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All posts created by Flari-Merchant

Flari-Merchant
Maxen
Zax
Not for nothing,and I may have missed something, but could we extend the DT aspect to normal accounts before giving more perks to the DT's? I would pay $ a month to MAKE my accounts a DT…

I believe that was the idea behind the "Subscription +" and the "Subscription ++" suggestion. A standard subscription could have multiple characters earning XP just like a DT.

Maxen gets it. When you are paying for the sub you non DTs would have the option to sub as regular or sub +(two characters earning xp) or sub ++(3 characters earning xp).

Destiny Twin sub + would be that 3rd character earning xp.

This way it is simply a monthly sub or some kind of "+" or "++" sub but not confusing to the accounting department.
Flari-Merchant
Thanks Guys. Like I said, I do find the action fun. We can all appreciate that and recognize that such a complex new feature is going to have some things to iron out to get right.
Flari-Merchant
There we go! A "Destiny Twin Account +" option. Costs a little more but unlocks the 3rd wheel to earn exp when subbed. Maybe that would be more possible to approach? You could do the same with a regular "Subscription +" and "Subscription ++" options for non DT accounts.

Hey, revenue is revenue…
Flari-Merchant
The Duergar infection thing would explain the problem around Alderwag and it's hexes. The problem occurred last night also with the addition of an extra Duergar Invasion more than Friday night. It makes the 3% chance seem more like 50% because it is really 15% smile

I hope that you can find some solutions. The Invasion feature is not a total "bust" in the fun department. I DO IN FACT FIND IT FUN! It just is too frequent and added to some of the other NPC behaviors(which are tough fixes right now) it is simply a bit of a wet blanket.

If we only had to deal with about an hour's worth or less(30 min preferred) Invasion on the PVP nights it would not seem such a chore. Remember that eventually we will be dealing with PVP issues on top of Invasions.

Yes many groups simply have more Holdings than they can defend at one time, but it isn't a strange cultural development to see playerkind spread as far and wide as possible in any environment. Every other single player wants to have his stake in territory in a game wherein they CAN have their own little spot on the map.

One good thing is that Invasions are forcing IMMEDIATE and ENERGETIC attention on strengthening toward defensible Holdings. It isn't just a day's product lost when an Invasion wins. It is also a loss of the day's upkeep investment(which is no longer low) as well.
Flari-Merchant
NPC's not recognizing walls/obstacles and some standing in the middle of the larger buildings was super frustrating.

The frequency of Invasions is still too high. Yes I recognize that large territory comes with great pains but the low population level right now is not the fault of the players. What other would anyone expect in a sandbox than most players wanting their own "place" and so we are spread out?

It is a fun mechanic sans the very limited NPC A.I., the frequency and the opinion that it is "okay" or "no big deal" to lose 3/7ths of up to 15% of a weeks Bulk product.

I stand by my opinion that this is an interesting idea implemented at the wrong time…
Flari-Merchant
We fought and defeated more than a few. Only noticed the effect in the one Harbalin mentioned and another near Oz, but we didn't have lots of time to lolly-gag as we had a great number of Invasions. Actually well above the odds.

Interestingly, Alderwag's Invasions were all Duergar waves even though they were widely separated and there was not a Duergar Esc in the area.
Flari-Merchant
Bob
On a related note, does this mean you've gotten to the point in the New Player Quest where you have to find a Friend of Harndon? Or just curious? I ask in part because I just got a bug report implying that the quest has a blocking bug at the Kill Goblin Dogs stage, and that should come before having to find a Friend of Harndon, so I'm wondering if anyone managed to get past that stage.

I first noticed this NPC near the Keep at Oz. Not that far yet.
Flari-Merchant
Bob
Bringslite-Dominion Soldier
Another thing that sounds familiar but I can't find. Who is the NPC "Friend of Harndon"

Edit: Answered. He is the Thornkeep Town Crier Signup Reminder NPC.

He shouldn't be a Town Crier, just a dwarf hanging out by every player settlement's keep.
Is that more accurate? smile
Flari-Merchant
Another thing that sounds familiar but I can't find. Who is the NPC "Friend of Harndon"

Edit: Answered. He is the Town Crier NPC.
Flari-Merchant
Bob
Bringslite-Dominion Soldier
MrGatherer
Perhaps you are underestimating how much more raw mats were added to every hex?
Very possible. Though I had thought that it was mentioned the nodes would start a bit depleted but should be back to full a few hours after the update published.
Going from empty to full probably averages around 36 hours. However, since it's all based on odds, it could take as little as 25 hours if every roll goes right, or as much as forever if every roll goes wrong.

The new formula also still makes things slower when you're heavily depleted, just not as much as it did before. It probably takes about 12-13 hours to go from 0%-25%, then 10 hours to go from 25%-50%, 8 for 50%-75%, and finally 6 to get all the way to 100%. Of course, all that also assumes the hex is being left alone during that time. The more depleted the hex is, the more impact each pull has on regeneration.
Thanks Bob. Not sure where I got the idear that there would be lowered levels at publish but that they would/should be recovered in just a few hours. That was what perplexed me. smile