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All posts created by Azure_Zero

Azure_Zero
IF F2P is an option to be decided on it should be VERY limiting;
as in they can ONLY get level 6 support(same as Rotters Hole),
can not join a settlement or company,
can not go more then 6 hexes from ThornKeep

This will stop the crafter storm since none can get higher then T1
Azure_Zero
Some features got another stat a new stat and the others took a hit to balance it.
Azure_Zero
Duffy Swiftshadow


Your also implying that the extra crafting advantage should cost money while complaining about focusing power into the hands of the few which is already happening via owning multiple accounts, which is something that can only be done by a limited few.

No that Extra queue will just MULTIPLY, you heard that right MULTIPLY the power of the few who already have multiple characters, so instead of giving power to the weak you just Gave loads of power to the few
Azure_Zero
Duffy Swiftshadow
The 16+ crafting characters that never left Canis or interacted with anyone disagree.

They may never of left Canis, but they RELY ON EACH OTHER to get stuff done, THAT IS INTERACTION.
Azure_Zero
Bringslite
……

Yup. It just takes money or more new players. Why would you think that people won't be/aren't doing those things right now AND will continue it when they have 2 or 3 queues.

That is so true, it is NOT Funny.
Azure_Zero
Duffy Swiftshadow
Your talking about the in-game economical factors though. The queues and their output are equivalent as far as the game is concerned.

Crafting can be 'gamed' by buying more accounts or shifting XP around. If at some point just one more crafting queue imbalances the economy, then one more crafting character is just as bad.

….

The difference is in magnitude of the imbalance between the two that would be generated.
Adding another crafting queue to each character is effectively doing this; Queues = Crafters * 2
Where as adding another character is effectively doing this; Queues = Crafters + 1
(Crafters is more then say 1200 and increase it more and see the delta between the two grow)

Also the Adding another crafter, if it means another SUB, it is more money for Goblinworks to pay the bills and fill in the paychecks
Azure_Zero
Duffy Swiftshadow


T3 will still take a long time and it's resources are going to be rarer. The # of people that can make it is not the limiting factor. If another queue is bad then another crafting character is just as bad.

No they are different;
adding another queue is multiplying to crafting,
adding another crafter is addition to crafting.

Also another crafting character is another sub that pays the bills.
Azure_Zero
Edam
…..
  • Right now- one queue per crafter is plenty and should not change.
  • longterm - in a game where you need to take 2 separate crafts up to T3 to progress AND a T3 queue can extend into months, multiple queues so you can craft two T3 items simultaneously with your alternate T3 craft skill just makes sense
…..

See this is WHY a Second Queue should be a NO GO, because T3 is suppose to Take long time and be RARE to have.
Another way of structuring the second queue so the longest to make items aren't stacked in a crafter's queue is
that the queues SPLIT into crafter and refiner, no doubling gear output on one character.
Azure_Zero
Edam
Were Gushers ever meant to be effected by Holding level and the level of the Seneschal etc attached to the holding ?

Azure_Zero
I suggested more crafting QUALITY at holdings, not more queues.

Well to be fair, holding queues as an additional queue is a fairly logical next step.

While Logical, it would cause an imbalance in the Currently Lop sided supply and Demand in the server, and just make it worse.
Azure_Zero
Bringslite
….
On holding improvements: How about 1 NPC trainer for a +0, 2 at +1, 3 at +3, and 4 at +5? This could be the groundwork and the basis for a company to start a steading of their own and have some training/crafting at the location.

That would be a nice twist in how to improve a holding.