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Yeah, I think the explorer-achievement model is a little amusing. Explorers explore for the sake of seeing/learning things, not the achievement points (although most of us are some mix of the types).
I think there's exploration in the character development system, figuring feat combos that give my character a little special focus. There's something to figuring out the hexes close to my settlement - where do those mobs spawn? When running escalations we've found some hexes where the [x] flags seem to always appear in the same general area, which can help the team defeat an escalation that much faster... I think that's all exploring.
I'm looking at my commoner build - I've been running around in heavy armor. But if ore weighs 0.5 enc each... I might very well want to drop down to light armor, so I can carry more per run.
(Or maybe I don't. Maybe I wear heavy, and suck up the speed penalty on my trip home).
I would expect raiders and bandits to be wearing medium (or a medium/light mix) in order to take booty. I expect military types and those in area defense to go heavy, with light/medium auxileries. Champions/officers among a bandit force might wear heavy, of course. I think encumbrance will shake things up a lot.
Unless feuds are mutual, they will just be griefing.
Nah. The game deliberately allows for non-consensual PvP, that isn't griefing. It's limited by various counters (not coin).
If a company declares feud on another company, it can draw the members of the second company into PvP. It costs the first company Influence.
If a settlement declares war on another settlement, it draws all members of the second settlement into PvP. It costs the first settlement DI (Development Index Points).
If a character attacks another character out of the blue, his victim is drawn into PvP. It costs the attacking character Reputation. Low enough Repution blocks the attacker from entering guarded towns and getting training. It also make that attacker a cheaper target for anyone who chooses to attack him out of the blue. Karma.
Neadenil Edam wrote:
Agreed the current reps system is rather harsh on people trying out PvP but I am not sure how you would get around the consensual PvP thing ?
In game, right now, there are unclaimed towers (there were yesterday, anyway). Anyone who wants to test out PvP can collect up his buddies, go into one of those hexes, and have at it with no Rep loss. Then go back to town and train some other skill that they think they need.
Yeah, it's not particularly meaningful. It's testing stuff out, just like the rest of Alpha. I do wonder if GW has tracked any numbers on how much PvP has actually gone on in those unclaimed hexes.
Also what is the advantage of slotting an offhand weapon? I've tried testing two weapon fighting with daggers and I'm not sure if I see any effect.
If you're wielding a dagger in each hand, there is no effect. You're using dagger primary and secondary attacks.
If you wield a longsword (or whatever) in your main hand and a dagger in your off hand, the effect is that you replace the longsword secondary attacks with the dagger secondary attacks.
How useful that is depends on the attacks, I imagine. It might mean a different set of secondary attack effects. It might mean a set of fast, low stamina secondaries. It might depend on exploiting states like opportunity or flat-footed.
"Bob Settles (15 Oct) wrote:
I'd have to check the exact implementation details with programming, but once the source hex is dead, the remaining hexes have few, if any, sources to add to their strength. I believe they stop spreading or reinforcing each other, and they may even stop running events. It's still best to clean them up, because other instances of the same escalation are capable of absorbing them, but they generally have nowhere to go but down.
I think that the items appearing in the local vault (whereever you started the job) is the plan. It hasn't been implemented in part because encumbrance doesn't matter and we don't have player looting. Since AH can dump to local vault, I think shifting crafting output to vault probably won't be hard for them; it's likely just not a priority.
What might be useful is if I could designate which vault the output goes to. My local vault, my company's local vault, or the local vault of my customer (or the crafter, if I'm a refiner).
<Kabal> Kradlum wrote:
I think the trick/trouble with rogues is they might be strongest fighting in support of other characters. Soloing, you'll often need to get the target flatfooted with one attack. In a team, the fighter can apply the flat-footed, or you might get it with the Cut-Throat role on any target that doesn't focus on you. Also the DoT of compound is going to matter more on higher level enemies - the orange and reds you can't solo, but can face with a small group.
I'm ready to get started.
We spent today sitting in our settlement, waiting for word, and it seems we don't have as many players as last week. I'm sure GW has a good count of how many are logging in. If we risk losing momentum; if delaying EE by 2 weeks or two months will cause more players to step away until launch, then fixing things and trying another stress test might become a bit difficult.
Things may hiccup sometimes, whether they wait two weeks or not. Open the gates, let us in, and anyone who doesn't want to join in doesn't have to.
Caldeathe Baequiannia wrote:
My experience with the TK auction house was that the recipes that didn't sell went to the TK bank. (Which seems likely to prevent 'selling' for high sum, moving across map, and magically moving the items when they don't sell.)
Bob Settles wrote:
Some folks have also referred to super-escalations, where several instances of the same escalation border each other and cover large amounts of territory. They are still technically treated as separate instances, with each source hex owning specific infected hexes. However, I believe those instances won't attack each other on their borders (non-aggression as opposed to cooperation). Also, if one of the source hexes is defeated, all the orphaned hexes it leaves behind will be quickly adopted by one of the other sources, so it's even more important in these cases to build up some space between the instances before tackling the sources.
Ahha. That explains why we can't find a contested seam to exploit between two Ripping Chain groups. (It's probably to our benefit that they won't take out similar groups, or one escalation could hold the entire map). And you've given fair warning - we will want to separate two large but similar escalations before attacking their stronghold.
While I can imagine more immersion from the PvE content in time, I do like the flavor they present already. Down in the SE, Brighthaven is facing this reality: if we want to create a large settlement, we're going to have to cut the territory out of the Kingdom of Zog. (in EE it will likely be some other group). Perhaps in time we can get announcements in general/local: "Ripping Chain Goblins have conquered a hex close to $Settlement".
I don't know if the idea was bad (limiting one per company), or if it was running into the player resistance to collecting multiple companies in each settlement.
I think of all of PFO's ideas, the idea that there are two levels of "guilds", that is companies and settlements, and settlements are collections of companies... I think that concept is pretty foreign to both MMO and TT players. It's not the most foreign concept we've seen, but was the most foreign we faced in the Land Rush.
There are many things they can do with graphics; I post bug reports when I see graphics or terrain disconnects or problems.
I read this post earlier today, then logged in later to play for two hours. Now I re-read this same thread, and I realize: I didn't look at the grass during those two hours; it didn't catch my eye as some abomination of what grass should be. I don't dwell on the appearance of my neighbor's grass during a morning walk either, so maybe I'm just easy-going. The grass visuals in game are fine in my opinion.
Even at lower levels it is possible to get 4, 6, or even 10 items at a time (some multiple of two, though). It seems much more common with high levels of mining skill. Also, since the mix is more often 2 or 3 or 4 different items sets, that's much more apparent than one item set labeled "True Iron Ore(8)"
For Empyrean Order crafters, lost TEO members, and others possibly interested in joining us: this weekend (October 24-26) may be the last weekend of Alpha testing.
We have a large number of recipes and resources that we have gathered through this stage of Alpha. If you might be crafting in EE, but haven't ventured into Alpha yet, you might want to do so this weekend. Get on line, make contact, get your basic skills, then head to Brighthaven to try out the crafting system. While we have some crafting facilities, we certainly don't have all of them, and some crafting will be done down in Keepers Pass.
Alpha is an opportunity to try out the character skill-buying, make sure you understand the basics of combat, and orient yourself on the ground. (And deal with disconnects as the server stress-testing continues.) It's a time to make mistakes and maybe try out a couple builds to see which you prefer. See you in game.
- Midden heaps will drop things that you can't normally find in that hex. So if you are in a forest hex, you have forest nodes, essence nodes, and midden nodes. There are no mining nodes. So in midden nodes you might find coal or iron or gems, as well pelts and other midden-specific things. In other hexes, the middens drop other things, things the nodes in that hex don't drop.
- Silver is required for a lot of Tier 2 and Tier 3 armors and weapons, so the drop frequency might be set the way it is to support that future need.
I think at some point, Tier 2 +3 will be the default for established heroes. Those +4 or +5 items will also be made, for bragging rights and as vanity items.
At the same time, I think Encumbrance limitations will complicate our decisions, as will hex resource limits. The crafting teams might get stingy with their crafting. 60% more resources for making +3 wire doesn't sound like much when a character can move 1000 ore across the map. Things may change when a player can barely move 100 ore, and that is at risk of being looted with 25% lost.
Given a large amount of time, I think that the most serious refiners will have +3 recipes in their mix. Refined +3 goods will be 'acceptable', +2 goods will be 'maybe', +1 will be 'meh' and +0 will be 'junk'.
I don't think that means that the need for +1 and +2 refined goods ever goes away. There will always be some number of low level characters who will die often enough. Crafters will be competing on cost efficiencies to some degree, and crafters who are willing to make that Tier 1 +1 or +2 gear will sell it if it's priced cheaper than Tier 1 +3. Settlements that insist on people not using/losing top-notch gear on second-notch characters will have more total gear at the end of the month.
Now I work on hit and run tactics using longbow to see if I can wittle down the larger white level mobs.
A very basic longbow sequence that can kill a solo ogre warrior:- Start at maximum range. Shoot one basic attack to irritate the ogre.
- Wait a beat, possibly until he turns to face, and fire off an exploit shot. He will be running by the time the shot hits and take more damage.
- The ogre will stop to yell/hit you with debuffs, so your next bow attack should be a basic attack (the basic longbow exploit needs a moving target to do more damage - don't waste stamina on standing targets).
- Before he starts moving again, you can start your last shot, another exploit attack, which will hit when he's running and drop the warrior before he reaches you.
- If he isn't dead yet, he'll be awfully close. You can back up while switching to melee and kill him.
Edit to add: WARNING - Orge Warriors have changed from Yellow mobs to low Reds sometime recently. It's still possible to kill them, but it takes more work than I just outlined.
@Tyncale, if I understand feat and weapon advancement correctly, to use a Tier 1 +2 weapon the character needs the level 3 attack feat. To use a Tier 1 +3 weapon the character needs the level 5 attack feat (which also unlocks Tier 2 +3). But to use a Tier 2 +0/+1/+2, the character only needs the level 4 attack feat. Making Tier 1 +3 gear will likely be less efficient than spending those resources on Tier 2 gear.
Encumbrance starts at 20 and can be upgraded permanently to 70 (read: xp spent on Encumbrance?). Long term buffs can add 25.
There are 4 possible container slots, and containers range from 3 (low Tier 1, I'd guess) to 27 (high Tier 3). So containers can add 12 to 108 encumbrance. Total encumbrance therefore ranges from 20 to 203 ("about 200").
If one iron ore is something like 0.5 encumbrance, we might be returning to town pretty often. We might also be willing to plunk down some coin for some bags.
Bringslite of Fidelis wrote:
I have found them lucrative (quite) even if impossible to dislodge alone.
Different escalations are different difficulties. I was able whittle some ripping chains down about 20% with a 1000xp character ...in 5 or 6 hours. I'd have no chance against one of the tougher escalations. And yes, it was lucrative, but I certainly won't be able to repeat that effort after encumbrance is added.
The one fix GW must do is clear the escalation mobs off the WoT respawn points.
Ah, that just adds to the fun, when the sole nekkid alt trying to take a tower is set upon and slaughtered. Any PvP group should have no serious problem removing the escalation mobs.
imo, if the local escalation is at some value, like 75-100%, then the escalation mobs should control the hex. The tower shouldn't even be captureable.
TEO Cheatle wrote:
Next, a few things a lot of people are debating whether is MVP or not: Player Looting, do you know what happens without player looting? A group of people can constantly attack your settlement, and when their gear is finished they can just use the extra gear they have on them, because their dead bodies aren't dropping husks. This is a major exploit I am sure they don't want in the live game. Besides that, Looting is a major risk vs reward situation for a lot of people, and something a lot expect as part of MVP. MVP needs to be able to cater, at least a little, to most play styles, including killing for loot.
So exactly what does such an attacker gain from constantly attacking a settlement, if they can't do anything to the settlement and they can't loot the crafters? Sounds like the definition of meaningless PvP.
Agreed. And for Pharasma's sake, I hope that GW will test those future changes on a test server first. Rolling out non-functional or even non-intuitive "improvements" is not the way to gamers' hearts.
I'll leave it up to GW to determine when the game is ready for MVP. I expect every patch we ever get will have some people saying that it needs to slide another two weeks.
The random teleport bugs are big and bad. Anything that kills or temporarily removes players from the game, triggered in a way that the developers and the players don't understand, is bad. When it is common it is really bad. I expect GW understands this already.
@Jazzlvraz, regarding social backlash: I sort of don't see why there would be. Out-of-game payment would have the scent of pay-to-win, but like Audoucet says, I don't think it's materially different from funneling out-of-game cash through training tokens into coin.
I also think there might be coin brokers; people who slowly convert cash to coin, to get the best prices for training tokens. Such brokers could quickly delivery a lot of coin in game for cash outside of game (buyer beware!) and insulate the warring parties from accusation of pay-to-win.
In the end, will social backlash matter? The way auction houses are currently set up, there's no way to sell something in the market and blocking someone you don't like from buying it. Using an alt to bypass such a block would be simple.
It would be cheaper and easier to buy 15 goblin balls and throw each and every one of the mercenary companies in the game against his adversary.
I agree that getting coin through selling training tokens would likely be more effective than trying to gain an advantage with blank slate characters. I've not sure how much those tokens will sell for in game, especially when 15 are dropped on the market all at once.
15 training tokens @ $15(?) = $225. Say 4 companies, with average of 30 members = 120 mercenaries. $1.90/mercenary fuels how many hours of warfare? These mercenaries - will they fight for such a pittance? Though I guess any reason to fight is a good reason.
6) When Alpha ends, all characters will be wiped. I can live with that; but also allow us to also redo the appearances of those characters. Currently the character creator appearance choices are very limited, and many are rather ugly. As an Elf (my main) Elf flesh was a choice of looking like an under fed vampire or a slightly green pale skin that reminds me of zombie flesh. My alt, a Dwarf, looks like he spent his formative years trying to mine with his face. Not looked at any human skins, but I can't imagine they are much better.
My personal hope is that as new iterations of the character creator are fielded, we can adjust our characters' appearance (without adjusting their race).
moon madness wrote:
I don't think it's required that the best trainers be in the largest settlements. Any settlement could choose to upgrade a training facility to peak performance, though there could be other requirements, like town reputation and it may take nations to build the most advanced structures.
I like the idea of characters setting up schools and maybe that's possible in the future. If it made a way for settlements to get around the meaningful decisions of what they would build in their town slots, though, it might not fit.
Bob (Settles?) in the Alpha Forums/Testing Assignments wrote:
That sounds like clearing the escalation in the Monster Hex will stop any escalations in the surrounding hexes from growing further. The remenants of the escalation will remain until cleared, but won't be reinforced by the source.
The logical extension would be that the Wizard/Scholar killing stuff with a longbow is earning arcane points and the Rogue/Scout killing stuff with a staff/wand and cantrips is earning subterfuge points.
<Kabal> Häagen wrote:
If I buy a second EE from the goblinworks site do I get another Alpha account immediately? Are new players being added to the stress test every day as new accounts are purchased?
Not to kibosh a Goblinworks sale, but you might try to get one of the Alpha invites instead. Some people have said they have lots of spares, so you're not preventing anyone else from playing.
Conceptually, I disagree with MOBS dropping recipes. If one assumes our trainers are sufficiently proficient to be training us in higher skill levels, it should be reasonable to assume that they themselves would be able to train us in higher-tier recipes. I could even see having to quest for a super awesome T3 recipe known only to a lone hermit crafter deep in the wilderness somewhere who demands a heavy toll for his knowledge... but random drops? No, that doesn't make sense to me.
Our trainers do automatically provide us with some higher-tier recipes. My character has smelted Dwarven Steel Plates, which my settlement armorsmith is turning into Dwarven Steel Banded as we speak. To me, mob drop recipes just represent many of those mysteries that we'd be discovering as adventurers without having the game devolve into a quest-based system.