@Kralith said in Enough attackers / defenders during eclipses:
who has the longest and thickest
...
... wooden weapon!
@Kralith said in Enough attackers / defenders during eclipses:
who has the longest and thickest
...
... wooden weapon!
Perhaps combat pets could offer some buffs to you in your proximity, but also some debuffs to balance things out, and make them more interesting.
Mmmm... a mini zones of influence around guild created cities on Arboreus that allow an optional rule to be set by leadership allowing only guild members to farm in that area.
Attacking the mobs if not member of the guild would then lower your karma.
Remember, you can loose your weapons by getting killed. So since wooden weapons are faster to craft, you will always craft those first, and use them each time after you die, until you can get your hands on metal again.
So wooden weapons (even if weaker) will be constantly used.
Can't answer yet. Not enough info.
But my main will be either human or demon.
So depending on PvP possibilities I will either roll demon or a human (human could be more fun if sieges (with siege engines) + territory control, provides more organized PvP fun than pure FFA style demon PvP).
Demons will solve disputed by murder (PvP).
Beasts will solve disputes by agreement (PvE).
Demons with low PvP skills will stay poor.
Beasts with low politics skills will stay poor.
For combination of the both, roll a human.
Grats!
Hmm.. I need longer post than grats.
Grats all!
Fractured's exploration goals would fit perfectly into that.
You would have to find the book for the spell first to actually know what to do. Then gather all the materials. And also find the magic room somewhere in game world to create your spell.
Fractured could keep its original spells as it has now, but reserve one skill bar slot for your personalized spell that you would be creating manually and slotting there (could be CD connected with casting it as well if needed).
Additionally, books would need to be kept somewhere, khm housing library expansion khm ...
Additionally with sufficient (and rare) resource investment, you could create pentagram in your house so you can conjure magic there as well.
And so on..
I loved the spells from Ultima VIII long time ago...
Sorcerers type of spells, where you had to read books in game to even know how to create them, then gather needed resources, then find pentagram on floor, then manually place resources on specific pentagram spots, like you saw in book, then put magical stone in the middle, and recite a spell... and only if everything done correctly, you imbued the stone, and could pick it up and use the stone to cast the spell that's "inside".
And herbalist type of spells, where you had to use magic pouch, gather specific herbs and other mats, and mix it in pouch (you also had to know exactly what and how much by reading the books) and then you created the spell, and imbued something with it (wand or something), and could cast it.
Modern games lack such complexity that was found in some old school RPGs. Perhaps Fractured could bring some of that back.
I've seen MMOs that had player generated quest feature, and in not a single one of those MMOs was that anything more than obscure niche thing used by rare players here and there.
Imho, working on that would be a waste of valuable resources.
Humans as always are classified as scrubs (major part of players) and pros (small percentage of players).
I already mentioned in my post back there that transportation of materials is ok.
And since lots of materials will be required, and being limited by carry capacity, needing several trips back and forth from civilization to wilderness, building house in such way will require significant effort and its totally ok, and makes sense.
In this way, houses far away from cities will end up way more rare than houses near the cities, for that exact reason.
@Jetah said in Houses in the wilderness:
The pyramids shouldn't have lasted as long either
The pyramids were built by aliens dude.
@Jetah yes it depends on materials house is build from, but do you have those materials (high quality processed materials, not raw ones) far away from civilization?
No, unless you drag them there, and with manual travel using horses and small cart it should be hard effort. Lot harder to build house in wilderness than in city where you have processed materials readily available.
Players will be able to process materials, but my point is that players shouldn't be able to process materials up to maximum perfection in wilderness... such processing should only be available in "civilization area", and then if someone wants to make an effort of repeated long runs to his wilderness home to drag those materials there, sure.
Otherwise, just outright building a house with lower processed materials in wilderness, should result in houses that deteriorate faster.
@Jetah said in Houses in the wilderness:
maintenance should really depend on materials used. cheap and easy materials should cost more to maintain but hardy and expensive materials should last longer.
Sure, but then, wilderness should only contain "raw materials", that you need to process to get the better quality materials. And then best quality processing should only exist in cities. So therefore, most houses in cities would require less maintenance.
You could of course drag these materials from city to your house far away, but that would then require some effort since your house is far away, leading to houses far away require more "maintenance / crafting effort", thus such houses in wilderness being more rare.
You can't honestly expect to get same conditions in city and in wilderness far away from everyone. This would then lead to the mentioned problem of "wilderness" being super populated with house... which in turn will make it ... "not wilderness".
Perhaps maintenance of houses outside of cities could be more expensive, compared to town houses... and the further from towns they are, the more expensive maintenance is.
Which makes sense, because in towns you have more developed infrastructure, access to materials, and so on. It's easyer to maintain something in civilization, then something in wilderness.
This will naturally lead to houses in harsher wilderness, being more rare, because most people will not wish to bother with (tangibly) increased expenses.
You can fish in the rivers for start and dream about ocean.
Dreams may come true.