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All posts created by Azure_Zero

Azure_Zero
Ahem…..

Azure_Zero
Let's get back on Topic of Holding changes, Not Crafting Queues.

If you wish to continue it, put it in its own thread.

Crafting queue, New thread
Azure_Zero
Let's get back on Topic of Holding changes, Not Crafting Queues.

If you wish to continue it, put it in its own thread.
Azure_Zero
Bob the problem is that the Keyword given at Rank 14 effects HOW many More armours you NOW have access to.
a +0 or +1 Minor opens 3 more armours
A T3 keyword only opens up one in the expensive end…
Azure_Zero
Yeah, a alternate +0 minor Keyword gives 3 more armours (one for each Tier)(Same would be true with a +1 minor Keyword)
While the Alternate T3 keyword gives one more armour at the T3 tier.

And T2 is SUPPOSED to be are bread and butter…..
So Which one is more useful……

And level 14 Armour is LEVEL freaking 20, They should have it that the LAST level gives BOTH a Alternate T3 Keyword AND an Alternate +0 or +1 minor keyword
Azure_Zero
Same, I thought it would have it as a level 14 Keyword.
Was also surprised and saddened when crusader did not have Medium as it's level 14 Keyword…..
Azure_Zero
Clerics don't have a light armour, Duffy.
I do wish Healer had it.
Azure_Zero
The Keywords at levels 12, and 14 are ALTERNATE keywords.
In other words you have alternate armours you can use with better matching words then without these alternate words.
Azure_Zero
Bob
Quijenoth Starkiller
Just been listening to the last keepside chat and I had an idea, what if holdings had their own crafting queues…

You could effectively use the limited holdings to maintain production of refining goods without it impacting on your settlements main crafting queue.

There are currently some thoughts in the design about using feats to open up a secondary queue, so there'd probably be a conflict between those two ideas.
…..

No conflict bob, unless you want to keep the number of queues really limited.
If the settlement can have a double queue, and the holdings have their own queues, then there should be no conflict. As each hex is it's own server, so each server would be processing it's own queue.

But now the question is; how many queues is too many queues?

As some folks have full queues for every character they have and this would just multiply a few problems.
*One would be that gatherers would require more time out in the wilds to get the materials to feed these extra queues.
*Second companies/settlements who semi-share raw mats would have those that might or are slow in getting the raw mats they need to advance.
*Third is that with this increased raw mat consumption, companies/settlements would be fighting more frequently due to intrusions or strip mining to get all they can since their consumption is too high.
*Forth Supply and demand will be even more lop sided, since consumption of end-goods is low while production speed is now multiplied, until a major war breaks out.
*Fifth when a war breaks out it'll spread to EVERYONE. Now why is that, it'll be because of the need to have extra end-products stocked as they burn through them (quicker then replacement), and over time their hexes will not recover fully and they will start to get desperate for new resources and start raiding other groups lands for resources to keep them stocked up, which will in turn cause the raided to war against the raiders, and repeat the cycle at a growing rate.

So For the most part technically it is very doable to combine Q's idea with the original double queue, but the effect in the game will be big, and a resource war will likely happen as the ticking time bomb waiting to go off when one settlement/group can't control their need for resources.
Azure_Zero
Quijenoth Starkiller
Just been listening to the last keepside chat and I had an idea, what if holdings had their own crafting queues…

You could effectively use the limited holdings to maintain production of refining goods without it impacting on your settlements main crafting queue.

Now that would be a good idea, and it would put them into use or even thought of use.

Though I also thought they should add end-product crafting holdings like; an armoury holding (as smith), a lab holding(as lab), … etc. But these ones have a higher(and or harder) upkeep in return for being able to operate as a double crafting building, Or Single end-craft holding that have similar costs to the refining holdings. This would allow those that captured a settlement to be able to make some of the gear/items they need while they wait on getting their own crafting buildings in and up in the settlement.
Azure_Zero
aussiedwarf, I'll chat with you on mumble when I can.