Sigh... So we are just going to be running around in rags and hide for the test?
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RE: Crafting Question
Not at all.
If your definition of success is to be able to make all the equipment and farm all the mobs then a small guild is better able to succeed than a large one.
You can be a 5 man guild who each buy one house near the good pve or resource farming areas, get access to each of the 5 cities techs at the meager cost of 1 hour of gold coin farming a month without any need to bother with politics or worry about the safety of your holdings in your plots while cities can be raided or captured.
Unlike players tied to one city -citizens- your 5 man group has more safe havens, more tech options, more space to craft and smelt, more access to resources and mobs.
A large guild has to make trade deals for ore and food to get by, while a small guild can use their numerous locations to get access to all the ores they want them selves and never have to worry about paying 4000 meat for weekly upkeep.
The only thing you cant do is craft excellent quality equipment (a 5% boost in gear stats), or farm crops (even then you can hunt for meat and sell it to the town so they can pay their upkeep).
You also do not have to spend 5 hours to gather the wood and stone to build each of the city buildings that unlock tech for the entire region, not just the citizens.
In many ways a small guild is more able to be successful through diversification and distribution than a large guild which is tied to one city.In the last test the minimum number of people to claim a city was 5. you know what happened? ghost towns and almost no player interaction.
Having a max level city (15) requires 100 residents ! and we had 7 of them! -I think-
There is no shortage of people to create cities and thus no shortage of places for smaller guilds to pick from to call home and get access to all the tech with none of the work.Small groups have more access to resources, crafting materials, mobs, and tech than large groups tied to cities.
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RE: Rares
In my opinion the 'rares' will be the special enchanting materials dropped by big bosses and used for tier 3 enchantments.
They will allow you to build that vorpal sword of fire.-by the way, currently a team of 5 can totally take on these big bosses and thus are not beyond a small team-
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RE: Feature Spotlight - New Continent
The current continent -Myr- is 60km^2 with 35 city sites, the new one -Aerhen- is 40km^2.
It is very understandable that the smaller size would be easier for servers to handle, and that is probably a good decision.
My concern is how this reduced size will affect the player economy, pvp harassment, and resource availability.
The smaller continents will inherently be easier to travel and collect resources from all parts thus reducing the value of location and specialization.
Having no real fast travel is a major benefit for creating local specialized markets which encourage trade between towns and players. Reducing the area will result in a major dampening effect on trade and interdependence which fuels player engagement.
In a previous alpha towns had exclusive access to the resources of their area, which made location and trade important parts of the game. With that gone now are we also giving up on interdependent towns and player trade?This might be less of an issue if the continent is like a volcanic island, with the center being inhospitable and hostile to travelers thus requiring settlement and travel on the rim. But would still be hampered by the fast travel ports...
Could we get a far zoomed out pic of the continent? or a description of its general geography?
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RE: Crafting Question
It has never been said that you cannot craft higher tier weapons and armor from a dwelling than you could from the city you are attached to.
If the city can craft it then you can also craft it as a resident living outside of the city.I repeat: the only thing you cannot do is craft Exceptional quality items which only have a 5% stat boost over Good quality items which you can make.
For this 5% boost the city has to build a separate crafting specialty building the size of your entire plot eating lots of resources, time, and valuable space.
AND if you get citizenship then you have access to them too.If the city can craft tower shields with oriclaicum (Tier 4 alloy) metal, then so can you.
Due to the value of cities as: safe locations, resource stores, and tech suppliers any city that goes dormant will be easily conquered by any rag tag temporary group of 20 people at which point they retain all the shiny things in the city but kick out any people who were living inside the city walls (the afk citizens). This means that there will be little to no effect on the residents. Read the siege rules posted in news.
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RE: Progression / Learning system discussion
The game is not meant to be character progression grind heavy.
It is resource/equipment grind while players interact with the politics between player built cities.
To get to 60 talent points you still need to have killed every mob to 100% research and fought numerous world bosses.
There is plenty of progression options, they are just not -necessary- to have a good game play experience and have a workable set of abilities and equipment. -
RE: Any news for the new test?
Well a patch did just come out for the launcher... so that is something !
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RE: Fractured Tools
@Tajger
I, for one, greatly appreciated the previous enchanting system which you created a wonderful tool for.
I believe that this proposed system will be not as interactive, interesting, or rewarding.
As such I think you should not loose hope or scrap your great tool.This is alpha, things swing widely back and fourth before finally settling.
I think your tool and the enchanting reagents system will come back into favor.
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RE: Council of Elysium - Chapter Two
All the questions I asked last time:
Will vegetables be fully implemented (farming, city upkeep) at start of the beta?
Will you be able to use wild vegetables to make vegetable food sacks?
Will alchemy be implimented at start?
Will we get bigger carts? -more volume, higher cost-
Is the first tier of imbued gems going to be cheaper to socket? -500 is excessive barrier to entry-
Is the chest bug fixed?
Do the weapons that are supposed to affect incorporeal creatures work now? Or are they still bugged?
Will there be NPC's?
Do donations to the temple/alter for adjusting karma get split with the town that build the temple/alter?
Where are the cannons and 'superior human technology'? Coming? or scrapped?
Will the talent tree be fully implemented for this beta or will there still be gaps? - charisma branch, some end talents, etc..-
Will the Devs and community managers be roaming, monster spawning, and town raiding terrors to help test the siege system and defenses?And new ones:
Do all 20 people who are part of the settlement group have to be on Aerhen to claim a city site there?
Do groups work between continents? eg: can an officer in Myr invite a player to the group that is mostly in Aerhen?
Do you get a choice of which port you arrive in on Aerhen when traveling from Myr? and the other way?
What will weather do?
Will elemental resistances defend against weather affects? Against elemental stacks?
Will we be able to download the game early in preparation to play? Or will we be forced to all download the game on launch day and crash systems? -
RE: Lost equipment
Concern for loosing equipment will incentivize people to travel, hunt, and harvest in groups or use cheep equipment when not in groups.
Harvesting and crafting equipment is not meant to be a huge barrier and unless you regularly go to pvp hot spots or seek out pvp you should be able to keep yourself well equipped.
Personally I rotated outdated equipment for newer, better, equipment more regularly than I had need to replace lost equipment. -
RE: We need NFT's
Please explain why you feel this is necessary. I , and probably others, do not see the need.