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All posts created by Jokken

Jokken
Two things: First can we implement a numerical encumbrance display in the inventory window indicating how many units of encumbrance you're currently carrying. I don't know how often I've wanted that when gathering out of town with the goal of filling a mule load of raw mats.

Second, please fix the Auspicious Critical feat. I've recently trained it on my cleric to see what the buzz is about. With it's current proc on every die roll, conserving power no longer becomes necessary. It allows one to spam expendables on cool down and then quickly refill power to max with regular attacks. Even Agile Feet while traveling. I know the Cleric 14 prereq is keeping it from being a must have for everyone, but it is sorely broken.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Takasi
Nothing about this game is seen as a supercar. It's beyond what most would call a beater. It's frequently balked at by shoppers as a lemon. It might be sold for parts, junked for scrap or pushed off a cliff by hooligans. Yet I'm still rooting for this love bug.

smilesmile Never could have said it better smilesmile
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Drogon
To the Sneak Theif that came into monster hex 2 NE of Brighthaven in the middle of the night UNINVITED and solo bombed the Champion on the first day of his arrival… I know who you are and I will not be so nice next time I see you out in the field.

Ustilavs are beautiful and majestic creatures that are meant to roam free and not cage farmed. You should be thankful.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Talk to the local library. Many have begun checking out wifi tethers at no cost.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
I had this issue with 20+ armor listings in the Talonguard AH. The error persisted for weeks and the items did not return to my vault after seven days. Then magically, about 6 weeks later, they did. I have had no issues before or since. If you observer carefully, the items should appear as a listing every day at server up. When a buyer tries to buy them they get an error and the item disappears until the next server day. They always show on the sell orders tab, however.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
We have merchants abound in the West. I've run an armor shop out of Talonguard for a couple months now. I stock all T2 metal armors in the AH and replace them promptly when they sell. I know several others in our region are doing the same. For the most part sales have tended to be to local folks as people in other areas of the map dislike walking out West. We're ok with that, but the market continues to churn regardless.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
My thoughts about how dungeons should work in this game definitely fall on the persistence and universal access side of things. You invest developer time to hand craft say 20 dungeons at start Elder Scrolls style. Give their layout a definable entrance and a definable finish point. The majority of the layouts should be designed to appear plausible when entered from a hole in the ground or cave in a cliff. A small percentage of them should be an urban setting (seweres, manor house, etc.)

Then you have a couple options. You can fix them all in place and add them permanently to the world distributed evenly throughout it's regions. Then you basically just populate them like escalations but with special "dungeon" monsters and your standard boss at the end. Each dungeon is active at the "launch event" After they are cleared, they go fallow and remain fallow for the most part. A very small number of dungeons are active at one time. Clearing one randomly activates a respawn timer on another location that may take weeks to activate. Dungeons are rare, difficult and have some of the very best loot in the game. The area around Thornkeep could be host to tow dungeons that are up most of the time with introductory monsters and loot. This is approach clearly fits within the game's design philosophy.

A more interesting twist IMHO is to give every game hex, including player cities a dungeon entrance location. Then have the entrances randomly activate to connect to a dungeon. That connection remains open and permanent until the dungeon is cleared then the opening collapses. Less permanent than the method above, but it also prevents the chore of running around multiple dungeon locations a day to see if the dungeon is active or not. In this cases, very rarely when traveling anywhere in the world you'll stop and be like "Hey a dungeon. OMG guys I found a dungeon." smile

Again this is a far afield concept. Getting a plan like this to fruition would take a team of artist's thousands of hours. Hand crafting is expensive. Ask Elder Scrolls Online about it's 200 million dollar development budget.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
I'd support the idea of a craft-able, one use small holding that can only be placed in the settlement outer ring. This would solve the inconvenience for those of us that want our companies to belong to one settlement but craft in another. It would essentially give you a company vault in any settlement you want. I would assume code would need to be added to prevent a player from placing a city holding until permission was given by a city leader. This is a very good concept. Think about this closer to now than later. Having them require bulk goods as rent seems appropriate as long as they also supply DI for the city they are built in.

I would also support the idea of adding a muleteer to all cash shop small holdings. This brings their value more in line with the $200 cost.

Lastly, however only loosely related, I think we should change the training permissions on the skill trainers at holdings to allow training of all settlement members rather than just company members. It would be neat to see a grand settlement constructed with class training and finished goods in city's center, a bustling ring of player smallholdings around the city proper and then a max level holding each each hex around the city containing a different refined good.

Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Congrats on your conquest. May Desna's Luck be in your favor.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Kero
I believe, the design INTENT was to have the needed prerequisites such as "Heavy Blade Weapon Proficiency 3" for favoured weapon attacks (or any attacks with a deity's favoured weapon) ultimately be replaced with an alternate (e.g.) "Sarenrae Favoured Weapon Proficiency 3", that would have been trainable (or automatically received?!) based on faction standing and might have had different attribute requirements. But since development was (temporarily, we hope) halted, these have yet to become a reality.

I'm not being intentionally terse, but I've followed the development of clerics closes since the beginning and have never heard of a special weapon proficiency just for clerics. Not at all. The structure of the requirement s for the attacks don't indicate this either. If you have a source to cite, now would be the time.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc