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Discussion in 'General Discussion' started by MWTaylor, Apr 2, 2017.
i love this.
If a clan needs 10 players to siege, its an underlining necessity mechanic of the game. almost can be looked at as a goal to accumilate the players to siege and such. Having a mob that takes 10 players that would be the soul source of say something like building mods, or clan shards, or siege stone, take these items out of the NPC merchants hands, and the uber rich, into a clan event to earn to grow themselfs, or maybe a spawn that increases your clan binds by one?
In short linking clan roster to a mob spawn, in a way that encouraged grouping and empire expansion.
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There's 2 spawns exactly like this already (1 cairn giant, 2-3 minute respawn iirc). Kind of underwhelming compared to other new spawns, but I imagine it'd be excellent for a newer player.
Okay follow me here, 20 words or less...
Ten man mob spawns, clan title achievements, regional/global church buffs, player city holding binds increase buff magnitude clan population.
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Linking these two game functions in-game will spur a debth of realism,
mob spawn conquest/control/contest, empire growth, and regional influence,
instead of making new content, start linking better the stuff thats all ready here.
Like the alignment system to the KOS list of clans, or another small neat thing would be having trade routes city to city so allied holdings, and the farther you trade, the better the reward. (meaning you have to control a biger empire, and thus a big clan will lure in more members and people will want to trade up into bigger and better clans, it will help sustain a reason of having a clan to begin with...
Role Play into Roll Points!
I'm just here like, can I go farm some claw now
server going down interrupted something very important
sounds like you were just playing with a bunch of dicks.
group pve with friends bro. id never let anyone get less loot , even if they literally just made their character.
spread the love homie. pay it forward.
im already burned out from 'testing' on your beta. im not gonna go and farm mobs when the server is being wiped in 3 weeks. you know what spawns need loot tweaked, it's in threads dated back since the beginning of beta.
you guys should really think about delaying the launch. your patch some how gave everyone 1.0 weapons, god forbid this was to happen on launch...
Good thing there will be no items at launch since we are wiping the servers
It wont. These errors appeared due to some conflicts between old and new persistence as we pushed in the final pieces. These things would never have occurred for launch with a wipe.
We'd just wipe them from the economy. The new persistence makes that entirely possible. I know 1.0 weapons remained in the Orignal game till shutdown but that won't be the case this time around.
Are we going to get a chance to test the PVE loot revamp before launch?
stack splitting going to be hotfixed?
you can say that those things would have never made it into launch, but what about the next new thing you change that was large, overreaching, loosely tested and sent to production that should have never made it into launch either?
p.s. why does the server keep shutting down
p.s.s. i like that the aoe's and r90s n whatnot got balanced to make them all useful.
The next new, large thing will spend more time on test and public test than anything ever create during "beta". I'm not saying shit won't go wrong, but there is a huge difference between beta ready, and live ready.
learn before trying to give advice.
I don't feel like reading though the last 4 or 5 pages of this but is the server down for everyone?
Yes, being restarted as we speak while we investigate the issue.
Did the issue with logging more then one account in get fixed?