So I don't really understand are you going to upgrade the mine in cities and stuff cause I would like to be able to mine more than 2 times in a day.
We're looking more to adding ways for clans to harvest and use the territory around their cities instead of keeping everything inside it. Control towers will be the first step with additional structures and functions coming in afterwards to provide economic, defensive and travel benefits to the tiles your clan controls.
alright I'm just going to ask. You guys long and short basically said (or at least the impression I got from the 2 paragraphs you wrote about the game being tedious) that you wanted the game to be accessible to players that don't have the opportunity to treat df like it's a full time job. what are you planning on doing about character grinding, because as it sits even though it's thousands of times better then eu launch it still takes 100s of hours to get maxed (which everyone wants to do since no one wants to feel they lost a fight due to a character power gap.) any character grind in a pvp based territory conquest game that exceeds 20 hours will probably drive out a good portion of the new player population before they get the chance to truly experience the game as it is.
the only thing i don't want is for gear to become meaningless it isn't hard to get a q3 bag together which is what most people outside of sieges are wearing. are you going to drastically increase mob loot or somewhat leave it unchanged? even to make enchanting a little easier for plebs q1 enchants cost 1 of each enchant mat q2 2 of each q3 3 of each q4 4 of each q5 5 of each.
There's a lot on this thread. Haven't read it all, but has anyone suggested lowering the amount of skinning mats per enchant? That's one thing that eats me alive even when I buy and farm the hell out of it.
Sure but they at least need to add a better enchanting UI. A list of enchant options really should be there. And the need for 5 items to enchant something seems a bit excessive. Would be much cleaner to just reduce drop rates and only require 1 of each material.
A system that generates revenue from the resources and mobs farmed in adjacent tiles to a holding would be an interesting feature. Such a system could also apply to village control points. The controlling clan would receive a portion of resources collected and gold farmed from neighboring tiles.
The fact that you have to drag 6 items in or out of the window for every enchant is ridiculous. There's no good reason not to add fixed gem enchanting recipes to the regular crafting interface, at least for enchants where all the mats are the same Q level, and keep the existing interface for direct enchanting of items and Q mixing.
Valid point here. I'm all for beefing entry tier armour to make it more viable (R40s are literally doggy doo, and the plate set could be finished.) but I think retaining some sense of value of gear is important for a lot of players enjoyment of the game. By all means though, lets give CLANS ways to get a lot of resources so they outfit themselves.
The only valid change to enchanting MAYBE i would be so a q1 enchant cost 1 of each q1 mat. q2 enchant cost 2 of each q2 mat. and so on. to make it less burdensome. But even then that could just ruin enchant prices.
you could add this option to the markets i think, like UW did. allow crafters to craft with a lower 'no crafting station' penalty while at a market stall in order to be able to fill orders. i'm pretty sure you could develop a 'risk vs reward' system for crafting as well. the x10 penalty for crafting with no station in the middle of nowhere makes sense, but why not make those items more valuable, maybe higher dura, or if those items are used to fill vendor orders the crafter gets a higher gold return or something.
Enchanting is a completely broken system there is no choice it's just an additional level that players have to achieve to be competitive if you want to make enchanting really an effective piece of content you need to change it so that there is real choice in decision making in to what we enchant and why
I agree. Example, Keen is always the right choice and a requirement. Orkslayer is an optional choice that helps specialize your character but is not a requirement. I really wish they didn't remove racial wars.
you could boost the amount per harvest it wouldnt kill you. I spent about an hour in the game using up my 24 hour pass, crafting etc happen so fast that i literally found myself with nothing to do at the 45 minute mark. if your aim was to chase away crafters by making it so simple and fast that it becomes pointless, you're well in the right direction. you've taken one of the greatest things about darkfall, and whittled it down to the point where dedicated crafters are not needed due to how fast and easy it is for anyone to do it. i'm glad you're working out trying to make life easier for the casuals, personally i liked the crafting grind. i was upset with UW when they reduced the grind, but i liked the changes they made other than that. logical progression is awesome and you've done that in several areas which is great. speeding it up.. was never needed. i don't recall any crafter in DFO complaining about craft times/speed. what i do remember people complaining about was resource availability, which you have oddly made even more difficult. sure you can bang out 200 iron, smelt it, and craft some r30 crap real fast, but the rare ores are dropping less than they were before, and as i've pointed out, those of us that do not like/want pvp do not feel any incentive to go wandering around outside the 'lawless' areas in order to farm that random 2 or 3 selentine ore that we'll get in an hour of running from node to node. again, the changes you have made seem geared more toward creating pvp for the people who want pvp, and less towards adding meaningful content that enriches the game. like it or not, darkfall has always had a pve/crafting/harvesting crowd that loved the game only for those things.. many of whom despised the pvp (i'm sure this will get the trolls and flamers fired up). there is a reason you have low population, the game has become boring. if your crafters and harvesters are bored they will not play, leaving less people for the pvp crowd to harass, making them bored as well. the updates you make bring people back for a week or two but as soon as people realize that the changes/updates you're making really do not make the game much more fun to play, they leave again. i love the fact that you removed the tool requirement from crafting stations, it makes sense, if you beefed up harvesting yield a bit to make it more substantial it would be fine, even with the reduced timer. i farmed in all of the 'zones' for half an hour and received only 3 rares, this really needs to be tweaked. if i'm gonna risk my ass in the middle of nowhere for the sake of your pvp maniacs in order to farm nodes you should at least give some reward for the risk. i like the changes to the crafting ui so far, still annoyed by the damned icons but i can live through that. overall you've made quite a few changes that are good ones, but it seems like for every single good change you make, you throw in 4 or 5 that are counter productive. i will continue to check in and play from time to time but i doubt you're heading in the direction you need to be.
They want you to farm Golems so someone can wait till your health drops low and can swoop in and kill you. This of course is right after you pop heals, pots and all are on cooldown. Then loot your shit, trash talk in Trade about how you suck, and post videos about epic PvP at the Golems (it's not PvP but they keep telling themselves it is).
There's many different ways to get resources and the new market addition is going to give an easier way to get goods without having to get them yourself. Also the risk of being attacked in the game does fuel and add to the adrenaline of playing and makes activities more fun due to the nature of having to be wary, many enjoy this aspect. We are going to be making several changes to the way lawful areas work to make them a bit more comfortable zones for PvE as we continue to move to create different PvP zones so players can choose their level of risk. Those not wanting to be at risk for losing stuff will stay closer to capital areas and lawful on the main continent. Those who want a thrill or high end loot will travel to lawless areas. It will take some time to get it all into play but over the next couple patch cycles changes will happen to this.