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Frykka

ACE Investor & Tester
  • Content Count

    1,505
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Frykka last won the day on December 11 2018

Frykka had the most liked content!

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About Frykka

  • Rank
    Raven

Profile Information

  • Language
    English
  • Interests
    Phat powder, BDSM and Hardcore PvP
  • Guild
    Sugoi
  • Gender
    Not Telling
  • Location
    NeverLand

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  1. Pretty sure I saw mounts, we have the mechanic, just not the graphics. The artwork has to be in progress because the art department gets downsized during alpha and beta.
  2. 5.110 has Guild support, the GvG dregs campaign module, multi-front win conditions, Frostweaver, Caravans, Mounts. These are core... Pets, Resource refining, and other details can be in post launch updates. Balancing iterations will take time, but nothing like artwork or engineering. We need a solution to the economy, vendors and the EK role in that. But lets remember KISS, the Core for launch needs to provide the fun and the conflict and the elements that provide it from the various player roles.
  3. We've all also gotten distracted from the development pace by beating on each other within the game system, pre-playing the political games, learning the systems as they are added and then not only finding the bugs but giving our opinions on playability and balance. The devs have a definition of pre-alpha that most other devs don't... every core system has to be in to call it alpha and we are on the home stretch to that milestone. Alpha will be quite short and so will Beta. It doesn't upset you if you are productively testing. Its been a long haul for sure and I had to choose when to take enough time off to make the game feel fresh again at the right point in development. I can say that there have been some most excellent times had by many so far, if you didn't experience any of these, then I can see how it can be upsetting. As I don't think there is going to be much more infusion of investment capital into this project before release, this is gonna be the final push over the next six to eight months and then well get that slightly confusing soft launchy thing with the consumer launch in about a year. #eternaloptimist
  4. Less than 20 parsecs? 😁
  5. Your passive skills are account based... you did not remove any prior skills gained for your other toon, you just stopped one skill and started another. You get to level 2 of the 3 skill trees at a time with diminishing returns. Thus, for a single account player, you will have to specialize in a just a couple things for months, being jack of all trades will take years (many early backers have several accounts to cover multiple crafts/harvest types/combat/leadership concurrently). We used to have passive character based racial/class passive skills too but that was removed from the account level to the Talent tree you now see on your toon. Hope this helps. ps find a group/guild to work with, this game is not playable without a network of people.
  6. It is based on Shadowbane and in that, like the dregs, when you take another guilds city/castle/fort whatever level of base they have built you will raze it to the ground forcing them out of the campaign and/or to start over (ideally with more friends and allies to avoid a repeat.) The hard part in this is getting crushed (wiped off a server) is often a death call to a small guild where its players then look to join the crushers. Still, it is the full model, there is no taking back a fort/keep when it is reduced to zero, gone, kaput.
  7. Lets see... I have 2 Pitfighter accounts for siege, stone/mineral, and ore/gem harvesting and 2 Alpha Warrior accounts for siege, capping and gvg… not OP but certainly very useful classes. Just gonna play one or 2 accounts tho for 5.10 cycle.
  8. So if I use Ultimate Warrior on my Arcane Archer Alpha Warrior and switch to range tray while the barrier is still up, will it (Force mage explosion) do Ice damage from my Spellbound Bow and Ice quiver? Seems a stretch, I'd bet it does my melee weapon type (sash or crush). I'll test when I can. Still love this build.
  9. There will be xp for crafting, harvesting, and exploring to round out leveling... basically if you do anything productive you get exp. Remember that leveling is fast and after that it is all about PvP at forts castles and sieges with gear and vessel upgrades (more leveling, more harvesting). More conflict zones, more way to find and ambush other players, more ways to crush, not more ways to play solo.
  10. Oh Gawd, NO! not questing... Leveling is bad enough even when it is fast and easy but set npc questing is an anathema to this playerbase. My "quest" to you is find a good fit guild and they will have lots of "quests" as in tasks for you to do so that they can gear out the guild for PvP and secure its base of operations in a given campaign. .
  11. Seasons only reduce Plentiful Harvest... if you are fully specialized in one thing you can harvest year round with 5 PH. Yes, it takes months of training, that is part of the progression.
  12. https://youtu.be/cIYQVW8VUGw
  13. It is not meant to be simplified down to 1v1s... or even 2v2s although hunting pairs in low pop times will be more successful than rogues out alone. The game is designed entirely around group synergy just like Shadowbane… Shadpwbane builds were quite complicated and varied but the politics made the game. Most times you will need a group if not a few groups to do the main activities after ginding up to par.
  14. Dregs! Dog Days of summer need dregs! Long haul through the development will not deter the die hard. Stay vigilant, stay Sugoi!
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