Cipacadrinho

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Posts posted by Cipacadrinho


  1. How will sleep bonus and fatigue work? Have sb and fatigue be separated on NFI SFI and Defiance means we can use it on one then move to the other in an eternal 3 way rotation? Basically how NFI and Defiance guys been doing it since launch?


  2. 56 minutes ago, Samool said:

    Together with New Haven, we’ll be introducing a new portal mechanic, allowing you to teleport from any server to any other server, as well as between starter deeds on the same server.

     

    We would like to not ever have to ask players to make new accounts if they want to change their playing server, as that often is what happens now, as well as allow everyone to play with their friends at any time, wherever their account is.

    Mind you, this does not mean a complete NFI-SFI merge, although we do intend on having almost everything, other than your items, transfer. That means your character, coins, skills, will now all cross between those two server clusters.

     

    Would that mean we can teleport from our freedom deed into our Chaos pmk's capitals or even tho you say: "from any server" you actually forgot pvp exists? I would not care if is either or i just want to make get a clarification if it's pvp servers included or you forgot those are a thing aswell.

     

    Good news tho! Now is the magic of the hard part that has to come thru: turning the forum posts into in-game reality.

     

    Success! :)


  3. Hi! :) 

     

    Would it be possible to make lib's Corrupt spell be usefull in pve by casting it on a vein and have the effect of increasing the difficulty of mining that vein by 10? Can only cast it like 3 times on one vein?

     

    The ideea is to have non digging priests be able to grind on veins what others can do by adjusting the slope on tar tiles.

     

    Another usefull perk would be allowing people that dig tunnels to cast it on low diff metal veins (like iron and tin) that have to be mined out of the way anyways (unless you have erupt ofc) and not feel like they are performing thousands of mining actions and have hardly any skill gains because of the bif diff between their skill and the diff of the vein.

     

    L.E. The vein texture could change to the mycellium texture to visually indicate to everybody that it has had corruption cast on it but the shards mined will still be of the original metal ofcourse.

     

    Ofcourse since Lib does not have strongwall on pve then mag should not "suddenly" get this spell too but i would not be opposed of having both lib and mag get strongwall and corruption spells on pve either.


  4. I imagine these tweaks will be put in game during one of the tuesday maintenance windows?

     

    L.E. 

     

    Change: Changed FoV (field of view) calculations to work better on widescreen setups. Note: If you run the game in a square or vertical window, you might need to tweak your FoV setting to have the same view angles as previously

     

    Is this aimed to work and fix the 3rd person facing on 16:9 monitors or is just something aimed at actual fixing those really wide curved monitors?

     


  5. Have the Animal Husbandry and Soul Depth skills of the rider affect the rate at which a mount gets hungry.

     

    I go hunt for like 3h bam it lost a ton of speed because aparently is starving now.

     

    Alternativelly make it so they can eat while being ridden and be able to eat on tree and bush tiles right now, to my knowledge they can do that only on clear grass tiles? Let them eat bushes, trees, steppe, rocks, clay etc. :)


  6. At the moment one can select their deity statuette and cast a spell on your body in inventory, even healing ones but you cannot do the same thing with a cloth item and bandage.

     

    Can you please make it so we can activate a healing item then mouse over the body in inventory and press bandage keybind and have it perform the heal and prio the wounds just like a healing spell would?

     

    tIkVkJa.png


  7. The deity domain icon 7Q6CLRb.png is the same color if we are inside our own deity's domain (power over 15) or no domain (power 15) if we could please make is so that the power 15, no domain one could be a different background, grey perhaps would help alot.

     

    L.E. Right now the system is counter intuitive: Own deity domain blue icon, no domain (power 15) same icon, different deity domain no icon at all. Could be also a solution to make no domain show no icon, different deity show grey background icon and own deity show current blue icon.


  8. Not to mention they need to move away from mycellium as bonus tile for Lib since we can't even have it on PvE and just give us diff bonuses on same tiles as mag.

     

    L.E. Like give the mycellium mechanics and bonuses to goblin camps and have diff bonuses for lib on normie tiles.


  9. I think i figured how to mix the pve alliances with the pvp trade republic and will add it to the initial post:

     

    You split the pvp trade republic server in 4 influence areas using the cardinal points system (and the code for grapes: blue and green based on being N or S just add 2 more for E and V) then the square that will be in the middle is where none of the mechanics of the cardinal points mechanics will take effect but is gonna be where the WL and BL lights can spawn (so even if bashed they could only spawn in that middle of the server square) and the hota camps so middle of server will be the pvp Thunderdome basically:)

     

    But back to "the solution": each of the cardinal points areas will be assigned a god since 4 current gods 4 cardinal points just makes it easier. Now for each action performed you either get like a rare roll window to get a dubloon roll window or you have it based on actions count but basically any toon inside one of those deities zones performing actions will have a random roll every 30m or 3h or 3 days whatever to get awarded a dubloon of that deity.

     

    Now they reason they are split like that is so that no city state could have deeds in all zones so basically will ensure there is a viable way for atleast 4 city states to thrive on the server.

    The dubloon will be of a single deity but the toon receiving it can be of any deity. So in south people can only win Dubloon of Libila, in N only Dubloon of Vynora etc you get the ideea.

     

    Now these dubloons don't drop on death but you cannot use them on the server either you would have to place them inside a merchantman bote and sail them to a pve server. If they bote is attacked while en route to the pve server could be boarded and the dubloons looted from it.

     

    Once you arrive on a pve server with your dubloons you have to sell them to a pve alliance and the pve alliance has the ability to buy all 4 types of dubloons and then they can use some regen from pve missions or rifts or goblin camps to combine one of each type of dubloon and a reagent that can only be gotten on pve to make an offering dubloon. And that one can only be used on the pvp republic server to buy boosts and unlock temporary spells or for other rare mats whatever could also make it so you have to sac 10000 of those to be able to prestige your toon and unlock the ability to become a duck and quack while drunk :)

     

    In short: server is split based on cardinal points into an influence zone for each deity (influence zone is only for the dubloon type the altars influence decide the combat bonuses and casting influence just like now) then people of any deity performing actions in that area have a chance to be rewarded a dubloon of that deity and caping the Trade republics to one capital and maybe a port deed means they won't be able to get all 4 dubloon types on their own so stage is set for each zone to have atleast one strong city state in them.

     

    The dubloons have to be transported and sold to a pve alliance that uses a pve only reagent and 1x each deity dubloon to create a holy dubloon or something that can be then used as currency for fancy stuff including toon prestieging, buffing own fighters and npc's, impersonating ducks.

     

    So the mixing of the deity's dubloons can only be done on a pve server but they can only be collected in specific areas of the pvp server.

     

    The area in the middle of the server will be a box where no deity dubloons drop but is instead the pvp Thunderdome where both lights altars spawn (even if destroyed will just get a random respawn location within The Thunderdome) the hota camps can only spawn inside it too it cannot be deeded (can build and terraform but cannot deed) and all the uniques will spawn inside it too and will be leashed to the box only (people won't be able to kite it out and kill it will always have to hurry and dunk it before others spot them doing it).

     

    This Thunderdome area could be 10x10 locals big dunno depends on how big they wanna make the server.


  10. The ideea is that the current options are too extreme: you can either play on a pve server and have no sense of danger or you can play on a pvp server where everything is just death and taxes.

     

    Having a server where people could enjoy pve with a sense of danger and enjoy getting to fight other players on occasion without it being the sole purpose of being there is a good common ground that could be popular if done properly by both devs and the player base. Basically have the feel of an impalong while in your city but also get to charge out and bash the other side yelling and screaming McCluckin' style then go back and lick your wounds while overstating your actions during the combat :)

     

    But yeah it depends on how is implemented if you have the impalong feel and once the enemy is at the gate 80% of people start to cry about how they just wanna chill and chat but the demon kids are "forcing" them to fight then sure the atmosphere won't be too fun unless you are on the demon kids camp and get to harvest some tears but that is ok you can just tell them buddy this server is not for you just sit safe on pve.

     

    I think there are extremes as in people that would only pve and faint if you kill a baby seal and people that would only pvp and just drop loot on floor in piles and walk away or some won't even make a bed :) but the reality is that most people would not mind partaking into both activities especially if they do it together. 

     

    Yeah the one toon caster/imper is the incentive for the pve-s to want to atleast try to spend some time inside a player made trade republic and the need to buy res stones could compensate for loss of alts primed?

     

    Could also have that elusive account system be put in eventually and have multiple toon slots on a monthly prem but i guess the game is not making too much money as is if they add taht we risk losing paid devs and i don't want that.

     

    Being able to recruit goblins from camps is just an enhance the sandbox feel ideea right? The more you can interact with the world around including being able to hire all kinds of foe's you run into could give it more of an immersed feel, as in your actions decide: you can destroy a goblin camp or try to befriend and recruit them as mercs while your foe would want to have their camp gone. Could also make it so the goblins you can hire are archers only so you have the templars as melee npc's and the gobo archo as the ranged npc.


  11. Hi!

    We have player made kingdoms why not player made trade republics?

     

    They would only exist on pvp servers ofcourse but i think is not ideal to look at a pvp server just as a kill or be killed and all the buildings and infrastructure or lack of are there to server that purpose.

     

    What if you look at pve servers as a way for people to chill and build and at a pvp server as a more sandboxy, more freedom as in things you are allowed to do.

     

    People would complain about legacy yadda yada so guess in practical term will need a new server where you can have pmk's and ptr's (player made trade republics) and the goal is not to turn it into a wasteland but become like the most developed city state (ptr's would only be able to drop one deed but be able to have WL and BL play together) but has pvp unlocked too.

     

    And then you can have people playing as pmk's there to attack and siege similar to the numerous invasions that happened in medieval Europe.

     

    So we would have pve servers where people build in peace and learn the game.

     

    Pvp servers where you just smash.

     

    And this new server where it more of a real life medieval times simulation.

     

    So now what could a trade republic do:


    - have only one city (basically Venice or Genoa) or have like a 2nd smaller harbor city if some might want to have the trade capital inland.

     

    - is a republic so both WL and BL can be citizens.

     

    - can hire goblin mercenaries from goblin camps to defend their shipments and capital. (Payment could start with 20c/month/ npc goblin then every 5 goblins can increase by 100% so firts 5 goblins are 20c/month each then next 5 are 40c/month each then next 5 80c/month etc)

     

    - can fight rival trade republics and player made kingdoms but can sign truces and/or hire mercenaries from pmk's that oculd be paid like 4s/month each toon (to atleats afford to buy a  res stone) then added payment based on kills and drains of the enemy they achive)


    - can make it so that the server gets like a buff called Conflic Fervor if there are wars being fought and when that is up toons can imp and cast but for 25% less xp gain basically the pok11 would just get you back to basic xp gain but with the added bonus that you can play just the one toon.

     

    The ideea for the conflict buff is to be an extra incentive for people to go out and have some pvp fun, have their friends over so the trade republic's capitals are populated and have more of an impalong feel rather than current 5 active pvp'ers 5 war deeds, but if there are no solid communities and just 5 people running around fighting once a month that buff would just time out and the restrictions on priests and crafters would come back in effect.

     

    - Could make it so that if a republic declares war on another republic or a pmk they could drop a war deed close to the enemy that would server as their base of operation but would auto-disband 3 days after truce is signed.

     

    The ideea behind a one giant City State in form of a player trade  republic is to prevent blobbing from one side that could gain the upper hand then lock the server from others and to have all the members literally live in the same place giving it a more alive/impalong feel.

     

    -What would be the gold making trade mechanics of a trade republic tho!? F if i know:) Errm i just wanted WL and BL in same place and a deed cap.. let me think... they could be like a merchant republic where the elected ruler could have a special ability to mint coins.. .made of bones and ....erm... the coin can be used to have lightning stuck your enemies.

     

    Basically the trade republic issued dubloons would be to pvp what normal favor is to casting as in you can purchase special abilities for your combat troops and hired npc's guards? So if you have the goblin npc's hired can sac dubloons to have their stats boosted or give bonuses to your citizens fighting to defend the city.

     

    - And to make the bones to craft the dubloons you needs to trade with alliances on the pve servers and each transaction will give you a set ammount of bone mats depending on the value of the trade can just have the long promised docks have a special container for trade republics deals with pve alliances and the stuff you drop there can be taken out when a trader of the pve alliance drops the coin for it and then you get the coint and 5 bones whatever i am sure you can figure out a mechanic to make pve alliances and pvp trade republic need each other somehow.

     

    L.E. 

    I think i figured how to mix the pve alliances with the pvp trade republic:

     

    You split the pvp trade republic server in 4 influence areas using the cardinal points system (and the code for grapes: blue and green based on being N or S just add 2 more for E and V) then the square that will be in the middle is where none of the mechanics of the cardinal points mechanics will take effect but is gonna be where the WL and BL lights can spawn (so even if bashed they could only spawn in that middle of the server square) and the hota camps so middle of server will be the pvp Thunderdome basically:)

     

    But back to "the solution": each of the cardinal points areas will be assigned a god since 4 current gods 4 cardinal points just makes it easier. Now for each action performed you either get like a rare roll window to get a dubloon roll window or you have it based on actions count but basically any toon inside one of those deities zones performing actions will have a random roll every 30m or 3h or 3 days whatever to get awarded a dubloon of that deity.

     

    Now they reason they are split like that is so that no city state could have deeds in all zones so basically will ensure there is a viable way for atleast 4 city states to thrive on the server.

    The dubloon will be of a single deity but the toon receiving it can be of any deity. So in south people can only win Dubloon of Libila, in N only Dubloon of Vynora etc you get the ideea.

     

    Now these dubloons don't drop on death but you cannot use them on the server either you would have to place them inside a merchantman bote and sail them to a pve server. If they bote is attacked while en route to the pve server could be boarded and the dubloons looted from it.

     

    Once you arrive on a pve server with your dubloons you have to sell them to a pve alliance and the pve alliance has the ability to buy all 4 types of dubloons and then they can use some regen from pve missions or rifts or goblin camps to combine one of each type of dubloon and a reagent that can only be gotten on pve to make an offering dubloon. And that one can only be used on the pvp republic server to buy boosts and unlock temporary spells or for other rare mats whatever could also make it so you have to sac 10000 of those to be able to prestige your toon and unlock the ability to become a duck and quack while drunk :)

     

    In short: server is split based on cardinal points into an influence zone for each deity (influence zone is only for the dubloon type the altars influence decide the combat bonuses and casting influence just like now) then people of any deity performing actions in that area have a chance to be rewarded a dubloon of that deity and caping the Trade republics to one capital and maybe a port deed means they won't be able to get all 4 dubloon types on their own so stage is set for each zone to have atleast one strong city state in them.

     

    The dubloons have to be transported and sold to a pve alliance that uses a pve only reagent and 1x each deity dubloon to create a holy dubloon or something that can be then used as currency for fancy stuff including toon prestieging, buffing own fighters and npc's, impersonating ducks.

     

    So the mixing of the deity's dubloons can only be done on a pve server but they can only be collected in specific areas of the pvp server.

     

    The area in the middle of the server will be a box where no deity dubloons drop but is instead the pvp Thunderdome where both lights altars spawn (even if destroyed will just get a random respawn location within The Thunderdome) the hota camps can only spawn inside it too it cannot be deeded (can build and terraform but cannot deed) and all the uniques will spawn inside it too and will be leashed to the box only (people won't be able to kite it out and kill it will always have to hurry and dunk it before others spot them doing it).

     

    This Thunderdome area could be 10x10 locals big dunno depends on how big they wanna make the server.

     

    L.E. 2: 

     

    The deity specific dubloons would not be lootable or mailable or sailable in the sense that they will let you do it but if you try to mail the dubloons the mail checker on the other side will literally only receive salt instead of them, if you try to sail out with them in your inventory you will load on the pve server having 3 salt in inventory instead of 3 dobloons if you die with dobloons on you the looter will only see 4 salt isntead of the 4 dobloons you had.

     

     

    So the only way to get the deity dobloons out of the server is thru a special compartment of a merchantman ship.

     

    Can just have it be a reskined large magic chest where ppl put the dubloons and they can be looted as such by a boarding party.

     

    Can have the captain of the boat steer it from a cabin so it has some arrow protection and is nothing stopping people from having aditional sailboats or knarrs etc act as protection escorts. 

     

    On the other side ppl attacking could have hooks to toss at the merchantman to slow it down and allow them to get on board and fight their way to the goodie chest.

     

    Once a merchantman makes it to pve with it's dobloon chest safe it can sell them to a pve alliance special dock chest and/or npc.


  12. Hi!

    In it's current form the sac decent ql items mission gives no benefit that i know of for saccing items higher than 30ql and was wondering if it would be possible to make it so that any set quality over that (say every 5 or 10 etc) would make that item add more item count to the mission participation.

    This change would make it so that people could participate in the mission and get to effectively grind that said skill. 

    Right now the skill gain for someone that is like 80 in a imping skill will not be that good for making 20 items of 30ql but if they could instead imp an item to 85 but count like 4-5 items to the mission because of that added ql will help people grind their respective skill efficiently while getting a similar participation count for making say 5 items to 30ql.

    And it won't affect the ql of life of low skill players that can still imp the items to 30ql and get participation just like it is today.

    TL:DR Make above 30ql of decent item sac mission add more items count so that higher skill players can high imp a single item instead of 10 but still be able to grind that skill effectively.


  13. Hi!

     

    Can we get weta's on freedom but you can only ride them or hitch them to sailboats which is gonna help when wind is poop or not blowing against you. Can hitch like 2 weta's each add 5km/h to sail speed.


  14. Many businesses around the world ask their customers what they would like to change, update, etc. but in the end that feedback is put in a pot of other considerations and then generally pick the change that would improve the performance of the business either directly or indirectly.

     

    So if it makes sense for the benefit of the game to have them merged then do it if not then don't do it.

     

    Doom will be predicted regardless don't be affraid to make changes or not based on the opinion of 12 people and a turtle the regurarily posts on these forums :)

     

    Inb4 everybody will fight to be considered "the turtle" :)