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Susitna

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About Susitna

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  1. I don't know what classes will be available to what races at launch, but at the moment if you want to sneak and fly - even do both at the same time - then you roll a Fae Assassin. Beside the flying into forts over walls its also nice when you want to get to a stone or ore node down in the mining pit areas, but don't want to fight or sneak past every single mob between you and the node. Just fly down in stealth and mine away. Often enough you can then use the double jump to get back out of the pit in stealth without getting into a noisy fight that might attract groups of gankers. For me, add master of bows so you can pull mobs to you to be killed one at a time for farming purposes (or to liberate a node from a group of mobs that I can't take out very well in a group). From my perspective its the best sneak around solo-gatherer option in the game at the moment. It certainly gives a lesser geared gathering characters a chance to do something when their guild PvP muscle isn't available to protect them on a guild gathering run.
  2. I ground out two stacks of 20 in about four hours total. It's tedious - period. It did however, give me something to do as a new player that is of value to my new guild without having to be carried. With that in mind, I don't think its necessarily a bad thing that that this can be ground safely in an EK from slag without the need for much skill tree investment precisely because it has such a low drop rate. I think there will be plenty of leaf-eaters, new players, and risk-averse gold farmers that will be happy to farm this in sufficient quantities to keep it cheap and widely available on the market. Taking that a step further, there should probably be something that comes from basic trees and stone that has a similar low drop rate and is required for a crafting profession. It would present folks with a choice - take a risk or spend your time grinding away on something that will be flooded on the market at some point in every campaign (and thus force you out into the campaign world eventually anyway).
  3. As an afterthought, it occurs to me that everything I argued for above is dependent on there being a compelling reason to fight in a campaign. As long as folks want to participate in a campaign then there will be a robust economy to support the campaign. On that note, the reason to fight in a campaign right now is to get resources to fight in a campaign. I don't know what the pay-off is actually going to be for winning a campaign or even objectives in a campaign, but a good one would be content that allows you access to better resources or recipes. For Example, there might be resources that cannot be harvested without success in previous campaigns and skill trees that require a certain number of wins to open. Again, just some thoughts on what will drive folks to get out and fight which is what will really support folks needing to buy stuff.
  4. What will really drive folks to visit one EK store over another for general goods of similar quality is convenience (availability) and price. These are not the only reasons, but they are probably the main ones. Simply put, folks will look for stores that have everything they need at competitive prices that are open when they play. Shorter Version: Why waste time surfing a thousand tiny stores when "X-Mart" has everything at a fair price and is open 24-7? Now, that said, the author of this thread seems to be afraid that this means that only a large guild (or group of large guilds) will be able to set up and run "X-Mart" and that everyone else will have no way to make any real money. This ignores the issue that successful retailers in the real world often face; the issue isn't finding enough buyers, but getting enough suppliers to meet the demand. As such, there is an opportunity for wholesaler arrangements. In other words, the most successful stores are going to need to purchase resources from lots of small suppliers if they want to keep availability up on popular items. This creates an opportunity for someone (or a guild) who specializes in high volume gathering of a specific item or high quality crafting of a specific item to make money off of large stores by providing raw materials and bulk goods, without ever opening an EK store of their own. If you prefer to PvP, then maybe you will have a pawn shop agreement for commonly ganked items with resale value. Another version of this would be to take contracts to gank supply lines for needed wholesale items. Remember, that we won't always have the ability to farm high quality materials and then recall with them to our beachhead. If you don't want to craft or PvP then there will still be a bunch of small stores out there with bargains that you can snatch up and resell. Basically, this is the EK-hopping version of resellers that troll auction houses in other games for bargains before re-posting at a profit. I would note that in the long run there is no reason that a single player couldn't end up having a large successful store if they were savvy enough at attracting enough wholesale suppliers and make enough money off of retail to keep paying those suppliers. This is because no one ever said you (or your guild for that matter) have to farm everything themselves. Now, add in double-crosses, trade boycotts, seasonal availability of resources, the normal life-cycle of guilds, and a never-ending need for supplies to support campaign objectives and I don't think it will be that hard for the economy to work for everyone. Just my thoughts... ~Susitna.
  5. I am right there with you. Here is my post on basically the same topic. In the meantime I have bumped this here so maybe we can get some ease of sorting through EKs before the final Lobby product.
  6. Have you thought about doing that at game launch or in a new campaign when everyone is trying to do it? If you want to see some same faction bad blood then that will be the place to see it.
  7. I entered another new player's EK tonight so he could see what it was like to have someone enter his EK. No issue there, but at one point he fell to his death and I was able to loot his corpse and steal all his stuff in a non-pvp EK. I was nice and killed myself so he could get his stuff back, but I felt the temptation to keep his dust. Especially since I noted that my own spirit bank was available without import/export quotas =p I am not saying this should not be this way - but I think maybe it should be made clear that non-PvP does not mean that you can't get looted in your own EK when you die. On that note - will EK vendors in PvP EKs be able to be killed and looted for the stuff ? Think of the game play opportunity for guard work if you want to run a store? Think about how diabolic it would be to zerg a rival guild EK, kill their vendors, and take their stuff if the EK isn't guarded? Thoughts? ~Susitna.
  8. New players basically get destroyed if they enter combat in intermediate armor. I know this won't be the case necessarily when the skill trees are slower after the game launches, but for now lets look at it as it is in pre-Alpha (with the speeded up skill trees) since this is the way folks are going to encounter it when they are evaluating (and posting about) the game before launch. You start the game in pre-Alpha basically naked and will get crushed just trying to evaluate the game until you get advanced armor. This means that you need to put in the time to either (a) earn enough money to buy advanced armor or (b) gather/buy enough resources and train to make your own armor. Either one of those takes a goodly number of in-game hours and the second one takes a good bit while you train up your skill tree (takes most folks about a week if they play a few nights a week to get trained and resources together). I have seen most folks going with (b) since they are eager to try out crafting (which I want to say is pretty damned cool). So now the new player has a shiny set of advanced armor and maybe even an advanced weapon. They head out and in an hour of PvP (or less) their advanced armor is destroyed. They now have to think about spending probably 2-4 game hours to get enough resources to make more armor. This probably won't bug a future crafter very much, but if someone just wants to get some hours in doing combat they will be pretty upset at having to do that again just to be remotely competitive. Moreover, it really isn't fair to them since the crafter is getting to try the things they like at 10x training speed in the skill trees, but the combat guy has to spend days to try more PvP. That said, I have a suggestion for how - during testing only - the game can be made to be a bit more friendly for folks who don't want to spend all their time crafting when they are just trying to feel out the PvP action. This is I believe ... one of the chief complaints I have seen for this game when folks didn't like it after spending the money to try it. So... the suggestion then: Set aside at least one campaign that is oriented to PvP evaluation/testing. Down tune the equipment damage by 10 times the normal rate (or more) so that lots more PvP can happen before folks need to replace their equipment. Make the map small with lots of capture objectives or other reasons to drive folks together. This would both let PvP lovers try the game without having to do tons of crafting (something they are going to need a guild for at launch if they still want to avoid it) and provide lots of fight data that the Dev team can use to better balance the classes. More fights between different builds will result in much more detailed data for balancing purposes. It would also let folks do a lot more PvP than they get to do now since they won't be spending as much time (at least in the PvP-oriented campaign) trying to get another set of armor and weapons before they can PvP again. Thoughts? ~Sus.
  9. PS: I see the ability to use stealth at this time as less of a combat advantage and more of an advantage for gathering. It is ideal for gatherers who want to traverse the wide open spaces in the game between resources without having to get in fights with heavily armed combat-focused players. The two button stealth does work great this way when you get spotted by melee mobs because you can sprint away and re-enter stealth while they still have you on their radar, but can't hit you. This means that you are hidden from enemy players who might be looking to gank weaker gatherers who are yanked from stealth by mobs and can't re-enter easily to hide from nearby player characters.
  10. I think there are some misunderstanding about how stealth works in other games. Most games remove the ability to return to stealth in combat without using a cool down* - AKA "Vanish". Since the Vanish cool down is so long it effectively means that you only have the opportunity to use it maybe once in most fights. What this game does different is that it is possible to return to stealth without using a cool down. However, in offering that option it makes it pretty hard to use and basically not effective in combat (I have tried and it just wastes time I could have been running away or trying to kill the other guy). Thus, the two button requirement isn't really an issue for me since you are getting an extra ability that most of games don't give to stealthers. Now that said, there are some differences for stealth mechanics in this game that do have room for improvement in my opinion. The "vanish" ultimate is different from other games in a few ways that limits its utility - particularly for an ultimate. I think that is what is creating the frustration for stealth class players. (1) Using the vanish ability in most other games prevents bleeds, poison or a similar damage over time (DoT) effect from forcing you right back out of stealth immediately. The DoT still damages you and can kill you, but you stay stealthed for at least a few seconds before it pulls you from stealth. The vanish ability in other games also is considered a stronger version of stealth than the regular kind so high-perception enemies don't get to see right through it. This game does neither of the things I mentioned so using vanish against any opponent who has applied a DoT or a high perception means the opponent has taken away your ultimate. (2) Using the vanish ability in most games also drops agro from PvE. This game doesn't do that so pressing vanish after engaging angry guards* still results in the high perception guard shooting you right back out of stealth. Instead its better to run away and save that vanish for when you get outside the fort again and run into an enemy player character where at least your vanish might be of use. On that note, the guards now have such high perception after the last patch that assassins - even those invested deep into their stealth skills - can't sneak up on any of them to use their abilities. Basically, killing guards now requires that rush them and melee once quickly or pick them off from a distance with a ranged class. On one hand this encourages group play, but on the other it means that ranged toons can still stake a keep solo but stealth classes are basically just a lighter armored version of a melee class. (3) Most other games don't require you to charge your vanish with combat before you can use it. You just have it on a timer and can use it when its not on cool down. Some games also require you to have a reagent to use (like vanishing powder in WoW for example), but that isn't the limiting mechanic for the most part - its the timer. This basically means that any rogue who wants to use vanish against another player had better have killed some pigs on the way to the fight - because your opening attacks from your first break of stealth are not going to build enough power to use your vanish ultimate at the point in the fight when it would be needed. So what does all this mean in game play. Scenario 1: Stealth player attacks from stealth - does damage to enemy player - tries to go into stealth using the two button method because the ultimate isn't charged - gets killed. Scenario 2: Stealth player has killed some pigs first. Stealth player attacks from stealth - does damage to enemy player - uses ultimate ability before enemy player can apply some kind of DoT - stealth player kills the enemy player by re-attacking from stealth with the stealth damage benefits. Scenario 3: Stealth player without their ultimate charged gets spotted by high perception player and tagged from range. They either (a) get killed trying to two-button stealth (b) close the distance and try to fight even though they are behind (all the while the enemy player is building their ultimate) or (c) run away and get lucky trying to get away (mostly they just die trying to run away). Scenario 4: Stealth player with their ultimate charged gets spotted by high perception player and tagged from range. They immediately pop their ultimate. (a) If the ranged enemy player applied a DoT to open the stealth player is immediately pushed back out of stealth and killed since they should have just rushed the enemy or run away. (b) If the ranged player did not open with a DoT then the stealth player might get away or possibly close the distance and have a chance to kill the ranged player - unless the ranged player is also a stealth class who uses stealth themselves after seeing the other rogue vanish. Thoughts? ~Sus.
  11. Found a guild. Guild Criteria: Region: EST. Age Range: Adults. I am mid-40s. Atmosphere: Social and community oriented. I won't fit in with a guild that tolerates LGBTQ bashing, women hating or racism. If we can keep that much cool then lets have some fun making some stuff to include making the other factions suffer. Casual/Hardcore: Focused Casual. As a former Military Enlisted/Officer guy I have learned that a guild with no structure or goals will drive me bonkers. Having played in a few hardcore guilds I also know that I don't want to spend 7 days a week 6 hours a day minimum just trying to meet the minimum standards for guild events. Size: Medium to Large. I would prefer a larger guild that will have active players around to do stuff when I am on. Play Style: Stealth or Healing (Assassin or Druid). Right now I am trying out both. Stealth seems to be great for gathering, but I think I have been using it as a crutch to get over the initial no-gear vulnerability in this game while I figure out what the hell I am doing with these buttons. I will be happy to go back to healing if we have a guild that can gather resources together. I have the most fun in the past healing so likely I will go that way. I see group regathering runs as a likely source of PvP or at least an opportunity to constructively waste some time and chit chat while we bang away at rocks. I also plan to go heavy into leather working at launch. Building up a guild EK would be an awesome goal as well for me. Lastly, a guild that can band together with others in our faction for those epic fights sounds like a great way to spend a weekend to me. Commitment: I will likely play Tuesday and Thursday EST after 6 in the evening during the week with Friday/weekend play unless I have something going on. I show up to group events unless I just can't make them. I will put in the time to bring the A-game for a worthy endeavor. The more inspired I get the more I tend to put into a game. Experience: WoW ESO (Beta up until they rolled in console play) Archeage GW2 I also played some Tera, DnD, Heroes, Wildstar, AoC, FF 14 and half a dozen others over the years, but never played any of those for more than a few months. Tons of PC and console games over the years all the way back to Adventure on my neighbors' Atari 2600 in early grade school. I have tried hundreds of RPGs and real time strategy games on PC or console. Misc: Most Mondays and Wednesday evening are out because those are the nights I dedicate to choking people at the BJJ gym. Same for most Saturday mornings. Nothing keeps you more grounded than periodic bouts of unconsciousness. PC is decent with 1080Ti - getting 60 FPS on medium settings right now. ~Sus
  12. I 100% agree with this recommendation. That said, notes and/or a spreadsheet are probably still going to be necessary: Here is what is on page 1 of my trusty notebook right now: Leather Chest Hardened Leather Square x3 Hide x180 Lacing Sinew x3 Animal Meat x2 (since one Lacing Sinew makes 3 laces) Leather Armor Layer x3 Ore x12 Hide x15 Specialty Seal Ethereal Dust x15 Metal Buckles (Blacksmithing) Iron ore Coal Treated Leather x4 (but bugged so you can only use 1 for now) Tough Hide x3 (for 1) Durable Hide x3 (for 1 - comes from Spiders) Lacing Sinew Animal Meat x2 ~ Sus.
  13. It would be great to add a filter to remove offline EKs from the Browse EK page. Scrolling through page after page of offline EKs makes it tedious to find stores that are actually open. It certainly makes it tough to easily identify open EKs that might be interesting to visit. Also, a search function for specific names is going to be critical if this game is successful. Imagine trying to scroll through 10,000 EKs to find the one you are looking for? Thoughts? ~Sus.
  14. Any thoughts on being able to autorun and chat at the same time?
  15. Real life populations shrink naturally when they exceed the capacity of a given area to support the population. In non-human animals the resource is usually food and there is a mass death when there isn't enough (or you know, they have an instinct to jump off a cliff like lemmings). For human animals the resource seems to be jobs and people move (choose a new faction geographically so to speak) when that happens. That said, one way to naturally keep balance each faction is to have a finite amount available of some desirable resource (respawning of course) that is only available to each faction and cannot be poached by other factions. The more people in a single faction the more people that have to compete for the finite resource. Another way would be to add a bit to the back-story and have everyone on a given faction be a mercenary in the Army of some Lord. The Lord of the faction pays each person in the faction a certain amount of something valuable (gold, resource, any number of things that people want) in order to fight for the given Lord's faction. That portion each mercenary gets could be a split of a finite pool. So for example, if each Lord splits 10,000 Gold, then being on the faction with only 10 people puts 1000 Gold in your pocket this week whereas being on the faction with 1000 people puts 10 Gold in your pocket this week. Yet another way would be to tinker with the economy a bit and state that lower population has driven down prices at NPC vendors since they are not able to sell enough of their goods due to the lower population. As such, NPC vendors in less populated factions might start selling things like intermediate weapons at cut rate prices - which benefits new players on that server by giving them a headstart. Another alternative is around the lore for this game that I recall was about the various Gods trying to determine superiority. Who says they can't cheat or try to make things "just" (depending on their various attitudes) and put their finger on the scale? A God could, for example, make it interesting by giving something like a damage multiplier or reduction in durability loss buff to factions that are disproportionately smaller? "Oh my - its just not fair how many Crows are fighting for Chaos right now, let's make it a little more interesting by giving everyone playing Order a 2x speed gathering bonus for basic materials." The most extreme way to do this would be to have the Gods give out training speed enhancements for playing a certain faction if it got really lopsided. That would get folks to join quick and bonus would not last for long. Thoughts? ~Sus.
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