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All posts created by Azure_Zero

Azure_Zero
I believe they all Left the game……
Unless an AL member corrects me on that…..
Azure_Zero
NightmareSr
harneloot
I would just like to point out that Phaeros is NOT shut down, though I never see anyone from there in game.
Huh interesting, I wonder why that is? Maybe they are just Really really stealthy. smile

That or someone dropped a few plat in their settlement's secure vault, it'll run for a long while provided they aren't running very high….
As Corbenik is running under 10 silver a week…..
Azure_Zero
Ouch, Hope things get better for you, Giorgio.
Azure_Zero
I knew Thornkeep, Carpe Noctem, and Keepers had active AHs.
Surprised Canis is Open, I thought it was Shutdown since the AL aren't around anymore.
Azure_Zero
Actually the Time items are up in an AH is based on the AH itself.

I believe there is a post with the length of time items are up in an AH based on it's +X value somewhere.
Azure_Zero
Talonguard is Open to folks, so long as the settlement they belong to don't blacklist Talonguard.
The AH is not really used as we hardly get guests visiting the town.
Azure_Zero
Suave
I like the 3 1/2 week crafting time on T3 +3 Armor. It forces me to respect the gear and not take foolish chances with it. A game where "the best of everything" is easy to get is not a game that challenges you.

I also agree

Edam
Suave
I like the 3 1/2 week crafting time on T3 +3 Armor. It forces me to respect the gear and not take foolish chances with it. A game where "the best of everything" is easy to get is not a game that challenges you.

I actually agree with this. I am totally opposed to faster crafting times they are fine.

The only point I was originally making is that reduced crafting times have the same END RESULT as extra queues yet people seem happy with one but not the other which is rather weird.

In practice however there is a HUGE difference. Reducing crafting times is going to hand everyone instantly the ability to craft twice the stuff for free. Extra queues on the other hand has more finesses and control. Bob could make them expensive to train for or require you already be level 20 in a craft or restrict them to a queue you do not have running.

By the way. The other point that seems to have been completely forgotten is extra queues were always in the promised design. They were part of what was originally promised. It is not a request for a new feature.

I believe your right in some respects, I recall in the KS days, it was suppose to be that Each town had a limited number of queues in each building and you had to go town to town if you wanted to craft something and since your town's queue's could be full.
Azure_Zero
Edam
Azure_Zero
I hope we never see that crap, influence is hard enough to gain as it is.
Max caps work perfectly fine.
It absolutely categorically does not.

It provides a huge benefit to groups that never log in and have large companies filled with characters that have never been subbed for years and means a new smaller but very active group with a few players can never get ahead.

It allowed groups with one or two active players doing mule runs to dominate the map on the basis that 3 years ago their company had 50 members.

At the very least if you reintroduce max caps it needs to be based on activity not number of signed up (usually unsubbed and often free trial) characters.

If a group is inactive, active folks can take their stuff, and they take a hit for the losses.
If small groups hits the cap too easily, then Bob can change the formula, OR make it that every company has the same cap.
Azure_Zero
Edam
Bob
Smitty
You can create a company ( I would suggest 2, will explain why later) - You can get your players to join this company ( these companies). Make sure you get 6 characters into each –
Once you have 6 characters in those companies they will begin to earn influence

FYI, the 6 character requirement was removed in EE 12, at least temporarily. It used to be that each company's Max Influence was set based on the number of characters in the company, with the max being zero for less than 6 members. For now, Max Influence is simply 1 million for each company, regardless of the number of members. We do plan on re-introducing Max Influence at some point, but we need to do so in a way that can't be overly gamed through trial accounts, since we also want to bring something along those lines back again.

Influence decay (you lose x% of your current influence a week and need to keep it topped up) would work better than a cap.

I hope we never see that crap, influence is hard enough to gain as it is.
Max caps work perfectly fine.
Azure_Zero
WxCougar of KOTC
Azure_Zero
WxCougar of KOTC
Not sure what you mean by closed. We've got all +4 buildings up and running (except for 1 due to armorsmith recipe shortages), but that should be remedied sooner or later.

Check the settlement permission settings and Blacklists……

Checked them, everything is open and we don't have a Blacklist. So no idea what is going on. Anyone else running into that issue with KP?

So everything in Settlement Access is On (Sans Blacklist) I assume.
I don't have any characters's Near KP to double check it, and with tonight being attack of the monster raids I can't send any characters over to check.

Now he could just be at the wrong settlement….
As I know certain settlements run with White Lists and don't allow outsiders to train at their settlements.