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All posts created by Azure_Zero

Azure_Zero
I think Bob forgot that some of the PVP Systems still need some work……

Azure_Zero
The South West corner was the Aeonian League's area.
They Controlled the Plains and a Chunk of the Southern Forest, With Hangman's Hollow being the most Northern settlement and Sylva being the most eastern settlement at the Height of their power.
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.