ilogos

Testers
  • Content count

    65
  • Joined

  • Last visited

  1. Official Campaign

    I thought it was quite ambitious for them to say that the official "first campaign" was going to start in January. Does anyone know if they still intend to start this month, or are we going to be testing 5.8.1 a bit longer? Thanks
  2. Zybak Discussion

    So what happened to the Zybak discussion? Did it just get wiped again without being addressed?
  3. Thank you with the very good points. I think we both agree it deserves more attention throughout alpha. I mostly was surprised that there wasnt a mention of the economy in the news article - but then again I shouldnt expect them to bring up everything about the game that needs attention.
  4. Thanks for the video - good to know that we can place permanent stalls now during a campaign. I still think there is quite a "curve" to get there - i.e. you need to train your passive skills there, have all the resources to make a vendor and stall, need to have the funds to maintain the stall, and need to be there before the other player to place the stall. Therefore, I'd still like to see a system where an individual can set up a temporary shop anywhere to benefit the "small businesses". Otherwise we are going to see a lot of trade chat spam and dependency on large/wealthy guilds. Edit: I suppose an alternate solution would be to make it so players can only have their vendor up for a limited amount of time - with a temporary lock out timer - in order to let other players put a vendor up with minimal competition...
  5. I hope they do more to fix the open world economy before adding roving bands of NPCs. I've described how it is non existent without having player-made vendors (or allowing player temporary market stands as I have posted about in the past) in these campaigns. Relying on general / faction chat, or asking guild, for buying selling and trading materials does not seem like a successful economy.
  6. Passwall

    Oh, I wasn't aware that anyone other than duelist were able to get past. Thanks for clarifying that other stealth classes were able to stealth teleport through - I hadn't known or considered that.
  7. Passwall

    On the last dev Q&A they mentioned a concern about people not being protected inside the forts/keeps - especially concerning the duelist tunnel feature - and said they said they will take measures to deal with security behind the wall of a fort or keep. Personally, I dislike that they will change a character and build counters to prevent that class from doing the one thing that makes them unique. Therefore, I want to provide just a couple alternatives before they just increase the amount of guards or increase stealth range, etc. - Remove the instant teleportation locations inside/outside of forts and keeps, and instead have the doors and gates stay open for a short time. - Add a Major Discipline in the game that allows a character to Passwall (similar to the tunnel ability but with a much longer cooldown). It may seem like I am defeating my own argument about why they shouldn't change what makes the duelists unique, however, I am instead providing solutions a step-ahead of changes that I already see the game designers planning to make. In other words, if they are going to add more guards, and increase stealth range, etc., at least add these above options for other classes to get on the other side of the wall, and therefore minimize the "nerf" that they would plan to take against Duelists. And finally, since every class would have access to the options I outlined above, make the Duelist tunneling more effective to make it actually be considered as unique compared to the other classes (stealth damage buff after tunneling, lesser cooldown than "passwall", etc.) p.s. Passwall was inspired by a similar Shadowbane mechanic.
  8. Atlas MMORPG

    lol @ this games previous hype
  9. Sorry if this isn't the right thread for this, but I've given thought to how trade or "open market economy" is supposed to work in-game as well. This is one of my main turnaways from the game currently because unless you are well connected or in a guild, there is little you can do with your inventory other than spamming chat or crafting your own items. My solution to this in a previous post was to add the ability for players to temporarily set up a site for selling goods (e.g. laying down a carpet). I understand that player trade stalls are already something that can happen, but in my opinion there is a bit of a curve to get to that point; and that while having permanent stalls is a good idea in some situations, it might also be a good idea to have temporary stalls for other situations. For example, lets say I am in my faction city and not vulnerable to other players being able to attack me. I select the "set up trade camp" ability and my character rolls out a trade carpet with some generic design decorations. Above my head there would be some kind of indicator stating that I am open for business, and selecting on my character would open up a store with the goods that I have for sale. I see two main issues with this thought : It removes the need for more permanent player-based trade stalls It utilized more server resources because more people will be sitting afk and cluttering certain areas My main solution to the above two issues is to have a timer on the temporary trade stall. For example, every 24 hours you can only have your stand open for 2 hrs total. Once 2 hrs is used, the ability will be unavailable again for 24 hrs. This can also allow people to quickly set up shop and leave if the area is too dangerous or not enough people around. In conclusion, I think this would remove from some of the spam of selling and buying goods if it was more centralized and structured like the situation I described above.
  10. I don't understand the repercussions of introducing new or advanced resources in certain "mining area", however, I think it would be safe to release a trial without having the "toast message" as stated by Todd. I am sure that a guild sending an occasional scout would be sufficient and would allow for more small scale encounters than the large scale encounters that would occur because of a server message.
  11. I consider that this is a big move for publicity and visibility of the game - In this scenario, it is best to wipe everything. If you want to consider the players already invested, then don't wipe, just make it "new vessel" only with no import/export, and keep the passive skills. Edit: Export only available to winning faction
  12. I agree on this point that outposts should have a similar "on fire" symbol whenever it is being capped (similar to Forts/Keeps).
  13. Any plans to remove recall and replace with a /stuck ? Other mmo's had a /stuck which had programming to tell if your character was unable to move, then would change the position of the character to a nearby location.
  14. General Consensus on CC

    The point on taking away dodge pips is interesting. I don't know how that would work mechanically, however, since it is tied to a stat (is it constitution?). Does that mean tanky characters would just be able to constantly roll around in battles? Because that would be weird.