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  • W
    Waylander

    Gold and silver, Tulips also where worth more then spices lol.. Theres a story about a merchant who payed the equivalent of 100,000(in todays currency) for a single tulip bulb in goods and property they were that valued. Sugar was also valuable based on its difficulty in making until mass production came along. Sugar was for the rich and noble only.
    Fermented honey made mead, potatoes made vodka, rice made saki. Beer(ale) and wine were drunk because it was dangerous to drink plain water, process for alcohol killed all the nasties in the water. But salt was not considered a spice, the list of medieval spices included
    SPICE PROPERTIES
    PEPPER The most widely used spice, then and now, but not for any
    significant medical values
    GINGER Next most widely used spice: a digestive, carminative (to
    counteract flatulence), stimulant; to counteract anaemia and
    liver complaints; to ward off colds.
    CINNAMON Third most important spice: also as a stimulant,
    carminative, astringent; some reputed qualities as a food
    preservative.
    CLOVES Digestive, stimulant, local anaesthetic (e.g., toothaches)
    CARDAMOM Digestive; to counteract halitosis (bad breath), headaches,
    fevers, colds
    CUMIN Digestive
    ANISE Digestive
    NUTMEG & MACE Digestive, carminative, stimulant; cure for colic
    SAFFRON The world's most expensive herb or spice, then and now. A stimulant; cure for headaches, heart palpitations, fainting fits, dropsy, gastric ulcers
    Here are some of the known values 1438-39
    Name of the Spice and value in Oxford
    pence stirling per lb

    Cloves 48.00
    Cinnamon 20.00
    Ginger 28.00
    Mace 36.00
    Pepper 12.75
    Saffron 176.00
    Sugar 24.00
    It appears salt was 0.5 pence stirling per pint and not considered a spice.
    1 shilling was 12 pence, 1 crown was 5 shillings, 1 pound was 20 shillings
    The term 'spice' actually covers a host of sins, including dyestuffs and a wide range of drugs and apothecary materials.
    The spice trade did not begin until the 12th century (1300's)

    https://economics.utoronto.ca/munro5/SPICES1.htm

    posted in Ideas and suggestions read more
  • W
    Waylander

    @ZhaoKuro I like the idea of an oasis, would have to be a more generic term considering oasis is desert based.
    But instead of being ablke to collect water and food, make it a self sufficient camp site, a large area where you can drop a campfire which takes into account endless supply of wood to burn (you dont need to collect) and as you sit next to it your fatigue restores then your health. Each time stamp automatically feeds you in 2 or 3 areas and provides water to boost fatigue restoration.

    Devs might be able to code it so if your within a certain distance from one and die, then you get the option to spawn at predesignated or oasis. They might even add a battle respawn to an oasisi which keeps youre home one (for instance) in memory so if you die you get to choose which one to return to.

    posted in Ideas and suggestions read more
  • W
    Waylander

    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.

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  • W
    Waylander

    @ZhaoKuro You just made the point, more pvp players on pve servers cause they feel safer and not getting ganked by more powerful ones. I spent 6 years at sea, we had smoking and non smoking mess, believe it but most smokers preferred non smoking mess and happy to go above decks for a smoke and not in mess. They hated smoking mess due to constant stink of cig smoke. Same as Ive seen over the years talking to pvp players on pve servers, they dont want the hassle of world pvp and were happy to go to pve servers that had pvp zones, the main ones staying on pvp servers where the ones starting with the server or the ones with the cash to p2w. And I have yet to see any pvp player fight a higher or equal level players in any great number. More often than not it's the high level player attacking lower and weaker players.
    Although on servers where there was no looting and you didnt have to return to your body I have seen lower level players fight higher level ones for the hell of it.

    posted in General Discussion read more
  • W
    Waylander

    I'm not coming back until this useless event is over, every single infected creature I come across is red, nothing I can do to even think of killing it. Now the creatures that never bothered you before when infected now chase you, so for me the whole event will get me nothing but add to a diminished life expectancy.
    I'm not even going to bother, to me it's a worthless and pointless event if your new or dont have steel armor and weapons and the skills to use them....

    Dissapointed.....
    what a waste of premium,,,,,,

    posted in General Discussion read more
  • W
    Waylander

    @Angrrrry you know of course caging was common practice, for example from my own experiences dealing with horses.

    You have found a herd of horses and figured out there roaming and water holes.
    You set up the yard and make sure they drive straight into it and cant get around
    You set a man nearby to close the gate once they go in
    the rest of you on horses then drive the herd to the bottleneck forcing the horses into the pen and the hidden man rushes out and closes the gate.
    you can actually have a series of pens, were you can sort them as you see fit or even begin to work them for easier control.
    Only one you really have to wary of is the lead stallion, he's pretty pissed off about the whole thing.

    this process also works with cattle and others...

    I actually came across a wild horse (we call em brumbies, yanks call em mustangs) where i lived, it was out near the airport (I lived in the Australian outback, nearest city was 1000 miles away). Over an hour I managed to talk it up to my hand, then a dumb ass jet passed overhead and thats the last I saw of it apart from a cloud of dust..

    posted in Questions and Answers read more
  • W
    Waylander

    @Moontsu sure, I get your point but then it also means there will be structures and items that you will not be able to advance through. But if your happy to limit yourself to the bronze age, thats ok too...

    posted in General Discussion read more
  • W
    Waylander

    @Nightmare no it wouldnt, but the main reason healing quickly will not be implemented is in reality it could takes months to heal from a bear attack, and then you'd have to take into account infection. A sword hit would not only slice through flesh and muscle but would also more than likely break bones as well, and thats if it didnt sever the limb to start with. The romans had surgery, the gladiators lived primarily on legumes which promoted regenerative healing but even then a wound could still take weeks if not months to heal and more then likely end the gladiators career.
    Thats the reality of healing if its not a magic world, even alchemy never caused instant healing which is what would be needed for PvP or even PvE battle damage.
    Mind you the biggest thing I see ruining it are baby predators that can one shot kill you where in reality they never could...
    Also dont forget that it was possible to solo kill even a grizzly bear in real life, though hard, but then there also brown, kodiak, black, koala and panda bears which would be a lot easier to kill solo. LOL...

    posted in Ideas and suggestions read more
  • W
    Waylander

    @Moontsu the only other way I can think of would be through auction and probably pay an arm a leg and your first born for it, or someone giving it to you.
    But so far I have only found iron nodes in disputed lands, I actually thought godsends would be in there as well from my first walkabout.
    Happily that was proved wrong my second day when I found more godsends outside of disputed lands than in it.
    Oohh!! forgot about that, maybe they might put iron as a find in godsends like bronze ingots.

    posted in General Discussion read more
  • W
    Waylander

    @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.

    Peace...

    posted in General Discussion read more
  • W
    Waylander

    @LawBR I even see someone nearby I run like hell LOL

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  • W
    Waylander

    @ZhaoKuro your have seen the water edges eh.. they have perfect points where the animals can be trapped if you step behind them to block them off, it does not always work but occasionally they not be able to escape, I also have to point out it got me killed a few times when a wandering bear ended up trapping me in a similar situation.

    Imagine the months of gathering just to do that.. I think by that time players would be more interested in revenge against bears, wolves and corrupted critters.

    But I get where your coming from.. : )

    posted in Ideas and suggestions read more
  • W
    Waylander

    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.

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