@Elex obrigado!

Posts made by Vollmond
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Cidade Brasileira - Winter Test
Referindo: Guilda Cavaleiros Mercantes - C3
Então pessoas, tivemos problemas no primeiro teste e agora o sistema de cidade está mais rígido. Existe apenas 36 cidades no mapa e os governadores (pra cima) precisam de 20 pessoas para pegarem uma cidade. Quem chegar primeiro com vinte leva, o resto é pvp.
Como todo mundo sabe, sem cidade esse jogo é bem mais complexo. Como muitos de vocês sabem eu estou tentando organizar uma cidade BR. A minha primeira tentativa falhou pois não conseguimos o número mínimo de pessoas então tivemos que pegar uma guilda estrangeira para fechar o número e foi horrível.
A questão aqui é simples.
Quem quer participar dessa cidade? A proposta é fazer uma cidade BR com apenas 36 cidades no mapa isso está cada vez mais difícil. Eu tenho o pacote que permite pegar a cidade antes do jogo começar mas eu preciso de mais 19.
Então eu peço mais uma vez para a comunidade: quem quiser participar disso deixe o nome aqui para que, quando a escolhe abrir, seja possível pegar a cidade e ficar apenas entre brasileiros. Não me importo muito em dividir a liderança (de fato eu quero alguns vices para ajudar com todas as coisas que a cidade exige).
Eu sei que é só um teste mas está cada vez mais complicado para quem não possui cidade e eu quero aproveitar o máximo o pacote.
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RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight
Source?
Go for any parse site. Filter by guild. Very few hardcore guilds and lots of casuals, small guilds (active players).
But its usually data from pve games. PvP game i dont think we have enough data. Maybe Crowfall, but i usually dont play.
But yes, sandbox games arent for solo players but small groups? Since SWG....
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RE: Cidade BR
Pessoas, eu peço desculpas durante o evento já que a cidade acabou sendo tomada por estrangeiros (pois eu não tinha conseguido BRs para fechar o mínimo) mas eu acho que para o próximo evento dá para organizar direito e fechar uma cidade só BR.
Dai eu fiquei meio ausente (já que, efetivamente, perdi a cidade) mas, como sempre, peço ajuda para a comunidade no próximo evento assim será possível fechar uma cidade só de brasileiros, dentro do mínimo de jogadores.
E, em breve, mais um evento valendo um pacote então atentem para a chamada!
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RE: Comunidade Brasileira
@oscarvini discord de guilda ou discord geral sobre o jogo?
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Wilderness Plots
A solo player with a wilderness plot should be able to put a small fertile ground, smelter or similar way to sell things and help the overall open world. Yes, a small farmland in the wilderness should be a thing like a small tavern or a small smelter (oe ever a quarry build to store stone) near a plot with 2-3 wild ore spawns. You still need to keep gold/friends to defend your house but can be a viable way to ''solo play''.
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RE: City and Farms
@Meziljin yes, private housing with fertile soil.
I think every wilderness plot should have enough room for house + ''facility'' so some people will run small tavernas and others will feed the city. Even a smelter could stay near 2-3 wild ores and do some small job. You will need feed an army but you can sell repair kits and arrows (we will have repair kits?).
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RE: Power Gap Struggles
@d3Sync said in Power Gap Struggles:
it actually destroys the solo harvester/crafting profession entirely
Yes, cause crafting/harvesting is a city activity not player activity. You can solo player like kil stuff, get gold and buy stuff.
@d3Sync said in Power Gap Struggles:
I feel like, in the end, every casual solo player needs to be able to finish their character progression, build a home for themselves, and craft all items in the game.
They will need to change the core craft system to "player centric" not "city centric".
I asked about and that is the answer.
I think what ''may be'' possilble is: allow wilderness plots to have ''2-3 land plots'' so you can build your home, BS and Charcoal. You will not have the city tree (so you will not have bonus for craft) and wil be hard (cause you dont have resource plots) but will be possible. And i think its a good option for small (very small) group play: build a tavern near combat spots can be lucrative.
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RE: The City Monopoly Meta
Currency will need inflation or is just a skin. And people will do ''economy wars''' (''here we dont accept filthy coin''). To propper run an inflation system you will need a way to setup the GDP of the city/alliance. Its possible but i dont know if devs will want to run so deeply on economic side.
The ''not so deeply and boring almost no mathematical way'' to run a gdp/inflation/currency system is to make some kind of ''what city product/get'' (from craft/gathering/taxes and farm) vs "what city spends'' (all city money sinks). So a rich city will need to offer enough money sinks for players to ''power up'' the currency (so people will want to spend money on city and get city currency / spreed city currency). Its not perfect but its enough for a game.
Big guilds will dominate the economic wars cause they will have resources to build infrastructure so players will spend money on city and enforce the currency. Its only another side of the war.
Edited: i like this side but i think its boring for the average player. I know some people like to play AH and i know Ashes of Creation will have a proper Stock Exchange so you can play with the city (node within AoC) econometric and get a proper inflation system but its hard work (and the game wil have economic wars so...)
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RE: The City Monopoly Meta
Uhnn, i think its a good option but they will need to make more buildings and a good city tech tree so cities will need to make hard chooses. The hard choose, now, is the city resource node. And maybe we can change the way resources will be refined, so you still can be a ''mining city'' but now you can get more stone blocks from raw stone or something like.
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RE: The City Monopoly Meta
HOWEVER when we get down to progression we NEED to have a game that is designed against multi-boxing and spamming cities as a method to progress.
Sure, but i dont think removing city resource plots will help small guilds and casuals.
This will only force us to be allies (vassals) with big guilds.
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RE: The City Monopoly Meta
@Nekrage said in The City Monopoly Meta:
As ALL players must enter the realm of PvP if they wish to progress as far as possible.
If they want. I'm a casual and i played almost all pvp games. Remember Crowfall? Full pvp worlds with ''soft'' player house? Indeed..now player house is a thing cause people just want this kind of activity. Sure, people play pvp centric games for pvp but casuals on pvp centric game dont go for ''progress as far as posible''.
You know albion online, right? So you know plenty of casuals stay on T4 and chill.
Its why the game focused on ''not so hardcore pvp''...
I can say more about others game, from the casual pov.
Yes, we are the plague of games... -
RE: Dúvida sobre forja...
Tu pega o minério e usa o smelter para transformar em ingot dai coloca o ingot no ingot storage e use de lá.
Lembrando que cada minério exige um ponto de calor específico (pode ser necessário usar coal e não apenas charcoal) e demora 4 horas para transformar 5 minérios em uma barra por smelter (sendo que cada BS tem espaço para 6 smelters).
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RE: The City Monopoly Meta
Yes, i can see the ''city rush'' to keep resources.
But i dont think we should keep only pvp nodes. We NEED node wars (and we will have, its on the roadmap) and we will have cities with 2+ resources nodes (roadmap too). Cities will compete to get more resources.
But city nodes are good. Game have, since day one, a heavy focus on community city building so small communities will need resource nodes.
Or we can just pack our things and go pve world....
1st Edit:
If a big guild (or alliance) want to spam a megapolis and can keep several pvp nodes, go for it.
But small guilds should be ''ok'' just with a small city, the city node and trade. Small guilds will not have players to keep all resources they will need to trade. If the big guilds will controll al resources we should just disband our small guilds and be lackeys on big alliances.
Let the big guilds play the great open world node wars. Let us small play small.
"The painful truth should be that not everyone will own a city and battles must be fought to claim your own."
2nd edit.
The painful truth is: small guilds will just go for pve world and this is the usual death of pvp centric games (only hardcore pvpers will stay on hardcore pvp setups). We know the chorus, its not the first time. -
RE: Playing Solo Possible?
Its possible to play alone but you will need a city to buy and upgrade gear. The game, at the moment, is very social and city/guild oriented.
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RE: Como funciona o PVP do jogo?
No lançamento o plano é ter full loot (tanto pvp quanto pve - alguns monstros apresentarão a capacidade de matar o jogador). Quando tu morre deixa o loot no chão então é só pegar.
São três planetas (demônios, humanos e bestiais). Bestiais são, essencialmente, pve com poucas possibilidades para pvp. Demônios são full pvp e humanos são pvp organizado (não sabemos exatamente como funcionária mas, supostamente, é pvp entre guildas). Demônios podem invadir os mundos durantes eclipes para gankar todo mundo e existe uma mecânica de pvp (provavelmente pvpve) nos asteroides, por recursos especiais.
Então não é simplesmente ''ligar o pvp'' pois cada lugar tem regras próprias.
Durante o alpha não está funcionando exatamente assim, claro (pois é o alpha e estamos apenas no planeta humano).
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RE: Cidade BR
@UfosGames é isso ai! Estou apostando no jogo e investindo na comunidade br. Pretendo traduzir material e produzir alguns guias para o beta. No último alpha eu passei um tempo falando com alguns brs e a ideia é montar um ponto de partida. Outras guildas grandes estão pelo jogo e provavelmente montarão cidades mas, no primeiro dia, Deskrausser estará disponível.
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RE: How will work the repair system?
@FluffKugel i still dream with bardic scraping: you can recover the tales of the weapon/armor and forge titles like ''reforged blade of the onslaught''.