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Showing most liked content on 05/29/2018 in all areas

  1. 4 points
    Gopher

    Updated Gophers Crafting Sheet

    I have re-worked my spreadsheet and here it is, it is a work in progress but have at it. https://docs.google.com/spreadsheets/d/1_0b3D4iXs5XWqSCGVjjyRZEjjMzJotPoZpAqXMuTJDk/edit#gid=1714338662
  2. 3 points
    Frykka

    Is crowfall fundamentally boring?

    It wasn't any different in SB, Archeage, Albion, etc... I am happy to be free to do what I want with my time and not some silly quest story line. I am sorry if teamwork and commitment to crushing takes some dedication. It is very different when you stay at the front of the gear curve though.
  3. 2 points
    The / commands are a stop-gap measure; we wanted to collect feedback on the base system (like yours, thanks!) before we add a UI layer on top. Otherwise any changes we make will break the UI, and it ends up being wasted effort. Thanks! Todd
  4. 2 points
    We are looking at this now. Thanks (and sorry!) Todd
  5. 2 points
    KrakkenSmacken

    Coins and Dust seem redundant

    The only utility I can see in having two different effective "currencies" is in the way they can be used to gate between EK and Campaign world. If for example you can never import one of them, but can the other, it will give them different utility. I think that in the current intent is for dust to act more like fuel, power, mana, etc, and for gold to be currency. If you can import gold to campaign worlds, but not dust, you restrict the productivity and crafting within the world to what is harvested in the world, while still tying it to the greater universe economy through gold and vendors options. Frankly, if you can import dust it's quickly going to be totally without value and subject to hyperinflation, because it can be harvested in unlimited quantities in your EK without risk. Gold farmers will just manufacture it until it becomes not worth manufacturing anymore, unless it is not transferable between campaigns. There is nothing stopping them from removing the gold from drops, adding it as a craftable, and still maintain the dual distinction. I think the really important thing is that BOTH are items you carry, not numbers you collect. Wandering around with cash of either type in your pocket is a risk.
  6. 2 points
    Kraahk

    Venders

    You need to train the corresponding skill in basic crafting. These: Then you will find them at your stonemasonry table. Here:
  7. 2 points
    Arkade

    Venders

    They're actually in crafting basics now.
  8. 2 points
    Zybak

    Guess I'll play Ranger Too

    There's a few things that really put the Ranger over the top in my opinion. - The fact that they can so easily change their damage type is pretty silly to me. They don't have any effective counter-discs because they can do so many different types of damage. If you're having trouble against enemy Confessors you can run Firewalker and that will shut down the enemy Confessor pretty hard. - Their ultimate is just insane. They can be immune to damage for far too long chaining back to back ultimates with 2 charges. It also recharges really quickly especially when you consider how much uptime ranged classes have compared to melee. - Their damage might need to be tuned down some. I don't think they should be doing more damage than Confessors who are significantly squishier. I don't mind them being able to hit people really far away. That's pretty cool for the classes identity and who doesn't like seeing archers on the wall.
  9. 1 point
    @jtoddcoleman @thomasblair I find it quite odd that there are no racial skill trees that include boosts to alchemy or runemaking. I think that it would make perfect sense for the Fae to get a boost to alchemy (as they are primarily a race of assassins, with poisons and what not) and the Stoneborn would get boosts to runemaking... do I really need to explain the obvious here? Unless there is some more overarching reason that alchemy and runemaking have been chosen to be excluded from racial tree bonuses, I think these changes would make a lot more sense. Thanks for reading, guys. I know you're very busy making this game something great.
  10. 1 point
    Dravos

    Balance Discord

    Made a discord so balance can communicate and talk to one another. Join and follow what it says, thank you. https://discord.gg/TvYrVHm
  11. 1 point
    Jah

    Coins and Dust seem redundant

    The key difference is that Dust can be farmed in safety in the Eternal Kingdoms, while Gold cannot.
  12. 1 point
    Anthrage

    Coins and Dust seem redundant

    Obviously, but not to the degree Dust will. It's an important difference.
  13. 1 point
    KrakkenSmacken

    Coins and Dust seem redundant

    We, and probably ACE, still don't know all the tax to keep your EK in tip top shape mechanics they will put into play. Also Gold does and will leave the system in terms of shopkeeper expenses.
  14. 1 point
    Vonsnazzie

    East is down.

    Topic
  15. 1 point
    Frykka

    Is crowfall fundamentally boring?

    Every timetable still puts soft launch well under a year... Even if we are into 2019, there will not be any massive shift to a theme park format of quest-mob-boss-gear economics. Crowfall is not intended to provide the experience, it simply sets the parameters of the sandbox and nothing more... human interaction is the game and a lot of that will be conflict as is our nature. that conflict will occur over the highest and least available resources and any other points of contact that the parameters set as points of interest.
  16. 1 point
    Arkade

    Coins and Dust seem redundant

    I think it makes sense to keep them separate to make it easier to adjust the sinks, if necessary. If there is just too much dust and having enough dust to craft becomes trivial, they can lower the amount of dust that drops without affecting the rest of the economy.
  17. 1 point
    srathor

    5.6.1 LIVE Feedback and Bug Reports

    Since this morning. I have not been able to Enter Srathors Lawn EK. ( Mine) It will spin up and gives me enter world. but when I start to load in it kicks me back to lobby. I have tried to enter on 5 characters. None worked. Also since Launch of 5.6.1 live Dair has been stuck with the Authenticating to zone error. It just hangs.
  18. 1 point
    tsp_maj

    Is crowfall fundamentally boring?

    I think it’s interesting that we’re talking about crafting and economy as though guilds won’t do what they always do in situations like this. They power farm material to feed to a handful of guild crafters that then provide the service of crafting all of the guilds equipment. This system is and always has been unethical and broken. Fueled by the promise of glory you force players to do literally the most boring thing possible. It’s not even player vs environment, it’s player vs their own tolerance for monotony. “You don’t have to” is grossly overused as a defense against concepts like this. This game is highly competitive, and highly competitive people will do exactly the thing which is most productive to their success in the game, often to their own detriment. This means that people will burn out quickly when they finally sit back to recognize the trap they’ve fallen into. Testing will continue to show that this is not the right road for the health of the game and I anticipate they will make corrections.
  19. 1 point
    Tinnis

    Coins and Dust seem redundant

    yea my preference would of been dust drops with the option of minting them into coins
  20. 1 point
    Tinnis

    Coins and Dust seem redundant

    they have said that in the future gold will be on monsters rather than things like boars - e.g. zombies etc
  21. 1 point
    Dunkrig

    5.6.1 LIVE Feedback and Bug Reports

    Half-bump. US East has been down for a long time now about 10 or 12 hours for me (Central) and I'm partially just wondering if it's coming back up. I can however log into everything else from what I've tried so far.
  22. 1 point
    Hammur

    Venders

    Thank you
  23. 1 point
    Zatch

    Is crowfall fundamentally boring?

    In a typical mmo it takes at minimum 20 hours to become relevant (hit level cap) in the game. In Crowfall it takes less than 15mins, but you lose progress when items break. Crowfall is fundamentally a different game style. You may not like it, but that doesn't mean everyone feels the same way as you.
  24. 1 point
    Hyriol

    5.6.1 LIVE Feedback and Bug Reports

    It still works, they just moved it. You have to tab before entering chat, instead of after (like before). It makes a little more sense now, since you can now change tabs while moving around.
  25. 1 point
    Arkade

    5.6.1 LIVE Feedback and Bug Reports

    I can't connect to any EKs and US East is down. The only world I've been able to log into is EU.
  26. 1 point
    Gradishar

    5.6.1 LIVE Feedback and Bug Reports

    All Ground Targeted AoEs are bugged. Pressing the skill once is supposed to bring up the ground symbol so you can move it around and the the 2nd press launches the skill at that area. Instead, wherever your reticle was at the first press is where it is immediately cast. This is true for Cleric’s Holy Symbol, Rez, and Root as well as Naiad Fountain.
  27. 1 point
    Frykka

    Is crowfall fundamentally boring?

    Basic equipment is pretty wet noodle... we know all too well that if we give you basic equipment the next issue is that now you can kill things but they do not drop better equipment like in a theme park type game... now you have a tediousness to grinding mobs for coin and we all know you have to kill higher level mobs and lots of them to get enough coin for new gear and this process is less efficient than playing with a coordinated group who is dividing the work efficiently to gather all kinds of materials and just make the gear... then you find some PvP and have a little fun and then die a couple times and all your gear breaks... back to square one? You will need to have backup gear and a way to resupply as well as upgrade... You will find that to keep a crew geared it will take an group of dedicated people behind you that like you and that your efforts will also benefit or the bottom falls out. Some players will get knocked in the teeth, crushed and back to square one. It is that kind of game and to keep yourself from that result it will require effort, continuous effort. My opinion is that if you find making basic gear tedious then you are in for many more rude awakenings for the next tier and the next. You absolutely should know what you are getting into and that process starts with punching 3 trees and then 1000s more. There is no way around it so why make the first step feel easier. But we also do not have the whole game loop, this is only a piece but a fundamental piece. After the player economy actually matures there will be opportunists who will make money buying and selling raw materials and crafted pieces... but the initial race is and will always be one for resources and to ignore the resource race is to fundamentally ignore the core of the game. Maybe there will be some hook or easy start, I really don't care because it will all come back to the resource race and if you don't participate, se la vie.
  28. 1 point
    Frykka

    Is crowfall fundamentally boring?

    Would it make you feel better if you went to a quest giver first who said to go punch those trees and come back and Ill give you an axe? Then he sent you to chop and return with 20 logs upon which he gave you a pick... etc... I think part of your issue is being lost without quest chains at the start. I am not warring words, just making the argument that most games lead you around by the nose with a story and that keeps your mind off of the drone of what you are actually doing. My point is that I like the freedom to do it as I choose after those first 3 trees we all have to punch.
  29. 1 point
    Frykka

    Crafting Materials

    I'd flat out give you basic weapons if you were asking... they have a value of about 100 coin each, so easy to make. There are lots of players willing to help but in a real economy NOTHING is free as it is the TIME SINK that creates the value... if the basic weapons were free they would have a coin value of zero instead of 100... and that applies all the way up the gear progression. As the front end progression gets higher quality the old stuff gets devalued and will be cheap. It is only expensive OR time consuming to stay ahead of the gear curve, Player skill can make up the difference as well as numbers of course and strategy. We did the "free weapon" gear racks at the beachhead campfire for like 6 months... it really does defeat the economic competition purpose of the game though. There are a lot of gamers who play the economy fyi... that economy cannot exist without a cost in the form of TIME and EFFORT.
  30. 1 point
    Frykka

    Is crowfall fundamentally boring?

    When you say that I assume you have never actually had to compete economically in a game as well as strategically... it is a lot more fun and rewarding doing it as a group... you know the jokes, banter, etc going on that makes a harvest run ok until the enemy shows up.
  31. 1 point
    Frykka

    Is crowfall fundamentally boring?

    Kind of funny that punching three whole trees about 20 feet from where your character creation spawns you for a whole 90 seconds puts you off... you sure won't make it through those first 10 thirty minute harvest runs it takes to get crappy advanced gear and help gear out your crew. None of this is really that hard to understand... a player crafted gear economy will not exist if it isn't a time sink to get the materials or make the goods. The real issue is still world pop limits that busts the ping... some good fights out there, just have to avoid the high pop times when lag wins. I sure hope every patch improves performance.
  32. 1 point
    Hunt

    Guess I'll play Ranger Too

    I agree, reduce their damage types and buff the Confessor 😁
  33. 1 point
    Zatch

    Guess I'll play Ranger Too

    Best range, best mobility, best damage, 2nd best survivability, best stealth detection. Rangerfall should be the name of the game.
  34. 1 point
    What APE said, but with the added caveat: People are rarely famous or infamous. Organizations, however, tend to develop reputations of various sorts. Most of the time the other "people" in a game like this one are, as APE said, noise. However the guild tag or banner becomes something you learn to pay attention to. In some cases you'll learn to pay attention to someone outside of your sphere, and rivalries, alliances, and friendships do exist, but if you're looking for the bog standard social norm? I will probably not remember when I killed you, or you killed me. I probably won't remember your name unless we've yelled at each other a lot over boards or I've had a lot of personal or diplomatic conversations with you. Most guilds have a very small number of players either appointed, or who just naturally fill the role of "public mouthpiece" on boards or when talking with other guilds. The vast VAST majority of a given guild, though, just isn't very chatty to outsiders. If I lose a disproportionate number of fights to members of a given organization, I will notice them, as they merit note as a threat in a practical sense. If I win a disproportionate number of fights to an organization I will notice them, as they merit note as convenient food and entertainment. Occasionally individuals becomes memorable because they're just different, obnoxious, have a particularly memorable name, or behave in an uncommon way. If people do something unique or out of the ordinary, they become noticeable, just like real life. Just like real life, you don't remember or think about average people. You remember well the spectacular idiots, truly problematic obstacles, and people that just plain dress funny or have dumb names. The primary difference in a PvP-centric MMO is that there will be a LOT more people you remember for being problematic obstacles. Treasure them. They are why you'll keep playing long after you should have stopped, and they will be the source of your fondest memories of the time you spent playing. You'll like your friends, but you'll tell stories about those obstacles for years.
  35. 1 point
    PopeUrban

    5.6.1 LIVE Feedback and Bug Reports

    You can not craft benches without a bench. You need a basic bench (found in campaign worlds, or crafted at said campaign world bench and placed in your EK) in order to access the stonemasonry bench and other bench recipies. You can not craft without doing a minimal amount of engagement with the campaigns, or trading with someone who has.
  36. 1 point
    GETZSUM

    5.6.1 LIVE Feedback and Bug Reports

    I receive a submission failure when I attempt to place a parcel at my Eternal Kingdom. It says "Navmesh is still being updated"
  37. 1 point
    ZeFx

    5.6 Active players - Order side

    Winterblades is playing order as well. We will see you out there!
  38. 1 point
    Xalon

    5.6 Active players - Order side

    Great group of guys, very helpful and they like to have fun. Anyone on Order side looking to learn or jus roll with some Good players should definately hit up Hunt. P.S. (Outlawone is always watching)
  39. 1 point
    Zatch

    Is crowfall fundamentally boring?

    1. You can get enough resources to have a full set of gear in under an hour once trained, and gear lasts roughly twelve deaths. Is it to grindy? Maybe, but once factories are online gear will be very easy to make and distribute. 2. You don't want to grind stuff, but don't like the skill system designed to make grinding have diminishing returns. The skill system is pretty boring, but they have said they want to add a more active component to building your character. 3. More races/classes/abilities are always good. I'd assume this is just the start to get the game going. With their motorization system there's incentive to have expansions with more of the above coming out. 4. After playing another tab target games in the last few weeks I have to say I love Crowfalls combat system. It has bugs and issues, but overall its way more fun. 5. Dying worlds create the opportunity for guilds to win/lose at a faster rate. This allows empires to fall, and lets less established groups challenge the juggernauts at a faster rate. Yes, this does lessen the sense of conquest for a dominating guild, but it also guarantees they will have PvP when the campaigns reset. No one is going to stick around if they are dominating and have zero competition; its dull for all parties involved. Hey remember when we won campaign x and crushed guild y will be a common topic of conversation for Crowfall players. You claim they lack vision, and balls to make the changes. And yet, you criticize the game for changes made from Shadowbane.
  40. 1 point
    blazzen

    RIP Obs LoD

    Update: A custom urn for Obs has been in the works for a few months now. It will ultimately be a replica Tree of Life from Shadowbane/Crowfall. I will post pictures of it once it is completed but it's taking a while to get it designed and constructed. Seven had a coin made to honor Obs and took it into battle with him during a recent tournament.
  41. 1 point
    When you craft an item, instead of pressing the "Make" button, you will press the "Blueprint" button. The blueprint will have a certain number of charges, which you will be able to increase via training. The factory will be used to take the blueprint, along with all the required resources, and craft the desired number of items. Factories will result in higher quality items. Let's say you want to make 1-handed maces. You start by making metal bars. Right now, you need 5 bars per weapon and you have to experiment on each one. One or two might come out really well, two decent and one not so good. With a factory, all you need to do is make 1 really good one and then you can replicate it. So if you manage to get 2 amazing rolls with the 50% bonus on a metal bar, you are going to want to blueprint that and craft as many of them as you can. Once you have done that, you will take those bars and start crafting the subcomponents (mace head, short shaft, pommel and crossguard). You will make each one of those until you get the desired result, then blueprint and mass produce. Now you've got a bunch of each subcomponent. You put them together and experiment until you get a result you are happy with, then blueprint and mass produce. You are going to need a large amount of resources to make it work, and the attempts that aren't up to snuff, you can use to make lesser quality weapons by hand. Factories won't have assembly failures. There won't be any experimentation. They will just produce exact copies of what you blueprinted, but not everything can be blueprinted. Blair has said that necromancers will have to craft every vessel by hand. You'll be able to blueprint and mass produce the alchemy components, and maybe you'll be able to blueprint each individual body part, but the final combine when you make the vessel, you'll have to craft each one by hand. That's my understanding of how they will work. Obviously it's all subject to change.
  42. 1 point
    You can have up to 6 vessels (with the eventual option to buy more, I'm sure). Vessel swapping is done at the crypt. Right now, vessels are locked to each world once you instantiate them, but in the future, we'll be able to move from world to world without changing vessels. I purchased a Half-Giant vessel from another player, went the crypt and used that vessel to create a cleric. I am fully trained in Man/Half-Breed, so my attributes are maxed out from training. I get extra stats from the vessel (I had the person who made the vessel use an Intelligence Philosopher's Stone). I crafted all of my blacksmithing plate armor and also all my jewelry. I am fully trained in both blacksmithing and jewelcrafting, and I have unlocked the recipes for every other profession, thanks to the sped up training on Live. Regarding experimentation, there are several experimentation lines for most items. Which lines you get depends on the item. The possibilities are Sheen, Grade, Luster, Power Cost Multiplier, Critical Hit Damage, Damage and Durability. I think that's all of the ones I've seen for blacksmithing. Power Cost Multiplier, Critical Hit Damage and Durability do exactly what you might expect. They increase that particular stat on the item. Sheen, Grade and Luster work a little differently. Grade and Luster are always together, I think. You should never see an item that has a Grade line but not Luster, or vice versa. If you look at the stats on the item you are crafting, Grade will always increase the top one, Luster will always increase the 2nd one from the top. Sheen will increase all listed stats, unless there is a separate experimentation line for the stat. So let's say you are experimenting on an item that has Crit Chance, Crit Damage, Attack Power, Damage and Durability. You are given experimentation lines for Sheen, Damage and Durability. Experimenting on Sheen will increase everything but Damage and Durability. Let's say you are crafting a weapon and you added a Hunger Shard with +Fire/Ice/Electricity during Assembly. Sheen will also increase those stats as well. If there isn't a separate experimentation line for it, Sheen will cover it. Is that what you were looking for?
  43. 1 point
    Let's start with harvesting. To get higher quality resources you have to do two things: increase your plentiful harvesting stats and harvest higher rank nodes. Plentiful harvest ranges from 1 to 5 and increases both the quantity and quality of the resources you get. You could harvest rank 10 nodes, but if your plentiful harvest stat for that resource type is only 1, you are going to be lucky to get anything other than common quality resources. You could have plentiful harvest of 5, but if you are harvesting rank 1 nodes, you will be lucky to get anything better than common quality. There are separate plentiful harvest stats for each resource type and each resource within each type. Open your character sheet (I), click on the details button, and go to the Explore tab. To raise your plentiful harvest stats, you can do a couple things. One, you can train in harvesting. Two, you can use harvesting disciplines like Miner, Logger, Quarryman, Skinner or Gravedigger. Each of these will increase your plentiful stat for the specified resource type by 1.25. You also want to raise your crit chance and crit amount stats, but the plentiful stats are the most important. You can also raise your beneficial harvest stats. Beneficial Harvest is a buff you can get when destroying a node. If you ever hear a sound and see a green flash when you destroy a node, that's the Beneficial Harvest triggering. The more you train beneficial harvesting, the more it buffs you. Okay, now on to crafting. As you might have guessed by now, stats are important. Again, look at the details window, under the crafting tab. There are 3 main stats related to crafting. Assembly determines your chance to successfully combine the item. Next time you craft, before you click the Assemble button, look at the bottom of the crafting window and you will see a number that represents you chance of success. No matter how high you raise your Assembly stat, your success chance will top out at 97/98 depending on the item you are crafting. In other words, there will always be a chance of failure. The other 2 stats are Experimentation and Experimentation Points. Experimentation controls your chance of successfully experimenting on an item and Experimentation Points determines how many chances you have to experiment on a given item. The key thing with experimentation is that when you spend 50% or more of your points in a single experiment, you have a chance to get a bonus, but you are also increasing the risk. So if you have 10 experimentation points and you spend 5 at once, for 50% risk, you will get a bonus to whatever you roll, but you are more likely to get a worse roll than if you spend the points 1 at a time. Having an odd number of points is actually bad because you can only get the bonus once. When you see people creating +40 or +60 runetools, it's because they rolled well on the 50% bonus. There are many ways to increase your crafting stats. Go to the details window and mouse over each stat related to your chosen profession. In the tooltip, you will see that raising certain attributes will raise that stat. Intelligence raises all experimentation stats. Strength increases assembly and points for Blacksmithing. Dexterity does the same for Necromancy and Leatherworking. You can raise your attributes through training, and by getting a better vessel and leveling your vessel. You can also craft/buy gear with crafting stats. Through Runemaking, you can craft Speciality Seals. Refer to this chart to see how to make the different Seals: http://winterblades.net/crafting-combinations/ When you craft the armor, you add the speciality seal and you have to use specific resources. For example, for plate/mail, you have to use silver in both of the ore slots when making the metal plate/metal sheet. You can also get crafting stats from jewelry. And finally, there are the leadership buffs. Players can train in leadership for crafting, harvesting and combat. If the leader of your group is trained in the crafting buffs, your crafting stats will be buffed as long as you are within range. My Blacksmith on live is a level 30, Half-Giant Cleric, crafted vessel with blacksmithing plate armor and 3 blacksmithing rings. His assembly stat is 100, which is the max. His experimentation is 89 and points is 14.6.
  44. 1 point
    Overdhose

    Shop tokens

    I have been thinking a lot lately how to promote my store, how to get the noobies gear when they have no money, and how to compete with the bigger guilds out there. If Ace has the time to ever do so, here's my concept, the mad cow token : the idea would be that I have a vendor who accepts tokens as special payment, either full amount, or a discount, or X number for item X. For the rest it would work like a stamp card, returning customers get to save up tokens whenever they buy stuff, ideally you can set the number of tokens according to the price of the item. Like buy 1 potion , no token. Buy stack of 10, get 1 token, things like that. I could also go around giving out tokens to noobies which would enable them to for example exchange their token for a +5 rune tool, which is either a cheap or failed combine, and most customers would be looking for better quality items anyway. I think if done correctly, it could boost the initial economy, and over time, the tokens could be used for lotteries for example, like succesfull stores would give one epic or whatever lvl up for lotterie, and the more tokens you spend, the more chance you have to win the lottery that month. And obviously, this would be optional, stores could opt not to use tokens at all. I think this fits pretty well with community, socializing etc without the constant need to be online. You could never meet your best customer, and still reward him for being a loyal customer. Plus lotteries and such could be pretty fun events. Free tools for new players would make them feel welcome. Stores could merge and convert their tokens to ideally. And ideally, the tokens would use some seperate inventory so people don't get punished for keeping hem. Like a bag for 10 different shop tokens or such. I hesitated posting this now, there's a lot of other stuff to do, on the other hand, helping a noobie buy giving some tokens and send him to your ek would be an awesome community spirit thing. I rest my case, any other crazy ideas out there?
  45. 1 point
    PopeUrban

    Shop tokens

    I like this as a long term thing, but it needs a cost associated with it. Take the current "basic" gold coins method, but on top of that you have crafted currencies that you need to make from resources. Then you can have the vendor arrayed to return X of the custom currency with any entry on its sales list, sell it directly for gold, or whatever. Each vendor would have a "custom currency" slot to determine which custom currency in addition to gold it accepts, and any exchange rates if needed. For example, if you wanted to have a "guild discount" in your public EK, you could simply have your treasurer be a guy that mints the guild currency, stocks a guild-only vendor with it, and have that vendor may out guild currency at a rate of 2 "Guild coins" for 1 "gold coin" Then you can just have all the guild's merchants set their vendors to accept that currency at a 150% exchange rate with gold. You could also simply have a field for the custom currency in the vendor's sales pages, so you could set up one line that simply sells "potion x1" and another line that sells "Potion X100 + 1 Custom Currency" and set the vendor to accept the custom currency at a 100% exchange rate as if it were gold. This allows for players that want to encourage volume sales with special discount tokens to do so at not too much cost, since they'd be accepting their own minted tokens and simply re-using them. This opens the doors for player financial markets as well, possibly entering a system where a dedicated group of players could actually operate a currency exchange by minting their own exchange tokens, and just setting up vnedors that buy/sell various currencies with exchange rates based upon that currency. Bam, player stock market.
  46. 0 points
    Arkade

    EK - Unable to place parcels

    It's a bug. You can try moving your EK to the west if you are on the east, or vice versa. You can try waiting. I'm not sure if there is any other solution for now.