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  1. #11
    Having "buffs" from buildings while in your tribe is a great idea. It not only makes buildings more useful than "storage" and "comfort" later, but also makes it so that warring tribes later on have to scout out and see what buildings people have and what they need to attack in order to obtain the best victory possible. If the devs wanted to, they could make them scale towards zergs.... you know... hometeam advantage spiritually, mentally, and physically.

    Not sure what I think about the time thing...
    Half of me says it can turn into some bad harassment.
    Half of me thinks it can give pvpers something to do.
    All of me thinks it should wait until combat is "fixed".

  2. #12
    Quote Originally Posted by Jadzia View Post
    The 3m was only a guess, it can be anything that is big enough for a crafting station but not big enough to build upon And new players could expand their area just as the older ones.
    There was another thread started recently about possibly having grass buildings. I remember the first time I logged in, I didn't entirely realize I would literally be in the middle of nowhere, getting hungry and thirsty without a single thing around. I then realized naked people with clubs wanted to kill me and take the few belongings I had... Did I mention they were naked?
    I know there'll be tribes near starter areas, and some of them may be friendly, but it would still be nice for a new player to put up maybe a small grass lean-to or something "relatively" quickly so they can let their heart-rate drop and process what the heck just happened to them

    Also, what types of activities would allow the expansion of a soloer's land? Would you limit the size they can grow to?

    Quote Originally Posted by Jadzia View Post
    The character selection screen is there because we had 3 characters for testing purposes during beta. I don't think they ever want to add an option to have more characters per account.
    Ah. Was not aware of this, thanks for the info.

    @Orious and Joe: far as the buffs, I love the idea of adding value to having reconnaissance missions prior to an attack. How bout making it so you could only tell what kind of crystal/buff a certain building has by getting very close to it? Meaning some specialized member of your tribe would have to hide and infiltrate the enemy camp to gather the intel.
    This would also be a good reason not to show a character's tribe affiliation on screen... "we are but friendly traders delivering this beautiful wooden horse crafted by Trojans..."

  3. #13
    As someone not interrested in the pvp side, I would like to see a way to opt out. For example, if your tribe is set to good, you can not be attack by other players. You could not attack good or neutral. You could attack evil, but they could fight back and maybe anyone from their tribe could also attack for the next 10 minutes or something.

    Or at least give players who are part of good tribe/homestead the option to be non-pvp. Or make it a tribe setting. Also would need a one time option at least to change tribe to good. I went with neutral and can't change it now without loosing my spot because of near by tribes that came after.

  4. #14
    Quote Originally Posted by Book View Post
    There was another thread started recently about possibly having grass buildings. I remember the first time I logged in, I didn't entirely realize I would literally be in the middle of nowhere, getting hungry and thirsty without a single thing around. I then realized naked people with clubs wanted to kill me and take the few belongings I had... Did I mention they were naked?
    I know there'll be tribes near starter areas, and some of them may be friendly, but it would still be nice for a new player to put up maybe a small grass lean-to or something "relatively" quickly so they can let their heart-rate drop and process what the heck just happened to them

    Also, what types of activities would allow the expansion of a soloer's land? Would you limit the size they can grow to?
    To expand it to a size where a player is able to build a single tent should be easy, something that is possible on the first day. And the homestead area protects the new player even if there aren't any buildings

    I wouldn't limit the size, but would make it like any other skill, with a soft cap. It could expand to a fairly big size but after that it would be very hard to make it grow.

  5. #15
    Quote Originally Posted by joexxxz View Post
    I have a suggestion how to make it better.
    Let say the person moves in to his/her the tribe area. The counter(A) starts countdown from 30 mins. When the counter reaches 0, the players save zone removed. Now he/she can be attacked. Once the person moves out of tribe area, the other counter(B) starts countdown from 15 min.
    The counter(B) is to keep track time outside the tribe area. Once the counter(B) goes 0, it will add 30 mins for the tribe area counter(A). Now the tribe area counter(A) is above 0, this means when the person goes back to tribe area, the area will be safe zone again.
    That way players wont spend all the time on tribe area, and if they do, they are open for PVP.

    EDIT: One more thought.
    Let say, the evil player came to someone's tribe area. and that evil player spends about 3 min on that tribe area without leaving the tribe area. Now for that evil player the tribe area opens up for PVP. Its your fault that you didnt killed him or asked him to leave within that time frame.
    Once the evil player leaves the tribe area, the counter is reset in 3 min.

    Everyone is happy now


    Player A outside the someone's tribe area. Counter=3min
    Player A moves into the someones tribe area. Counter=3 and decreasing
    Player A moves out tribe area. Counter=3min again
    Player A moves back to tribe area. Counter decreasing
    Player A stays on tribe area. counter decreasing, reached 0
    Player A now can attack that tribe members.
    Player A, scared, runs out of tribe area. Counter(b) counts upto 3mins.
    When counter(b) reached 3mins , player A counter(a) resets back to 3min, Player A, no longer can attack members on tribe area, counter(b)=0;

    Anyone have any comments???
    That's way too complicated.

    After they add more area, I'd like to see some areas where there's no PvP at all, but with very common resources and then other places that have no protection, but have region and zone specific resources so that there's a good reason to PvP.

  6. #16
    After they add more area, I'd like to see some areas where there's no PvP at all, but with very common resources and then other places that have no protection, but have region and zone specific resources so that there's a good reason to PvP.
    See? It's happening already. We've gone from safe zones to designated non-pvp areas including resources. Want much lately? Why even have safe zones?

    Just designate an entire zone for non-pvp. Or better yet, designate 4 whole zones to pvp and the rest of the map is a safe zone? I mean we're feeling generous right? They can have 4 WHOLE ZONES! It fits nicely on the map....

    Or we could even have non-pvp roads that go thru 'the pvp zone' so you can get to and from work, arranging your hedges.

  7. #17
    Quote Originally Posted by Trenchfoot View Post
    See? It's happening already. We've gone from safe zones to designated non-pvp areas including resources. Want much lately? Why even have safe zones?

    Just designate an entire zone for non-pvp. Or better yet, designate 4 whole zones to pvp and the rest of the map is a safe zone? I mean we're feeling generous right? They can have 4 WHOLE ZONES! It fits nicely on the map....

    Or we could even have non-pvp roads that go thru 'the pvp zone' so you can get to and from work, arranging your hedges.
    mrcalhou somewhere suggested this system, he wanted the split the map like 60% PvP zone, 40% safe zone. I'd prefer 50%-50%, its more fair :P

  8. #18
    Just leave safe zones as planed where tribes will later be able to set their land as a safe zone and optionally make it a spawn point. And for those that want to be able to step off their land and explore a bit without getting ganked, good tribes ar5e non-pvp. Seems like there was something already planed about going safe not doing something or other. And since some are pvp crazed, they can go evil and risk having a good attack them at the risk of that good tribe being open to pvp attacks by evil tribe members for a LIMITED time after.

  9. #19
    I favor colonels idea so far.

  10. #20
    Xsyon Citizen joexxxz's Avatar
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    @Book,
    Thank you for your comments And yes, the reason i wrote like that, is because i know C++ programming language.

    About crystals i would like to add more:
    There can be all kinds of crystals, in colors, in different shape, for all reasons.

    For example let say a blue crystal with diamond shape can be placed in a building. Now that building boots up the protection of a radius let say (3)meters, gives the tribe members a bonus in defense %200 , which is double what their usually defense. Let say the crystals also have a life span.
    Another crystals can do damage to enemy players when in radius.
    It should also be possible to steal, or get the crystals from buildings, but it should be difficult and it should depends if tribe members are logged in, and what percentage of tribe members online.

    Buildings should have a meaning in the game. With certain attributes.

    And that will make more fun for crafters, and pkers.

    Another crystal might be the informer, if someone gets on tribe area, and you are away scavanging. the crystal that in your backpack starts to vibrate and give off certain sound to inform you that enemy is on your tribe area.

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