@egonaraujo Like in other games where caravans are a thing, most guilds will do periodic trade runs (a few people on armored mounts will carry all the loot and the rest will protect them).

Posts made by Razvan
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RE: Master of all trades
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RE: Master of all trades
The attribute system limits the range of actions a character can do efficiently. For example, as a minmax'ed mage you need high INT but don't care about DEX. On the other hand, a minmax'ed thief benefits a lot from DEX. A tank will benefit from defensive attributes. A summoner/crafter/gatherer will benefit from high CHA and so on. Of course, you can create a 15 all attributes human, which will be decent at everything, but worse in individual roles than specialized characters.
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RE: How big should guilds allowed to be?
@Farlander said in How big should guilds allowed to be?:
If guildies could kill each other then there would be alot of infighting within guilds. I'd hate to have to be the guildmaster for such a situation.
No FF also causes lots of drama. Most common scenario is when a healer from your guild is playing with his buddies from another guild and your group ends up fighting their. They basically have free heals (your party cannot cc/attack their healer since he is from your guild). This kind of bullshit happens way too often.
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RE: How big should guilds allowed to be?
@Yitra said in How big should guilds allowed to be?:
Luckily being on Arboreus, we all sit by the campfire, singing kumbaya and let you lot kill each other
At least until you want to farm and get trolled by a bored 14 years old with glass cannon build who hits the same mobs as you do.
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RE: How big should guilds allowed to be?
If you think demon guilds (where all the hardcore pvp people will be in) will ever create an alliance, let alone a big guild, to incorporate all the demons, you heavily overestimate the human nature. There will be mega demon alliances if the game allows them, but always at least 2.
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RE: How big should guilds allowed to be?
FF on for everything is not compatible with an aoe heavy gameplay. Tanks have to get in melee range in order to CC the enemy. With full FF, the dps is going to kill their frontline as well on engagement. FF has to be off for guilds. It really doesn't make sense to be on for alliances either. We are in the same alliance and I see your group being chased by some guys. Naturally, my group would try to dismount and help yours, but with ff there's a big chance we'll all die. You have to weight all the possible situations that could be affected by a feature, not only big zergs. Imo, ff within allianced = what's the point of alliances even?
PS: I actually want a game which isn't aoe heavy and doesn't have burst healing, but it looks like these aren't popular nowadays anymore.
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RE: How big should guilds allowed to be?
@Pluto said in How big should guilds allowed to be?:
The good thing about friendly fire would mean you can just kill them right back. I do not really see that as being an issue.
Not having friendly fire has always seemed artificial to me, makes no sense haha
On the other hand, if you are a new player who does a stupid mistake, word goes by that you're a spy and entire guilds will blacklist you.
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RE: Lost Foundation Levels
I didn't lose them foundation points either.
PS: Did you change your email?
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RE: Choice of music for towns
@Billa2720 I don't know about unity, but usually what you said is easy to implement. When the resources are loaded, you check the custom music folder and if the file exist, you load that. Otherwise, you load the default music file.
@Jetah Again, I don't know much about unity, but usually altering a string and checking if a file exists is trivial. Loading a file from youtube seems like a much more difficult task.
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RE: Attacks speeds depending on armor ?
We can't form an opinion on that until we know exactly how damage will be calculated in release. If it's a flat amount of damage reduction with liniar scaling then armor is too strong indeed. On the other hand, if f(200armor) = 30% damage reduction, 700armor is 67% reduction and 800armor is 70% (think of a bell distribution for added damage reduction), then stacking armor is less powerful.
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RE: alpha 2 test 2
Ah, ty! Considering how i check the forums every smoke break, or every few hours when I'm home, and I have a big ass notebook with fractured-related stuff, I'm a bit ashamed for missing that.
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RE: alpha 2 test 2
Where did you read about the end of february.
In FAQ point 4 it says "The next test, Alpha 2 - Test 2, is scheduled to start in early March 2020 (exact date to be announced)." -
RE: Attacks speeds depending on armor ?
@asspirin
I don't know, but we can find this out the next test. -
RE: Dynamism combat
I don't think OP is talking about the number or diversity of abilities, but rather about the joy of combining elements to create spells or combining spells to get bonus effects.
I haven't played Magicka much, but if you remember an old game called Revenant - the exciting thing about its gameplay is how instead of pressing 1 to cast life-drain, you have to select death, life and soul. The cooldown is basically how fast you can get the correct talismans in the right order. The skillbar is basically how many combinations you do remember. This ads some immersion to the game. Of course, that worked 20 years ago, but nowadays people would just use macros instead.
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RE: Games that didn't make it
For me I'd say there are only 2 such games: Lineage 3 (later named Lineage Eternal) and Elveon. Bannerlord was very close to be part of this list, but as it turns out they will actually release it this year.