The cape is 4x silk 2x hardened leather. Unknown stats as I have not made it quite yet (3 silk smh) but I imagine it gives some amount of armour?
I cannot craft the cloak yet and I have most things discovered, which is weird. Maybe it's a dev item as it was in earlier worlds, or requires Druidic rite/deep artifice.
Pan_w_okularach wrote:yeah, legacy had much more PvP going on because it was fun to play hit and run with your vermin hordes of nabs, because the combat system allowed that.
Are you really trying to say that Legacy's combat was good because you could hunt nubs?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
Pan_w_okularach wrote:yeah, legacy had much more PvP going on because it was fun to play hit and run with your vermin hordes of nabs, because the combat system allowed that.
Are you really trying to say that Legacy's combat was good because you could hunt nubs?
I think that he is trying to say, that legacy combat was better, because with proper skills and knowledge you could win, even while being outstated/outnumbered, and I have to agree.
My critique regarding the kingdom system:
While you may intend for it to encourage fighting over claims, and what not. If the radius on these claim extension objects are large enough, all I see happening is that people just drop personal claims and wall off every single one of their border cairns. Walls and personal claims are dirt cheap and don't take a lot of effort to establish, while at the same time greatly making the effort to remove a cairn not worthwhile.
Pan_w_okularach wrote:yeah, legacy had much more PvP going on because it was fun to play hit and run with your vermin hordes of nabs, because the combat system allowed that.
Are you really trying to say that Legacy's combat was good because you could hunt nubs?
If you listen to the opinions of new players instead of veterans, you'll see that a major deterrent to combat, especially legacy combat, is that it's too complicated and unintuitive, so they simply avoid it (or die when forced into it).
Anyway, +1'ing this as the idea of a capital or centralized area for the kingdom can only promote interaction between vassals.
Avu wrote:
There should be lots of buffs to choose from and perhaps be separated into economy and military so you're not at a dissadvantage if you're facing a militant only buffs kingdom while you want to keep peasants around. And to make things awesome there should be wonder like buildings that will enable the activation of buffs. Simple stuff should be small but big stuff should be expensive. What I missed from earlier days of HH was big projects.
Royal Windmill, near instant grind of barrels of flour if you bother going to it and it provides a realm wide 30% grain production.
Royal Smelters, big smelters that don't use fuel (lava operated or whatever) realm wide increased smelting yelds (has a slot for coal for q purposes not to mess the formulas)
Royal Fisheries, ponds you can populate with the type of fish you want, provides constant deterministic fish output, realmwide increase in fishing chances (from repopulation)
Royal Bakery, same as smelters only with pies realmwide fep bonus from baked items
Royal Orchard, fruit trees in the orchard provide fruits over time without need to replant. realmwide fruit trees bonus products.
Pan_w_okularach wrote:yeah, legacy had much more PvP going on because it was fun to play hit and run with your vermin hordes of nabs, because the combat system allowed that.
Are you really trying to say that Legacy's combat was good because you could hunt nubs?
No, I was referring to DIS, Lady Goo's faction. They aren't noobs in a sense they are new to the game, they are noobs in a sense that they suck at combat.
LadyGoo wrote:Like, allowing:
vandalism (so kingdom member's wouldn't destroy the royal claim)
accepting alliance (so the realm member couldn't oath anyone to drain the royal authority)
using the royal authority for spells
Do you really need to invite the people who wouldn't have these permissions to begin with? What are the scenarios for choosing one of these permissions but not another?
We need permissions, so we could oath random persons into the realm that are living under it, without permissions, it kinda disables that.
LadyGoo wrote:Like, allowing:
vandalism (so kingdom member's wouldn't destroy the royal claim)
accepting alliance (so the realm member couldn't oath anyone to drain the royal authority)
using the royal authority for spells
Do you really need to invite the people who wouldn't have these permissions to begin with? What are the scenarios for choosing one of these permissions but not another?
We need permissions, so we could oath random persons into the realm that are living under it, without permissions, it kinda disables that.
Why you want to oath them?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
Pan_w_okularach wrote:yeah, legacy had much more PvP going on because it was fun to play hit and run with your vermin hordes of nabs, because the combat system allowed that.
Are you really trying to say that Legacy's combat was good because you could hunt nubs?
I think he means that pvp is not that much better now.
Fights are quite one sized gankings.
But then again, this is issue that is very hard to solve.
Pretty much any combat system gives big advantage to big ganks and pro players versus noobs. Almost encouraging to kill them when you pass by, why? for fun!.
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019 http://i.imgur.com/CRrirds.png?1
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