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![]() Jakaal wrote: I mostly agree that transportation is fine. I just want a way to get the thousands of ore a member thoughtfully mined... 30 hexes away back to our settlement with out spending all of my time in game for weeks moving ore. When I mentioned transportation I meant on a macro scale. For example moving thousands of units between settlements. Such activities are in my opinion an unreasonable undertaking at this stage. ![]()
![]() So far while playing the game I've run into a few situations that I feel are limiting the growth of a player economy. 1. User unfriendliness of auction houses: This has already been recognized but is still an issue. 2. The complete impracticality of moving even moderate amounts of resources across the map. 3. The inability to access shared crafting resources on at least a company wide level. I feel that the economy will continue to develop at a snail's pace or in fact remain stagnant until these issues are addressed. Right now it feels like I've been given a glove with no ball and told to play catch. ![]()
![]() I'll start by saying that I realize this is an early stage of development and that all things considered the dwarf models are actually very nice. However as a dwarf aficionado I do have a number of suggestions for how they could be improved. First the dwarf characters are simply too fat. While I think it would be perfectly natural for any good dwarf to have a respectable paunch the girth the characters right now would lead one to believe that they are all pregnant with triplets. Also the models appear to be somewhat top-heavy. Broad shoulders and big guts sit atop fairly spindly legs. I would like to see the length of the legs increased slightly. They should also be thickened to give the impression of and sturdy and well-balanced creature. On the same lines I think the feet should be made broader to better support the stocky frame. ![]()
![]() Handguns are all well and good but let's think bigger. Fixed piece siege guns were the first practical gunpowder weapons. Technologically they are very simple to produce and relatively easy to operate(if somewhat dangerous). I become giddy at the thought of a battery of dragon mouthed cannon raining destruction on an enemy stronghold. ![]()
![]() Might be nit picking but as a historian well versed in 17th-19th century warfare I find the idea of referring to a great weapon ability as dragoon (mounted infantry armed with guns) is extremely confusing. Will the term grenadier be related to spear attacks? Also we never agreed to teach anyone else how to make our steel. ;) ![]()
![]() We now have a new site specifically dedicated to the settlement of Forgeholm. Stop by to learn more about the town where hammers clang day and night and the forge's fire is never quenched! ![]()
![]() I'm all for monster races being playable but I think Golarian goblins whould be a poor choice. As others have said they are basically tiny engines of wanton distruction. Also they are dumb as bricks! (sorry bricks) 99.99999999999% of goblins believe that writing things down steals words from your head. Orcs hobgoblins kobolds and gnolls? Yes. Goblins? No. ![]()
![]() Good luck guys! Orcs are my second favorite fantasy race. I hope one day we will see the full blooded kind as a playable race. Also there is good chance you might know about them but here is a link to a group that you might get some recruits from. Shadowclan Orcs. ![]()
![]() I would like to extend a warm welcome to the newest citizens of Forgeholm the Lightbringer Company. These stout adventurers will be a great asset in helping to tame the wilderness around our settlement. In return they will receive the finest dwarven steel and the enduring friendship of the stout folk. ![]()
![]() Ravenlute wrote: I can not wait for the war between Forgeholm and Taur-im-Duinath to break out! RAWR! I think this clip sums up the age old rivalry between dwarf and elf. The truth is revealed.![]()
![]() Forgeholm will be the settlement founded by the Deepforge company of dwarves and dwarf friends. Forgeholm will be a dwarf-themed settlement and dwarf sensibilities will drive settlement development. The settlement will focus on activities in keeping with dwarf lore: crafting the best quality items, warfare against orcs and our traditional foes, and defence of our home. In keeping with our industrious population, the settlement alignment will be LN. Non-dwarves are however welcome, as are any who would wish to settle around Forgeholm and take advantage of the resources we can provide. Forgeholm will be governed by the chieftain of the Deepforge company and a council of elders which will include representatives of sponsored companies developing PoIs and structures around Forgeholm. We welcome sponsored companies of anysort, whether they be a clan of halflings running a manor PoI, an order of monks running a monastery/temple PoI or team of miners. "You don't find gold by licking the rock."
"The law is older than your blade."
"He who fears death invites it to visit."
"Better wrong with your clan than right with strangers."
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![]() I don't want to get off on a tangent but just how standardized the equipment of a Roman legionnaire was is open to a lot of speculation. Within the same cohort it is likely that several types of armor were in use such as lorica segmentata chain mail and scale mail. It is also likely that bronze armor was still in use during the late republic. Things like camp gear cooking and grooming utensils had almost no standardization. Also while a legionnaire would posse a sword made in a large batch by a journeyman smith a tribune or even a centurion would likely have their weapon custom made by a well known master smith. My point being even with large amounts of manufactured goods there was no standardization. ![]()
![]() While I can understand the functionality of the mass production replaceable part economy it does seem out of place in a preindustrial setting. Also if a combat oriented character can do something awesome like slay a dragon why can't a craft focused character do something awesome like craft "Excalibur"? ![]()
![]() I agree with avari about those two points. Floating text/chat bubbles are very important to me and not just because of RP reasons. I hate trying to follow a quck moving chat window. On a side note I think I was spoiled by my first MMO which was UO. I guess it was just a different sort of sandbox. It had player housing sailing mounts crafting customizeable clothing pack animals writeable books and scrolls playable pub games hireable henchmen and you guessed it sittable chairs. UO certainly wouldn't be considered a theme park that had added those features as distractions. I think the developers where trying to create a fully fleshed out virtual fantasy world and thought people would appreciate some of the more basic aspects of the world. I know I liked the taste of that classic dish. In time I hope I can enjoy a big plate of PFO for some old familiar flavors and a bunch of new spices. ![]()
![]() "Oh, I'm a Firecask Ale guy. It's less filling and it tastes great!"
What I would truly like to see at minimum at or around OE would be; floating on screen chat text and a simple emote command. Like /e Strokes his sexy beard would produce "*Gorim strokes his sexy beard*". I am willing to sacrifice any amount of elf themed content to see this happen. ![]()
![]() The thing that helps RP the most for me is the ability to alter the IG world through actions. There are big things like the ability to construct and tear down nations. Then there are small things like building a home and furnishing it to your liking. The more ways there are to interact with players and the world with lasting effect the more support there is for RP. The few times I've tried to do serious RP in a theme park I've always been frustrated by its static and inconsistent nature. ![]()
![]() What if nation currency served a diffrent purpose than standard currency? For example the trainers in Mudville only accept that city's currency. Rare equipment types might only be purchased using Mudville slugs. The government of the city would control who has access to their currency and thereby control who has acces to some of their premium goods and services. ![]()
![]() Engineer has been around as one of the less common rouge builds for some time. I can see them really coming into their own during large scale battles. I would imagine both sides would use them to build temporary defenses and traps while trying to destroy those of the enemy. Sieges would be an especially useful place for engineers. P.S. It is a well known fact that dwarves make the best engineers. ![]()
![]() Welcome Rudar! You've got a fine sturdy name if ever I heard one. It is good to see more of our stout kin finding their way to the Company. When you are ready be sure to head to Deepforge Company and submit an application. I agree completely Areks. I would love if in the future we could find a way to make a settlement that connects with the Dark lands or we could build down into them. I see something like this coming about a few years down the line but I am hopeful! ![]()
![]() In most fantasy settings the wanton pillaging of the land for its resources is considered an evil act. I view strip mining and clear cutting IG much the same way as slavery. In exchange for expedient gains one harms the people and world around oneself. Looking at it this way I think strip mining should cause a shift toward evil. An interesting possibility would be if excessive harvesting had the chance to cause an escalation cycle. Woodland fey along with local npc druids rangers and barbarians begin to attack PCs trying to harvest resources in the area. PCs with specializations more attuned to nature could choose to aide these escalation cycles. Rewards for helping the cycle could range from special items and resources to rare settlement structures. The local settlements wouldn't like all the tree-huggers interfering with their resource income so meaningful player interaction would soon follow. ![]()
![]() I asked about the feasibility of playing the game as a relatively small themed CC at Gen Con. I was happy to hear that the team was working on ways for smaller groups to maintain their identity and a decent amount of autonomy even within very large player nations. It is extremely refreshing to have a game company that really takes time to consider and respond to player concerns. ![]()
![]() It would make sense for Decorative NPCs to disappear once a settlement was attacked or another major issue popped up that would put a strain on graphic resources. IC the explanation would be that the townsfolk are all hunkered down inside waiting for the trouble to pass. I think what I want is for NPCs to be part of the scenery rather than friendly mobs. LotRO recently did an update of Bree. Many new flavor NPCs were added along with new buildings and props to make the town look more lived in. Just about every player in that game agrees that while the update didn't change anything mechanically it made the game world richer and more enjoyable. ![]()
![]() From what I understand any settlement has the potential to grow into a city. I had for a long time assumed that all settlement sites were not equal. For example one site may have the potential to grow into a busy city while another could only support a moderately sized village. I think this would make prime settlement areas the focus of ambition for larger kingdoms and give a chance for relatively small groups to claim a small part of the world for their own.
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