So look around this and the alpha forum. It would be great to delay a few weeks and get some more features. Not as great as it would be to delay a few weeks and focus fire on fixing the features and mechanics that are in-game now. Fix the base before you build too high vertically. Do potions (or consumables) all work yet? Do the tokens all work? Can you read all the tool tips? Is it too hard to get that 1 point of an ability score in most roles (not just adventure)? Is the Company and Settlement system good enough to not cause frustration? How about the auction house? Are desync issues still happening? I thought that they were fixed. Tonight it has started for me again. It is alpha. I am cool with these things as long as they are getting worked on before new features that add new problems. Never leave an enemy (bug or poorly working feature) behind you.
Nihimon wrote:
There seems to be a situation where (at times) if you get "interrupted", you stay "interrupted", even though you are firing or chopping or whatever. Your attack animations go but you are doing 0 damage. The normal "interrupt" looks a little like your toon twitches and there is no attack animation. The only way out of it is to disengage, flee, return, kill. It is annoying and kinda dangerous under the right combo of factors.
sspitfire1 wrote:
They did mention (somewhere) that they are looking into limiting (or allowing for) who can train where. It feels like a bit of a stretch to assume that will be the case, At least for the early weeks. Edit: To answer your question, sspitfire, I think that almost any settlement will except persons (that fit thier basc ideals) under very easy conditions.
Fierywind wrote: Hmmm, I see. So we're actually starting EE with a list of inactive settlements, rather than deciding it afterwards? As far as I can tell a settlement will be deemed as inactive if, after a period of 1 week in, they have not made an effort to grab thier core 6 towers. No one is considered inactive before a chance to be active.
New Tests- Local rank 7, Nature Rank 6, History Rank 6 100 Goblins. Pheonix Pass:
Coins: 1s 11c
Bags: bitter dreamy fiery healthy 2 itchy smelly 3 sticky Broken goblin weapons
Intro Kits: Acolyte's battle focus 2
Lesser Tokens: Curing
Recipes: Apprentice Smpkestick
100 Goblins. Pheonix Pass. No Knowledge Feats:
Coins: 77c
Acolytes Battle Focus Apprentice Charged Wand Bags:Dreamy Stuff
Broken Goblin weapon
Introductory: Spellbook
Lesser Token: Curing
Pine Light Shield 2 Recipe: Student's Tool Kit Runespun Robes Short bow 100 Razmiran Cultists:
Coins: 3s 15c
Destroyed Peasant Furniture 3 Fragments: Battle 3
Greater Tokens: Fast Healing
Infused Dragoon Leaves 2 Lesser Tokens: Awareness 10
Recipes: Apprentice's Somantic Wand
Torn Peasant Clothes 3 100 Undead Uprising: Coins: 3s 23c
Apprentice Charged Staff Apprentice Charged Wand Curio of Vengeance Fragments: Battle 7
Infused Brimstone
Introductory: Holy Symbol
Lesser Token: Awareness 8
Maneuver: Distracting Powder Recipes: Apprentice Psychic Staff
Weapons: Steel Greatsword 2 Torn Peasant Clothes 3
I have a feeling that the largest problem that AHs will have (getting started) will be the distance they are from some places. Once I can reliably see what a distant AH has for sale, I will travel there to get it. I am unlikely to "browse" AHs for deals, etc... if I have to travel to each one to check. Alts can solve some of this, but are inefficient before the markets really get busy. The death of general and a lack of a system wide trade channel will not help that either. I am fine with general not being a commercial channel. Edit: If you really want to make the economy important, greatly reduce tier 1 +0 drops and make them durability 5. Let the players be the most reliable source of gear at all levels.
Results: 40 Goblins near Rathglen. Results: 30 cp
bag of bitter stuff ....fiery stuff (2) ....smelly stuff Goblin armor scraps Intro Holy symbol (2) lesser token of Dodging (2) ....freedom ....parrying ....riposting pot steel plate runespun robes steel shortsword Run 2: 48 cp
Bringslite of Fidelis wrote: Since the topic is: "crap, why did I buy THAT?" Has anyone noticed a loot increase with Knowledge skills? Local 7, History 6, Nature 6. I have not noticed a difference in lootz, amounts or quality... I would have to do a real study then! :( I will experiment tonight on wolves, undead, and "humaniods". The only problem is that I did not keep records of drops before I bought the feats. All I have is my gut and much time doing this. Not very scientific evidence.As for Fletcher, he is Figther 7/ Under Powedred Rouge 4. He farms Razmirans up to all lvls seen: The Collector", "Archpishops" "Cardinal", etc.. Undead up to risen champions. Wolves, whatever he spots, all types.
Nihimon wrote:
I did read that. It encouraged me to buy-n-try. I am asking because his answer does not sound 100% sure and I haven't noticed a difference (up to ranks 6 and 7). I guess that I am most curious about how they break down in terms of increase per rank or tier. That was posted once somewhere.... (I think) :)
Wrong thread for this and we shouldn't have to do it anyway. I am pretty sure they are working on a real fix. If you go "to the sky" or 1. Do not move around. That starts to build up a record of "where" you are. 2. Close client with"x" at top right. 3. Close patcher/launcher. 4 wait 2+ minutes. Restart. 5. If not fixed, do it one more time. A little frustrating that we should have to this at all, but it is Alpha and (as noted above) I am sure that they are working on it. Edit: Any Dev suggested proceedures trump this....
The only problem I have with this description is it happens when I am the only player in the Hex and pretty sure the surrounds are also player free. Certainly not as many as 5 people for sure. It happens when I log in first time, that was (for example) just this morn at 30 minutes before Maintenance. There certainly weren't players around, then either. Log out in Ozem's, log in at The Emerald Lodge. It happens when I am working escalations. I try to log and restart often to lessen it. Curioisly, never in the middle of a battle, yet. ;)
I have to agree with Bluddwolf. If (as Ryan wrote) the escalation mobs are a serious drain on resources, cut them back. I feel like the escalation system was designed in anticipation of a larger population of players than we are seeing so far. In fact they may be too fast growing and numerous than will be fun in EE, already.
Caldeathe Baequiannia wrote: There are lots of alpha keys, and any involvement in alpha is a good thing. Feel free to pm me and I can connect you with an alpha access if you like. Indeed. If I had a key left, I would have offered it. We need more people in testing and trying stuff. I isn't a matter of earning it. You will earn it by working with a game in alpha state, believe me. ;)
Hi Sass! Welcome! Come on in and get started learning the ropes. There may be someone with an alpha key left, so you should ask around. There are several threads. As to "buying in", that can definately still be done here. Hope to see you in game. Swing by Ozem's Vigil and we can get you outfitted in starter gear.
If +3 wands and staffs are readily available, and only marginally more expensive than +0, then they're far from useless. A new character wouldn't get the benefit of the extra keywords, but provided that they didn't die 21 times along the way, they could grow into the wand or staff as they purchased more ranks in their cantrips. Interesting concept. Prudence pushes me to advise not risking wear on gear that is beyond your full ability. Probably because +3 Tier1 is what we have for "top gear"(not counting +4 or +5) right now and likely the best that most will see for the duration of the alpha. On the other hand, I do realize that +3 Tier1 is just the best of the least and will probably turn out reasonably priced when/if the economy stabilizes a bit. Why worry about it? ;)
Thod wrote: I was away at a convention from last Thirsday. Should I have received a message and should I have replied. Just carching up. Here ya go Mr Thod. Blog wrote:
Lam wrote:
That would be new and pleasant, wouldn't it? A teleport in the right direction. :)
I'll bet if the AH was more user friendly, it would see much more use. That is part of fixing and improving what we already have before piling more features of similar iterative (is that a word?) level on top, so you end with a mess of bugs and difficult (at best) to use features that barely (at best) work. Edit: If I thought that an extra 2 weeks would get the game to a place with those listed features and working well, I would be very much in favor of everything Cheatle proposed. I think it is (at least what I just wrote) an unrealistic expectation within that time frame.
As I hinted at, I don't think that the game will reach an agreeable lvl of what is MVP for everyone within 6 months. My biggest fear is that interest in participating in Alpha declines to the point that everyone finds and settles for another game. If things can be persistent, there is a reason to play. Establish a basic real economy that will drive all other things. I am not sure how much influence we have over GW's agenda, but pushing for more features that add more bugs and wierdness does not seem like a good plan, IMO. Fix what we have. Get it working. Even get it more user friendly. I'll bet that is a tall order for a month's work, alone.
T7V Jazzlvraz wrote:
Samples? Uhmm... is there a limit to samples?
Saiph wrote:
Without player looting? Because I know that it will follow in relatively short order. I don't expect everyone to agree on what things are absolutely mandatory to start persistence. What I don't want to see is too much energy spent on features that can wait, when there are some pretty serious things need fixing (already) in what we do have. I don't believe that even an extra month (past the 30th) is realistic to address current bugs, add new features, and deal with all those new bugs. Fix what is in now, the right way. Get the persistance happening so that interest does not wane. Add the features as we go. Fix new bugs/problems. Repeat.
Have to agree that some of those features can be done without for the start of EE. Weren't we still expecting them to be missing for EE a few months ago? Why do we have to have them now? Get the client and server stable and persistant. Fix the current problems and get this ship underway. We will build the rest at sea (as someone said somewhere). :) More features mean more bugs. Fix this first. Let's see what play looks like October 29th.
KarlBob wrote:
Right. Only in some cases and sometimes. I got moved to Kindleburn today too. Nothing but jogging would fix it. ;)
Not seeing a recent topic for this in the Alpha Forum. Log in to find myself mysteriously 6 hexes south of OV. So I suck it up and run for home. I get within 1 hex and go to the sky. and wind up MANY hexes south in Marchmont. This must be pretty frustrating for new people trying the game out. Is there a fix in the works? Edit: Hmmm.... complete patcher restart got me mysteriously within 1 hex of OV again. Here goes.... Home!
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