@dolomiteX I kind of agree with this, I dont see why we have to destroy baskets, chests and cupboards when all we want to do is move them. Also some larger items can always be disassembled, moved then reassembled.
Disassemble should be for all larger items, tool shed for instance on disassembly could return some timber. Thats why in the world today there are recycle centres where you can get window frames, roof panels and a myriad of other items.
In all honesty I dont mind destroying some things but others I can see no reason why we cant move them (apart from scripting issues).
Your forgetting an important point, they said the godsend system is an interim one to start, also if you come across a dead guy or wrecked wagon there is no guarantee it will have anything of value to you and realistically everything there upon would in fact be random and possibly something you already have or know. I see this as a fair system though I feel that if you have completed the recipe and reached gold status with them then they should remain in the godsend and unusable so someone else can get them after you leave. I have been playing less than a month approx, and in one day of roaming I came across at least 20 godsends, I have recipes found that are now accessible on any server, I did not pay money for them I found them. I say cudo's to the dev team for this, unlike other games where they milk you dry to get stuff like this here they at least treat there players (who are financially restrained) fairly.
Seasons.. I lived in a desert region, we only 2 seasons summer and winter, no snow..... I'm still trying to get used to 4 seasons and still no snow.
Day/night.. bluntly it sux, played a game then stopped due to the time zone making my play time the servers night and sick to death of night gaming so I moved on to other games that did'nt give a fart about night which most players dont, night stuffs us around not to forget that the devs now have to sort out where bears and stuff go seeing as day animals are not active at night and much more easier to kill.. you want winter then I want bears hibernating and giving us players one shot kills against them. I also remember coming across a post from devs saying no night.
Hunter barack's I already thought about that, it easy to imagine but it depends on whether the devs think it feasible scripting wise. Once you have advanced 2 dominion levels then allow us to build a starter dominion and only 1 of which cannot grow in size. Mind you you still have to move the stuff from the way station back to your main camp. But it lets you have a temporary camp which can be permanent though restricted in size.
Charm hunt items.. Hunt better, I usually run them up against obstructions then block there retreat and slay them at leisure. You do realise that just dumping a charm trap does not guarantee you animals will come dont you. Professional hunters have to take animal trails, tracks, water holes, wind direction, food sources and a lot of other things into account before laying a trap to attract the animal there after, it's not just lay it and they will come, even then the odds of success are slim.
Trap system above pretty much explains this as well, remember to that in this game even wolf cubs can one shot kill you, you also run the risk of trapping an animal you dont intend to so again this does not always guarantee anything getting trapped at all.
Also in a PvP server you can also trap (and have them discover)them as well, now what you gonna do when you go to your trap and there are 3 or 4 players juamp out and kill you as they know you'll be coming to check the traps, your trap has turned into a trap for you now as well as the animals you targeted. Then again they could just take the animal from the trap and move on (poaching).
Your worried about bows and ammunition, if thats the case you need to stick to the sling, only costs the hide of a single rabbit to make or repair. Or stick to plain bow and stone arrows, Ive hunted deer with only a sling, yes it's time consuming but then again I also killed other weak game on the way and gathered resources as well so it's not so much about wasting the time it's more about how you use it on the way..
Cart load system nice idea but you better build roads first, they dont go well off them, your more likely to end up being slower than walking pace and certain terrain will stop you altogether causing you to travel greater distances just to get around it. Now you have to also take into account the level of experience and quality of the cart to determine when (yes When) the wheels will fail or the axle breaks. Life of a cart or wagon was not very long if it went off road. On another note, boars do not make good cart teams, horses (deer on small carts) even camels but the most effective was the oxen which could move a much heavier load, now you also need to take into account food and water for all of these creatures as well.
Not to mention how they go nuts and bolt away when a bear or wolves get near(they definitely wont care about the safety of the cart either), how will you out run a bear coming at you with a cart that travels slower than a walk due to the lack of roads and the terrain it's on.
Seems that every time I post an issue with gameplay (regardless of game) then I try it again after, it works.........
I think the original issue must have been a bug as I was not getting the tame failed message after capture and it was just killing the birds. But after the update and the post, I made some more and tried again and yep.. stupid thing worked fine.
As a guide to others only have 1 small game trap in hand at a time and when you see the capture message you should also see the cog when the cursor is over the animal, just click asap...
prior to update all I was getting was a sword symbol so not knowing the above was confusing as to how it works. Hope that helps others in the same predicament.
Thanks for the help, have to say response was faster then expected (hehe)..
Some of the points are valid, though I feel sticking iron only in disputed lands is unfair for players not wanting to engage in pvp and risk everything they have on them.
Hopefully dev's can see the unfairness of it and allow iron to be found over all map. On a high population server you are limiting iron nodes to highly developed players or gangs of players so restricting new players or players useless in pvp by not giving them the ability to develop.
Another option is with mountains is to have a cavern system where multiple nodes are found.
Worse games I ever played are games where players devoted to one style of playing (PvE) are forced into an area of another style (PvP) so they can move forward in the game, yes we know it's so you can force victims for the PvP/Pk players but you then alienate PvE players who eventually get fed up and go play something else and to make matters worse, you allow them to be looted so they now feel frustrated that all there time spent gathering is wasted, ergo whats the point in playing.
On release on PvE servers, such a mind set will see players leave. At the moment it's not so much of an issue with low populations, but on release if those number are tripled or higher, then players will be complaining about the fact on a PvE server there forced into PvP regions to advance. Main argument will be if players want to PvP then go to a PvP server.
I mean thats why PvE players choose PvE servers, there happy not to see PvP at all. Theres already enough to worry about with wolves and bears, I mean who would seriously consider running from a wolf cub in real life....
There no threat at all.
Mounted is movement bonus and should stay that way, or is it you want to make sure the low skilled and equipped players on mounts cant get away from you while you chase and slaughter them from horseback with your so much more developed equipment and weapons...
You take away an under powered/developed players ability to escape you run the risk they'll go play something more balanced.
Unless the population is so low and every player chooses to do similar skill paths.....
I've played those games as well and many more and can attest that on low population servers it's an advancement killer. Players get around this due to the multiple character allowance letting you have enough toons to actually cover all you crafting and gathering needs, in other games it's called the dreaded alternate accounts.
The other issue is when someone puts something as minor as a copper ore on the auction for 50 times its actual value. I have yet to see a truly balanced auction system and player economy that works at all properly let alone working well. Again it's the players with deep pockets or highly developed that always get the most benefit while new/developing players usually find theirs nothing they can afford to get.
Even on my server here, there are players asking 350 spice for 3 bronze boxes, I have them up for 10 but even they dont sell. Good example is Swtor, you can have up to 3 gathering/crafting skills but you can also have multiple toons (I have 19) so you can cover all the gathering and crafting skills this way and still become self sufficient. Strange that even though I have these in multiples I still search the auction house for cheap resources so it lets me use the time saved playing and not working.
In this game, I see multiple accounts happening, and as many as needed so players can be self sufficient because experienced players know full well that player based economies and auction houses are not the best solution to use for development. You put an item you made then find 20 other players put up the same item for 1/2 the price, you even know full well that the resources they expended to make the item means there running at a huge loss to sell it. Some might even have gained them as loot so they can afford to put them up so low, yet the crafter/gatherer cant do that if there serious about cost of manufacture and profit, this is why player economies are difficult to be balanced or effective.
Thats why you will see items worth 100 spice up for sale at 5 spice and you see copper ore worth 1 spice per 50 up for sale for 20 spice each.
An items value is based on the owners perception of it, and the importance they hold it.
@Nightmare problem is on my PvE server it looks like ALL the castles are owned by 1 clan, would be nice if you limit any clan to owning one and only one castle so other clans can get in on it too. Too many games Ive seen fail because they allow a select group to dominate the game at the expense of other players.
I mean why does a single clan need 4 castles, this is wrong on so many levels and it only increases that clans power so they systematically monopolize the castles and the benefits they grant for them selves at the detriment of other players and clans. I can see this as a means they will use to dominate iron nodes and godsends in disputed lands, allowing them and their members to advance but no one else, anyone else trying to develop by gathering iron would be killed and looted by groups or highly developed individual clan members.
As it is I cant even make a drying rack as I need iron for the loom, so if players cant access iron due to clan monopolization and it's too expensive to buy in the auction house then how do you expect players to advance...
I don't see why we need castles in disputed lands on a PvE server (I dont see why we need disputed lands at all on a PvE server).
@ZhaoKuro Not true, you cant avoid pvp if you NEED to go to pvp region because it's the only place you can get iron nodes. This is basically removing the players rights not to pvp, now they have to choose between advancing or getting involved in something they dont want. This will become a serious issue once we go live and population increases, we all know pk players play pve server with pvp areas so they lurk and hit pve players forced into pvp regions to get materials they cant find anywhere else. . Seen it on eve and other games like it. In UO they would get noob players to follow them with the promise of giving them some starter gear then lure then into pvp zone and gank them.
I played Wow for over 7 years and only did battlegrounds due to guild requirement. In over 7 years of Wow I only a handful of times went into pvp area and that was forced on me due to quests or events. So no not every pve player at some point wants to do pvp, I know I dont and a few of my friends wont even play a game with any form of pvp in it. I usually wont go near one either.
And where do you get off saying someone is crying out loud, my comments are based on over 20 years of gaming, rather arrogant of you isnt it, I dont think this should be a venue for such or is it your intention to cause an argument???
Runequest was easy to be killed by other players and you usually lost all your gear due to length of time it took you to get back to your corpse, at least here thats not a problem ive encountered, really sux just as you reach youre corpse it and all your runic gear vanishes.
I dont have a problem with the disputed zones, but I do have a problem with placing key resources only within these zones, yes I'm referring to iron nodes which are only available in disputed zones, I've beta tested games and know full well that on release and population explosion from it disputed zones with certain resources only available there, players not wanting to go into pvp zones will just quit the game after theyve been killed and looted a few times.
The law of pvp is always attack a far weaker player, that way you get to loot them and not the other way around, that is PK, and I dont differentiate between pvp and pk, ive played in many games and never been asked to duel by a lower level player always a much higher level player.
It's human nature to win and not loose, hence there are players who just want to have some fun and that fun does not include attacking or fighting with other players, This is why we go to Pve servers, this is why we question the need of forced pvp areas on these servers and use the comments "if they want to pvp let them go to a pvp server". Some of us dont mind pvp areas as long as we dont need to go there for a gaming reason. Some when learning there are disputed zones on a pve servers that players need to go to get resources not found elsewhere will not play the game at all. Thats there choice and the games loss.
On the skills it would be nice to see the max level attainable as in blacksmithing 27(your current level) / 50(the max level).
Also it would be also nice to select a career path and have everything outside of that locked. As an example if you wish to be a blacksmith and have skill point restrictions, then selecting blacksmith career path would lock leather working, stone working, carpentry ect, from advancing. This of course could be deselected at any time allowing the others to be advanced, it's just a method for those players deciding to max a career to the exclusion of the others.
I also feel players should be allowed to develop gathering skills unrestricted. as in lumber jacking, mining, gathering, skinning. or at least have the associated gathering skill cost nothing to develop, ie., mining would be un-metered as far as skill point costs while blacksmithing career was selected, lumberjack with carpentry, skinning with leather working ect. The general gathering should'nt be included in skill point maximum consideration.
Not a good day for me to read this LOL...
Biggest problem I see is the current exchange system, SPICE!!, they only way I have found to get it is via godsends, this in itself will be the downfall of the economy due to the randomness of it's collection.
I have never been an advocate of player run economies, it doesnt work even on a large scale (as Ive mentioned in other post). Too many such games prices are based on procurement and manufacture, there based on the what the player wants to charge for them and regardless of the cost of procurement or manufacture.
Some games countered this by setting a range on the value that an item is worth and you couldnt charge higher or lower than this. That seemed to work ok, but then if you find something useless to you and just wanted to sell it at a value higher than the vendors but lower than the minimum it b wouldnt let you.
There will always be issues with auctions and player based economies, I think its a catch 22.
Towns and villages would more than likely be clan holding built on a larger scale or made of multiple clans joining into a community. It would be a challenge to get it to work right if you could, but it would be interesting to see. The clans of a community become guilds and specialize in certain areas, like lumberjacks guild, smithing guild and the like.
Downside would be the area of land required for each person and each clan, the map may not be big enough for such a large community as a town, small village maybe making up to 3 clans, but even then hard to implement I think, though a very nice growth idea to say the least.
Might be easier to let the devs build the town then players buy and build within it, maybe a house, maybe a shop etc., Some how though I think this would be better in a pvp server, its a safe zone where player can gather in safety via powerful npc (or player) militia.