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R50 Postmortem Missed Questions

Discussion in 'Announcements' started by DarkStarr, Feb 7, 2018.

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  1. FrostII

    FrostII Bug Hunter

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    @DarkStarr

    I have asked basically the same question in both the R49 and R50 Postmortem questions section.
    Both times the question has been disregarded and not answered.
    Please have the courtesy to at least tell me why you will not address it.

    Here is that question, once again:

    Q: Could you please tell us exactly what purpose the Death Penalty (xp loss on deaths) is supposed to serve ?
     
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  2. Malimn

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    @Chris and @DarkStarr

    My question / Comment was not discussed at all... Please provide SOME insight to it.

    When it comes to experience it feels that the crafter's get no love. I have mentioned in a couple of posts on the telethons how much harder it is for crafters vs PVE or PVP players and have been told that is how it you want it to be and how the numbers do not justify it.

    Adventuring total skills are 205+/- and Producer total is at 67+/- one skill either way which makes it a 3 to 1 difference in the total of skills available for both groups.

    I am Adventure level 92 and Producer level 85.

    Players can gain 1 million experience per hour, over lets say a period of 8 hours of playtime it averages to 7 Million exp. per day. Crafters at best can get 65k per hour mining on average for a total 455k per 8 hours for the same time spent in game. Base skills take 1.2M to 1.4M raise so lets look at the math. There are an estimated 205 combat related skills and I have made 7m Experience points fighting for one day. Based off of the math I can raise at least 5 Adventuring skills to GM in a day where I have to play for 2 more 8 hour days to have the 1.2 to 1.4 million to raise a single producer skill. IF I wanted to raise the same 5 skills to GM it would take me 15 days to be able to raise the same amount of skills that I can raise in Adventuring pool in a single day. This is why I stated we get no love in game and yet it is considered a vital part of the game.

    Can you explain this a bit more how we can get the experience like PVE crowd?
     
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  3. ShurTugal

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    The market place determines the value of goods and if someone is willing and able to buy that rusty dagger for a million gold, who are you to tell them otherwise????? Cheers. :) :)
     
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  4. ShurTugal

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    Everyone keeps touting this amazing 1mil exp per hour yet I come nowhere near that but lets run with the premise that 1 mil exp hour adventure is easily achieved and you can easily gm 5 adventure skills in a day or so....... You want that to be the same for crafting.... Ok one reason the devs might not want that to happen would be the fact that you would be making it that much easier for everyone and their mommas to be crafters which would drive the price of your goods down. I mean why would anyone buy from you when all they need to do is take a few days to gm their crafting skills and cut you the middle man out of the picture :) :) some food for thoughts. :) cheers
     
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  5. Malimn

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    At this time I have 26GM skills and out of that, 19 of the are crafting All Blacksmith and Enchant, and it takes FOREVER to raise the skills.. So you don't want crafting skills to raise, reduce the exp pool you can raise in half or even better yet a quarter of the skill points and lets see what happens. With the amount of materials it takes, the amount of time it takes in game to acquire them AND then the gold you have to spend to buy coal, molds, etc it is a PAIN to be a crafter. The way it is now you have to be sadistic to be a crafter in game and yes I am getting there ;) Food for your thought.
     
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  6. mass

    mass Avatar

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    This is such a good idea!
     
  7. Tiina Onir

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    Everyone who's made a mounted phoenix head knows exactly what it would look like.

    I certainly understand the point about the static chests, but mimics in particular are a fight that should return something more then they do.

    This is referencing that a control point has vastly variable difficulty, depending on if someone is already in it. I don't know what you could do about that though.

    There's a group who wants to be "A jack of all trades and a master of all." Anything that requires making meaningful choices about their character stops them from making their character that.

    While we're at it, can me make repairing locked (and thank you for adding the locking!) a thing?

    I don't know if it's feasible, but if we had a way to plug in HUD elements, that would be totally awesome, and you wouldn't need to worry about requests like this.

    Wasn't there talk of letting us make LUA scripts for this sort of thing? If that remains an option, I think that would be better then you guys making actions.

    Do you mean "including summoned" here?

    Ahh, okay. I asked this mostly because it looked like you where saying the graphs you where showing was based on the same data we have access to.

    I think he's referring to that the core of you producer pool is based on gathering. The ability to be a specialist refiner or pure crafter is limited, because you have to gather just to get/keep your pool up.

    Would it help if we started a list of items we'd like to place but lack meshes?

    Thanks for all the answers and you guy's hard work!
     
  8. ShurTugal

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    lol :) :) you did a very good job of making my point for me. those who "get there" as crafters have something of real value to offer other players and I am working on 'getting there' as well and your right in takes a **** ton of resources but that just means your more valuable as a crafter once you reach the end because not everyone will be as sadistic to "get there" ..lol cheers.
     
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  9. Fionwyn Wyldemane

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    Another option for campfires, bonfires, beach blankets, cooking fires or the like would be to have a new class of spells, that use reagents and have a spawn time limit. No chance to exploit there. Yeah I know - no time to do that, not in scope for episode one :p

    Or - simply make these types of party items craftable/selleable by players, but they *still* have a time limit on them. Yeah I know - no time to do that, not in scope for episode one :p

    I personally think place anywhere items should be limited to fun stuff that can't be exploited and have a time limit.
     
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  10. Beaumaris

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    I really liked this idea when I read it. Perhaps the same impact (conveying a stronger geographic presence to the Avatar) could also be done with an on-screen text indicator (like is used to teach Avatars in Isle of Storms) that tells the Avatar they have entered another region. Cues that give the Avatar a feeling of 'presence' can really help with immersion. As is, the overworld needs...something...to add to that feeling more IMHO.
     
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  11. redfish

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    They could just display the region name under the compass like they do with the scene name. ;)

    Also, on Log In, it would be great if the login location showed the region name and not just "Novia". Sometimes you log back in after a long period of time, don't remember where you are, and "Novia" isn't that descriptive.

    Lastly, it would be great if we had regional maps in the game (this is something I hoped for with the inventory obj maps).
     
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  12. Tiina Onir

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    I like the idea also, but I certainly understand the problem of there being higher priorities. It really would be nice if people know what I was talking about when I said I was doing corpian incounters in Grunvald.

    There's twice as many things to do as there are hours to do them in!
     
  13. Kabalyero Kidd

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    shouldn't Friends Online Mode be renamed to Party Online Mode because that is how it works? or am I misunderstanding the concept?

    @DarkStarr @Lord British
     
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  14. FrostII

    FrostII Bug Hunter

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    You are not misunderstanding the concept, but the concept is flaw'd...
    You are correct insomuch as Friends Online should be Party Online, simply because that's the way it has ALWAYS worked....
    There is no Friends Online, there is only Party Online - when it comes to scenes........
     
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  15. Jaanelle DeJure

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    Good question, last I heard anything about fixing it was a few releases ago. But never saw it in the notes.
     
  16. Jaanelle DeJure

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    The answer gives for the stacking thing was not clear IMO.

    They have said all the stacks "count as one" but then said more likely to take medium-sized stacks. I also read there will be some value limit on the amount of stacked things taken.
     
  17. Vladamir Begemot

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    I didn't know there are regions within Novia until trying to find recipes this release.
     
  18. Tedio

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    @Chris Sorry for bad phrasing. What I meant is: IF this resistance passive is going to give negative attunement to opposite school, I pretty much wont be able to benefit from that school, so that takes that option away. And set bonuses, if a whole set of something gives me a good bonus, that takes away the option to mix gear types. Im just wondering what your thoughts about this is
     
  19. Aurelius Silverson

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    In my case this has the bizarre consequence that in order to be a better alchemist, I need to chop trees, mine ore and skin animals.... it's silly enough for my carpenter to need to do that, but at least cutting trees has some tenuous link to carpentry. For the sake of simple logic and sense though, a rethink on gaining crafting xp is overdue.


    Think you skim read that one a bit too fast Starr, the question was 'when', not 'will we'.
     
  20. Jens_T

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    One way would be to allow gathering and refining resources to share XP until a certain level within the same area. A carpenter apprentice will learn from chopping down (the right) trees and this would help carpentry and milling. After reaching a certain proficiency (eg journeyman) this benefits gradually reduces to zero. XP in gathering can then only be made by collecting, in refining by refining and in crafting from actually crafting. Combined with separate “groups” (wood, iron, cloth/leather, alchemy) this would allow for specialists. Big problem ofc are that this would only hit new crafters...
     
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