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  1. this seems like a support issue rather than a suggestion...
  2. problem with that is that you are meant to have a different import / export points for each campaign. you are providing a solution to a known broken system which already has plans to prevent safe farm.
  3. i have no problems with buffs, but i don't think harvesting needs tweaking. if you want to buff combat, go ahead. I know very little when it comes to combat so i'm not going to comment on what would or would not be nice to have as I don't really know.
  4. I would like to say it is not necessary to be in a guild, however, it is necessary to work with others. They could always just create a discord server, spam it in zone for the guildless, and have a gathering of guildless people.
  5. if you would like them to be able to put it into a guild spirit bank even from campaign, then you would have to hope that they allow export of items out of campaign during a campaign and not only at the end. If it is only at the end of the campaign, then having a guild spirit bank where they can access in EK instantly bypasses what is possibly the vision of how spirit bank works. Guess it is just a waiting game to see what the final version will be like.
  6. I think OP needs to realise that in future they don't need to gather. Right now, they have to gather due to the fact spirit bank is not working as they want it to as its still a work in progress. Once spirit banks can no longer be use out in the field, they will get a lot of materials from PvP. that removes the need for gathering materials themselves. Secondly, they also don't need to craft. They can just find someone to craft the item. But right now, with the way spirit bank is, they need to gather materials, build up their gear etc. If this version is not fun, stop playing and wait till the version where spirit bank is fully implemented.
  7. Yes, we all want it to be successful and fun. And yes, it currently is not as fun as it could be. Having stealth as a passive skill training for everyone is not how i imagine fun would be. And while they had stealth stuff in Passive skill tree previously (although i'm not too sure since i never trained combat), it did not unlock any skills. Skills were still specific to class. Previously, it would require passive training to improve effectiveness. Now, talent does that and it allowed players to get to lvl 30 in under a day and be good at pvp'ing so they can have fun straight away. This game has classes for a reason, and that is to lock people into specific skills when they choose a class. Assassins and duelists can stealth, clerics and druids heals, knight and champion tanks etc. This game is not designed to be a classless game where anyone can be anything. You choose a class, you get specific skills.
  8. Let me start off by saying I don't have a lot of info on how Thralls work. But from what I've seen, a crafter will be able to create a blueprint, and this will be installed into a factory where a thrall or multiple thralls will craft whatever is the blueprint. Now, if I create a blueprint and hand this to a non-crafter who has a factory set up, will they be able to pump out items as good as a crafter? If so, will this mean that crafters will become obsolete in the future once blueprints are made?
  9. If you do not enjoy testing pre-alpha, don't play it. wait till a better version comes out. They are not trying to make it fun yet. They are trying to make it work. Do not ask them to make things easier for new players for the sake of fun in pre-alpha. They need to ensure core mechanics are working and tested. Heck, I would prefer they fix performance over you farming things easier so you can do things quicker.
  10. Guild bank: When you say accessible in EK, do you mean that guild banks are an EK thing and not a campaign thing? You should know that exporting of goods from campaign to EK is planned to occur at the end of the campaign (at least from what i've heard). As such, there should at least be a campaign version of the guild bank and a EK version of the guild bank, both of which are not linked in anyway.
  11. I agree with Arkade. The passive skill tree is there to improve on existing skills, not to unlock skills. If you are suggesting to unlock skills via passive skill training, then there would be no point for a class. If you are suggesting that passive skill training is to improve on stealth or anti-stealth but to unlock it, you need to have certain class/talent, I'm fine with that. The devs have moved a whole bunch of racial and class specific stuff out of passive tree for a reason. Part of it is probably complaints about how slow it was to get into combat. Putting things back in is reversing the situation back to what it was before.
  12. None of the abilities from plague lords disease is displaying damage done in combat log. I am unable to tell how much damage is done to an enemy although I can see them taking some damage.
  13. why should they when it's in talents? what is your arguments for it about from "should"? You may not have noticed, but I don't think anything in the passive skill training for combat is skill related. it's more related to damage or control etc.
  14. from what little i know about combat (and i do know very little since i'm a gatherer / crafter), most people have high mitigation to physical damage and possibly piercing as well when going against the guards. if you find a way around that, you can probably do some good damage.
  15. I would like to propose that we have the materials used to determine the colour of the armour. Right now, if we used different materials to craft things such as metal bars for example, the colour of the metal bars are different. If we expand this so that different materials will change the colour of the armour, this would be nice. If i create an AP weapon using iron as the main mat, the weapon would have whatever colour the metal bar is for iron. If I used another bar for AP such as copper, then it will have that copper colour. Having different colours for the same weapon allows us to look different but also allows us to identify the type of player the person we see is. For example, someone in an iron/copper coloured armour will be AP. someone in silver / gold may be SP etc. A mix of different coloured bars will have different colours.
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