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2d0x
- Posts: 782
- Joined: Wed Dec 21, 2016 4:09 am
- Location: Russia
Re: Prelude, pt. II: World 11 Changelog
Another caveat: sometimes you can sell something expensive, but you need to do it quickly. While you are carrying a product, it may become unclaimed.
Excuse me, I don't speak English.
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Prelude, pt. II: World 11 Changelog
Can you go into what made it non-viable?SnuggleSnail wrote:That's kinda like saying sales tax increases opportunity. Except, worse, it's a flat tax imposed on inventory size. Most low-value bulk goods instantly have near zero value. Unironically, I quit W8 because trading was no longer a viable end game, after playing W7 as a trader for over a year straight.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Prelude, pt. II: World 11 Changelog
Scrap the mechanic imo, but if it's coming anyways I agree with a way to surveyKirche wrote:I'm not a fan of the arbitrary growth speed of crops and trees without any way of being able to tell beforehand if the they will grow faster or slower, either add a way to survey the soil to see its properties or get rid of the mechanic, as it is now it's just a random bonus or negative you get because by time you're at the point to tell, you've built your village
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Pan_w_okularach
- Posts: 790
- Joined: Mon Aug 04, 2014 10:57 am
Re: Prelude, pt. II: World 11 Changelog
sorry I was speed reading, thought you were lobbing for XDDDD's Murder ideaSnuggleSnail wrote:??? nowhere did I say the word murder
Memories of pain
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Ronin30
- Posts: 262
- Joined: Sat Aug 29, 2015 6:33 am
Re: Prelude, pt. II: World 11 Changelog
ITT people crying about not being able to instantly traverse the world are people who:
a. pvp with a large faction and like when no where is safe from them for low effort pvp quickly.
b. a large faction used to being the central trading hub ( and would do so again - which is cool ) but let's be real you gain massive quality boosting and rare curio advantages cuz its literally brought to you.
again - low effort.
but i also see the reasons why to like it as well. ::shrug::
my 0.2
a. pvp with a large faction and like when no where is safe from them for low effort pvp quickly.
b. a large faction used to being the central trading hub ( and would do so again - which is cool ) but let's be real you gain massive quality boosting and rare curio advantages cuz its literally brought to you.
again - low effort.
but i also see the reasons why to like it as well. ::shrug::
my 0.2
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julian12it
- Posts: 787
- Joined: Sat Sep 11, 2010 8:01 pm
- Location: Topaz
Re: Prelude, pt. II: World 11 Changelog
Just because you own the market doesn't mean you get everything. Typically you don't get massive quality boosting brought to you since we are already in the top quality bracket. People don't sell their highest quality stuff at the market in effort to keep business going, and prevent potential competition from catching up. Only rare curio I can think about being worth wild is pearls and it's not even that heavily traded. Large markets mainly benefits those who don't know how to play the game and those who play by themselves.Ronin30 wrote:ITT people crying about not being able to instantly traverse the world are people who:
a. pvp with a large faction and like when no where is safe from them for low effort pvp quickly.
b. a large faction used to being the central trading hub ( and would do so again - which is cool ) but let's be real you gain massive quality boosting and rare curio advantages cuz its literally brought to you.
again - low effort.
but i also see the reasons why to like it as well. ::shrug::
my 0.2
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Ronin30
- Posts: 262
- Joined: Sat Aug 29, 2015 6:33 am
Re: Prelude, pt. II: World 11 Changelog
example or am i wrong? acting like because u own the market but can't buy from it is lol
you are the central trading hub and your quality is okay/above average/almost top tier
hearthling A brings super new top q rare clay from the distant south side of the world to sell out of his spot in your market.
hearthling B brings new top q wood from the distant north.
I'm central trading hub.
I buy from both and make new quality items. surpassing them. now i sell but at higher quality. the "little guy" is now obsolete.
yes, he can buy and help himself - but you basically got boosted.
central trading hub never gives up quality dominance.
People must keep coming to you or else fall behind. Central trading hub is now used to being boosted and cries about traveling changes after being used to it for a few worlds.
(im not saying this is what happened - but it seems easy )
you are the central trading hub and your quality is okay/above average/almost top tier
hearthling A brings super new top q rare clay from the distant south side of the world to sell out of his spot in your market.
hearthling B brings new top q wood from the distant north.
I'm central trading hub.
I buy from both and make new quality items. surpassing them. now i sell but at higher quality. the "little guy" is now obsolete.
yes, he can buy and help himself - but you basically got boosted.
central trading hub never gives up quality dominance.
People must keep coming to you or else fall behind. Central trading hub is now used to being boosted and cries about traveling changes after being used to it for a few worlds.
(im not saying this is what happened - but it seems easy )
Last edited by Ronin30 on Thu Jan 31, 2019 5:52 am, edited 2 times in total.
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Fierce_Deity
- Posts: 783
- Joined: Thu Feb 12, 2015 4:11 pm
Re: Prelude, pt. II: World 11 Changelog
Just a small note here that there maybe should be a way to recognize people without rage so that you know not to aggro them in big fights where this might be an issue. And if rage isn't required to use siege equipment then it should be.jorb wrote:I've contemplated that a fair bit, and I don't see it. Why would I give a shit about your char if you can't even attack me? You are by definition outside of the fight until I choose to bring you in. Seems like a massive edge.ChildhoodObesity wrote:think the rage idea is OK, but i really just see the best chars not buying rage and waiting for people to aggro them and murder alts being big
Granted, you have more experience than I, but I'd need to be convinced, at least.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Prelude, pt. II: World 11 Changelog
This. It's one of the worst mechanics in the game. Relocating everything just so part of your industry gets an arbitrary boost required to be competitive is unfun, and most people don't even realize these mechanics exist. Except I don't actually care in the case of trees... 1 generation behind in seedQ doesn't rly matterKirche wrote:I'm not a fan of the arbitrary growth speed of crops and trees without any way of being able to tell beforehand if the they will grow faster or slower, either add a way to survey the soil to see its properties or get rid of the mechanic, as it is now it's just a random bonus or negative you get because by time you're at the point to tell, you've built your village
No fast travelLunarius_Haberdash wrote:Can you go into what made it non-viable?
Last edited by SnuggleSnail on Thu Jan 31, 2019 5:59 am, edited 1 time in total.
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NicoHH
- Posts: 4
- Joined: Fri Jan 25, 2019 5:06 pm
Re: Prelude, pt. II: World 11 Changelog
Wouldn't an indicator on a non rage player be a giant attack me I'm probably not a fighter and can't defend myself sign around his neck.
The ability for a person with rage fighting a person without rage would allow them to abuse the visitor buff on a gate. As they can drop in and out of combat using the visitor gate. (this if you make a change and allow them to disengage while in combat)
As for Visitor gate I think a non-rage person should be able to run through it while they are aggro in combat. Put a debuff on it if used while in combat it can only happen once per hour so it is not abused in a fight but used as a way to escape a fight.
Every market will be camped just waiting for someone to show up via a road. There will be no escape
The ability for a person with rage fighting a person without rage would allow them to abuse the visitor buff on a gate. As they can drop in and out of combat using the visitor gate. (this if you make a change and allow them to disengage while in combat)
As for Visitor gate I think a non-rage person should be able to run through it while they are aggro in combat. Put a debuff on it if used while in combat it can only happen once per hour so it is not abused in a fight but used as a way to escape a fight.
Every market will be camped just waiting for someone to show up via a road. There will be no escape
Last edited by NicoHH on Thu Jan 31, 2019 6:18 am, edited 1 time in total.