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About ledeir

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    MA, USA

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  1. Not that anyone cares about realism but I'll toss this out there anyway. One real world cow gives more than enough leather for a complete set of leather armor. A single short hunting trip should be enough to armor a person assuming they don't horribly butcher the assembly.
  2. I definitely agree with this... Re-leveling over and over just isn't fun. You shouldn't be sent back to 1 unless you opt in by choosing a new TYPE of vessel or choosing to start from scratch. (I also think white should cap at 10, and green should then start at ten.. but thats another story)
  3. Good points. I can think of engineering solutions to them though without seeing behind the curtain I don't know how viable they would be. For instance, we can treat gold as if it were a harvested resource (since technically it is at this point). Then it would simply be a matter of exchanging similarly tagged resources. As for stacking, you can query a database and group by any field, so they should be able to tell stacks to ignore owner. Or the stack itself could have a harvestedby dictionary (programming variable type) which stores the number of each harvestedby tag before it was c
  4. Did you mean to say kills are linked to player skills as opposed to character skills? And I was just building off the existing system, they already track when a character kills another character... I say give the crafter whose gear is impacted points on a seperate leaderboard (which doesn't influence who wins the over all campaign) I don't think it will encourage griefing any more than the existing system. After all the crafter of the victim will get the same amount of points. As for exploiting, yes, it can fairly easily be exploited by having someone with armor you made being
  5. Definitely some hard holes to close. Any solution would require some sort of "harvested by" tag to be added to the items. My opinion, which hopefully won't start any wars, is this: - Add a tag to items for harvested by - When the item is used for a same faction crafting project (which covers most of the bullet points), give them some amount of points. - When resources are used for another faction, unless there is a non faction harvester leader board (such as I'd expect in the dregs), no points are gained. If there is a non faction score system, score as normal. -
  6. LOL. Your friends, didn't the devs already say they didn't know yet?
  7. What sort of bad ideas have they come up with? I'm curious to hear.
  8. Unless things have changed drastically, wouldn't win condition depend on the type of campaign? The current point scoring campaign is simply the easiest one... That being said, the way parcels are designed now, I don't think it would be much of a stretch for player made structures to start generating points like the preplaced keeps we currently have. Each parcel has a set number of slots, so provided the value is set on a parcel basis you can just divide the points up proportionally to address player made bases. IE: A parcel can hold 2 forts and is worth 100 points. That means each f
  9. I'll agree its not "hand holding", but will disagree its abusing the system. To me, part of "git gud" for a guild is scheduling and organization. Guild leaders should take off hours into account. Its an international game, it would be strategic to make friends who can watch your back while you sleep. They also don't truly have the data to show when quiet times are... Pre alpha numbers really can't be used to judge "release" players. Once the game is truly live, we may end up with no quiet periods after all! People need to sleep, people have school/work, peo
  10. If you are going to block off time, you might as well make the window 0300 to 1500. Most people should be in school or work from 0800 to 1500. Having time windows is just giving one group of players a handicap against another. It doesn't fit the "git gud " mindset either. Scheduling is an important part of tactics! It also punishes international guilds by saying some of their players are only worth half as much as others. Remember, they are open servers! I in the US can play in the UK if I want to. (And vice versa) What it really does is give a false sense of security. It's no
  11. I strongly feel having any windows like that is a bad approach. I can't vouch for European activity, but from a US perspective my computer time is usually between 20:00 and 03:00 EST at night. I'm sure I'm not the only night owl (at least based on the fact that there are always players online when I am). If I'm penalized for playing at my nighttime, I might as well ask for a refund. Also, if Europe is anything like the US, you have a fairly wide timezone spread for people trying to access the servers... Here in the US its 3 hours so that midnight to 6 AM window would likely be 9PM (p
  12. Do we have any more detail on these so called free cities? I find it hard to believe that any place could be called 'safe'... Plus I've seen lots of people complaining about resource vendors...
  13. Just make sure to give us a few days warning, preferably through email, before live is back! I'm not overly interested in playing on test but I am looking forward to see how things have evolved since I last spent time on live.
  14. I agree, replacement is a bag of worms. Can't really comment on it without looking under the hood. Intellectually I can think of several implementations which would easily support it, but I can also think of ones which would make it impossible. As for sheen, repairs shouldn't be as good as the original. Flip the flag which disables experimentation and just use the straight stats. Provided the value is lower, overwrite anything which is directly modified. For durability simply add up the new durability to the existing durability, again, not exceeding the original value. (Key issue be
  15. We'd need to have the devs sound off, but I think it would be a lot easier than one might expect. Its not really any more complicated than crafting an intermediate weapon. Intermediate Weapon = Basic Weapon + Metal + Dust Enhanced Weapon would just = Existing Weapon + Part + Tax Resources There are only two complications to it. 1. Making sure you use the correct type of part for the weapon. This should be a trivial check. 2. What happens if you change a stat bonus with different materials. This depends on how things are currently implemented.
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