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baerin's Achievements


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  1. While clearly themed, the music just doesn't capture my imagination the way I think it should. Even in the dead of winter the human spirit fights on and burns brightly in the darkness. I think without that undercurrent in the sound design the wilderness will feel oppressive and combat the desire to explore. Our characters are not timid villagers, afraid of shadows and death. We go boldly into the unknown and danger seeking adventure, insatiable in wanderlust and conquest.
  2. Ooh, very nice. Really like the glassy look of the wood elf weapons. I enjoy every update, but ones that add flavor and culture like this are my favorite.
  3. I do hope it's not LITERALLY instant gathering, Skyrim style, because that may get a little silly. Good news nonetheless!
  4. The pacing of the video was a little slow and could be about 50% shorter, but I agree with Anthrage, it makes me want to play! Really love the look of the forest adventure zone.
  5. Markers for higher quality nodes was mentioned, and it occurred to me that that might be something that could improve with training. Like a more experienced Logger would have a better eye for good trees, and thus can see them further away. I think it fits perfectly in the spirit Exploration, and would improve the value of trained/experienced scouts. Edit: Another way to make this a bit more than just, "good stuff glows," would be to adjust the environment around high level nodes, or vise versa. In Fortnite new players quickly learn where the good stuff comes from, and the chests do glow, but even from a great distance you can see, "Oh hey, there's some buildings over there, that's probably where some loot is." It get's a bit tricky with things like trees, since they grow all over the place, but things like Rivers should be indicators of fertility, or cliff faces/recently disturbed earth for ore, and so on. The idea being that I can stand on top of a tower in my castle and look out over the land and have a generally good idea where the good stuff is likely to be. I wouldn't want that stuff limited to those places, because stumbling upon loot is fun, but you get the idea.
  6. Passive skill training is already a good candidate for a mobile app, but the more I think about managing a kingdom the more I think we will need to be able to interact with this stuff while we're away from our computers. At the least something to manage permissions and get push notifications when stuff happens. "HappyCastleBuilder97 has moved your Cottage." "xXBigGrieferXx would like permission to remove your Citadel."
  7. I think John and co. would benefit from not being able to see the camera. I'm not saying you should go incognito, but something so that it feels less like it's taking place in front of an audience. Still, a great video! This is the vision I pledged for.
  8. It sounds like we need permissions that go all the way back up the tree too. I'm ok with the Monarch moving my building, but I don't want him re-arranging all my furniture, or putting my merchant in the back alley while I'm logged off. Can there be a two way street here? You're the City Builder, I'm the Building Owner. I let you move my building, but if you want to move my stall to another socket on the building I want to be notified and have a window of time to log in and do that myself, or not and grant short term permission to the City Builder.
  9. Love the Exploration piece. I appreciate that it shows a true Exploration spec in action. The earthy blend of harvester, combatant, and scout is my happy place. Any idea what the red item is on the underside of the backpack?
  10. What a great Q&A! Some of my favorite bits. "So what we didn't get into was Tracking and Hunting [...] That's the piece I've got some big ideas I want to get to, that I wasn't ready to talk about yet. [...] So that's [Stealth/Perception skills interaction] a baseline." ~ "And I'd still love to go back to roads and give roads a speed up"
  11. Now that you mention it I'm hoping we'll get the option to enter campaigns from one way moon gates in our EK's. So like high import campaigns you have huge pack animals and baggage trains going through these big gates that are only open for a day or so. Maybe gates are a POI of sorts that occur naturally in each campaign world zone, and they're called Moon Gates because they move with the cycles of the moon? In any case, the further we can get from lobby based world swapping and towards immersion the better.
  12. Title says it. In campaigns where the vessel itself can be looted, we need an option that results in vessel destruction like a beheading. "When you play the game of thrones, you win or you die. There is no middle ground."
  13. I wouldn't mind this for weapons or helmets in campaigns with equipment looting.
  14. I really don't know why every class doesn't just have a small dodge roll as a baseline.
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