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ilogos

Testers
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  1. First I was going to come here and say that I don't like the idea of a free-city auction house because it would reduce the movement of materials around the map, however, thinking about it more it might actually improve it. As you said, harvesters would be more inclined to travel to the free city if it meant there was a potential profit. And if the spirit banking is removed, then those same persons would have to transport that valuable gold back to their storage in their nearest town/safehaven. I like it! I feel like that should be the only place for an auction house though (i.e. no faction-only auction houses). That said, not sure how all this will be relevant for Dregs, unless there was a neutral city for trade. (Edit: Weird, just after I wrote that I read the post above and it related to what I was saying about a neutral trade city).
  2. It would also provide further incentive to actually engage the War Tribes. Not sure if that incentive currently exists in the game so far.
  3. Not sure if I am answering your question right, but you may just need to unequip or "drag off" the discipline first. Then it should leave an empty slot to drag the new one in..
  4. I think they pursued it for the thematic reasons so it would be strange to take it away completely. They want to have a perception of scarcity, cold, and hunger near the end of their campaign - this could help add to that aesthetic.
  5. I honestly thought those chicken legs were just a placeholder for an improved hunger mechanic. My small voice in this wants to say to remove the chicken legs and instead just have a few status indicators for hunger (e.g. starved, satisfied, full, and well fed). This would remove those gimmicky chicken leg icons and still add value to avoiding the "starved" condition and staying "well-fed".
  6. Yeah agreed! I wonder if they will decide to implement the special discipline mobs.
  7. Hello, there has been a lot of posts and new topics regarding disciplines, loot drops, and RNG. With all that I have read the discipline drops are currently available from vendors (white quality), and there are plans to introduce disciplines in the future through RNG loot drops. There has been some debate on this, but it appears that there is consensus that this isn't a good way forward. I wanted to start a discussion here on tying discipline drops to war tribes and specialized discipline mob drops. This isn't my idea, for one it was something ShadowBane had and mostly worked, it combines some of the initiative with War Tribes, and also brings together a thought floating around in a few other posts. Thanks for any feedback! (For imagery, the War Tribes would roam around and occupy certain parcels, and in that "pack" of PvE npcs there is a named mob that drops a discipline 100% of the time. To make this work the War Tribes would have to happen a little more sporadically to keep a constant flow of disciplines in the economy. I feel like that would be exciting and would encourage PvE and PvP.)
  8. Also known as "Zerging" or "Zergs" I saw this as a big issue with Albion Online, and not so much of an issue with ArcheAge. Both of these games had open world, free-roaming, PvP in a sense. I think you could compare these two and see how Zergs became more of an issue for one and not the other. I think part of it has to do with giving more options to the player in terms of what is available in the environment. Basically, in ArcheAge nothing was focused to the point where it bottle-necked the players (to some extent). You could create your own routes to trade goods and capitalize on rare resources and the world was large enough where a Zerg couldn't be practical to interrupt that trade mechanic. In Albion Online, it was flawed because you had to use certain entrances and exits in the map, and people would follow and gank you nearly without constraint. All in all, I think it would be wise to diversify the world map where those alternate routes, trade ins, and rare resources are located, and allow the horde of players to gravitate towards city centers, War Tribes (for Discipline farming), and portal passages.
  9. I've seen this discussion on the "Item Rewards" thread as well. Todd said they are re approaching how disciplines appear in the game and doesn't like the RNG system. I think doing a War Tribes + Special discipline dropper is a great idea! It would provide more incentive to hunt these tribes down on the map, and keep the disciplines in the market that isn't entirely dependent on RNG.
  10. I think it has potential, they just need to rework the active ability trees some more; Make them more relevant, and add only specialized class skills behind the skill tree instead of some of the "basic" moves.
  11. Another point that I like this change is that it will make open world PvP a little more exciting when you encounter an opponent who has been out there farming PvE for Materials, Disciplines, or whatever. Instead of just finding 10 stacks of 100 white cobble stone we can sort through and maybe find some decent items. I agree that crafters should and will always have advantage, so please everyone give us this chance to not be so dependent on you all. Lets get these items into the economy, focus on the development of Dregs and the economy, and start putting to use those vendor stalls (and hopefully an individual player trading system) to work.
  12. hmmm... roaming bands of human pirates and brigands?
  13. I think this is a good idea. I think it will improve the economy of the game by adding interesting variations of loot independent from the crafters. I see that there are ways to deconstruct the loot, but are there ways for us to improve it?
  14. I agree that the economy is terrible. In the past I was advocating for lowering the entrance requirements to set up a shop. Currently most trading seems to be done within guilds and EKs. I was advocating for an individual player trade shop, where the user can sit afk for a short time (~1hr) and sell goods in designated areas like towns or keeps. I think EverQuest had something like this in the past, and with the right tweaks I think it could be viable today. E.g. Player uses command to set-up shop and their character goes through the animation designating that player is open for trading (I picture a carpet being rolled out with random objects for aesthetics) . Another player can click on that trade shop and see the small selection of goods available and their gold cost. The trade store is only available for an hour duration, and is only available again after x amount of time. Its a more of a vision, sure, but I really want to see this game develop a bustling marketplace with player created NPC vendors walking around, vendor stalls that can hold more goods and last longer, and even these individual shops where a player can join the market and sell their goods without needing to invest the time in crafting. I also like the idea of these markets being vulnerable to attack, so added security would be necessary. In this world, gold isnt just used for goods but also for security services. I'm not sure if its necessary to turn gold into dust, but instead to have a more fluid and accessible trade economy. One that isn't limited to guilds, EKs, and general trade chat; and instead allows for some ideas like I mention above, a visible local proximity chat or "text bubbles", and of course, a larger player-base.
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