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Post by alSeen on Apr 18, 2009 17:22:58 GMT -6
oh but i do LIKE the town info. i just wish we could have both
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Post by Tintomara on Apr 19, 2009 2:51:46 GMT -6
It's simple enough to see the overall clans. Just go into a wilderness area and click on "View all clans" and voilĂ , there you are!
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Post by fizban9898 on Apr 19, 2009 6:22:00 GMT -6
love the town info and if you want overall clan win rankings just hit view all clans anywhere it give the global win totals even if it doesnt do it in order
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Post by Tim on Apr 19, 2009 10:27:14 GMT -6
If you view all clans in a wilderness area, it will display the exact same info as in page I took off, in the same order.
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Post by alSeen on Apr 19, 2009 10:47:07 GMT -6
awesome thanks for not taking that out
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Post by alSeen on Apr 19, 2009 12:25:34 GMT -6
so whens teh real v3 coming out?
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Post by Tim on Apr 20, 2009 9:21:31 GMT -6
As for when the launch will actually be, I'm still not comfortable setting a date, but I should have it firmed up this week. If I were a betting man though, I'd clear my schedule for the evening of Sunday, May 3rd (CDT)...
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Post by killesmen6 on May 30, 2009 21:48:30 GMT -6
Man i have only been playing for a short time,tHis game kicks ass,PS The graphixs are top of the line
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Post by Edvar al'Given on May 30, 2009 23:33:46 GMT -6
;D Thanks!
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Post by Crom Cruach on Jun 18, 2009 8:15:32 GMT -6
After playing V3 a good while now, I think I found what is, in my opinion, the game's main flaw. I know V4 is on the way, and that it'll have different features, but you could be interested in what I'd change in V3 if I had the knowing. The game's economy is based more on items than on money, and this creates many chain-linked problems (in bold are the critic ones): - an already developed currency system is almost unemployed - PvP money wins are ridicoulus > this leads to > - money being worthless all the money-based activities (bank, stables, smith, tavern) lose importance as a consequence - random NPCs battles are preferred over PvP duels > this leads to > - game gets boring because NPCs battles are (forcedly) dull - there is not enough "risk" (as someone very politely pointed out - the (already) too many NPCs battles give drops too often > this leads to > - mass items sales are used to buy clans upgrades (I know you like that Tim, but it's unrealistic!) - markets are useless - items availability is such that having a "heavy" gear is too easy at any lvl > this leads to > - people are not encouraged to roam around and/or interact - same levels players' strength is standarised, and thence less thrill in PvPs - NPCs battles become too easy after the first few levlsI think the simpliest way to fix all the above problems is to: - cut the drops down to at least a third, though I'd keep the current drops rate for the first 10 levls. - Personal inventories should be around half the current size (the upgraded ones too, in proportion). I would then change the items selling system: - people couldn't sell stuff in cities any more, and the markets would be substituted by an auction house. There'd be only one house regardless the city, and sellers could adjust the minimum bid. In the case there are no bids after a given time (24 hrs?) the item would sell automatically to "the bank" for half of its value (regardless of the min bid set). - I would then take the selling options off the clans vault page, leaving only a drop option. Then I'd lower (drastically) the clans upgrades prices and allow people to make money donations to the clan. Aside these necessary changes, there could be one more eventually: - adding item wins in PvP duels, as well as money. When defeating other players within a narrow lvls range (perhaps just 1 lvl??), we could claim 1 item out of their inventory, or the other way round if we are defeated. That would make challenging other players more "risky", and also more profiteable rapporting to NPCs battles. The main part of this implementation would be making the system choose an appropriate item. The defeated player's level would set the desireable value (in equip points) of the item to take, and the system would then pick the item the closest to that value, chosing among all items, even if equipped or cached. Thank you if you've read all through this post I hope it'll be worth somthing
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Post by Tim on Jun 18, 2009 9:29:56 GMT -6
First off, thanks for the input. Detailed posts like this help out a lot when planning future changes and now (early in V4 development) is a good time to point these things out! ;D After playing V3 a good while now, I think I found what is, in my opinion, the game's main flaw. I know V4 is on the way, and that it'll have different features, but you could be interested in what I'd change in V3 if I had the knowing. The game's economy is based more on items than on money, and this creates many chain-linked problems (in bold are the critic ones): - an already developed currency system is almost unemployed - PvP money wins are ridicoulus > this leads to > - money being worthless all the money-based activities (bank, stables, smith, tavern) lose importance as a consequence - random NPCs battles are preferred over PvP duels > this leads to > - game gets boring because NPCs battles are (forcedly) dull - there is not enough "risk" (as someone very politely pointed out - the (already) too many NPCs battles give drops too often > this leads to > - mass items sales are used to buy clans upgrades (I know you like that Tim, but it's unrealistic!) - markets are useless - items availability is such that having a "heavy" gear is too easy at any lvl > this leads to > - people are not encouraged to roam around and/or interact - same levels players' strength is standarised, and thence less competitivity - NPCs battles become too easy after the first few levlsI can't argue with any of these points. Many are things I've noticed in V3 as well and was already thinking of making some similar changes to the points you've made. Not sure on the percentage yet, but drop rate will definately be going down. Not sure about that one. Shrinking inventories wouldn't cut back on money gained, it'd just make it more of a pain having to go back and sell drops more often/not have enough room to hold the talismen you want to use down the line. Interesting idea. I agree the market is VERY under used now a days. With so much so easily available at shops and clan members sharing items in the vault, few take the time to use/search the market. I already had a plan for changing the market to be (hopefully) more useful, but perhaps I will incorporate your idea into it as well. We'll see. People can already make money donations to the clan (from the bank). I don't think the vault selling it TOO bad, especially if the npc drops were cut down. I did go a little overboard on the prices for the upgrades though (especially once you get a couple levels up...) Not so sure about this one, especially with the possibility of claiming equiped items. If you beat an opponent and take one of their equipped items, they're likely to lose the rest of their battles until they come back online and re-equip. After a few hours, especially if they were targeted, they'd get back online with to an empty inventory fairly easily. Hit a person at just the right time (ie right after they spent most of their money) and they'd be crippled. Plus that talisman they'd been holding for their next weapon would be gone, or items they had a trade offer out for would get taken and ruin their deals. While I agree some more risk would be good, this is further than I'm willing to go, as I don't want this to be a game where you have to babysit your accounts hourly or else you're screwed. In general, I think you've hit the nail on the head with biggest flaw in the changes I've added. While I've done a pretty good job balancing characters, skills and stats (still work to be done obviously), I've leveled the playing field to the point where a fully equipped level 30 will beat a fully equiped level 29 the vast majority of the time (assuming they both used their stats wisely). While I agree the 30 should be able to win more often than not, the curve is much greater than it should be. Also, while the shop/vault and NPC battles are nice and convenient, they severely overshadow the market and PVP duels. I find myself (and I'm sure many others do to) Dueling anyone in my range (and even out of it sometimes) in the areas I'm trying to rack up my score in, and then using the rest of my battles on NPCs, as it goes by much faster than traveling around and finding worthy opponents to duel. Between the items available at shops, the talismen I find in drops, and the vault items from my clan, I don't have much trouble finding good enough equipment so I very rarely even check the marketplace. There may be some good deals out there, but since money is not an issue, I go with the convenience of the shops. With that all said, here's a few things I hope to accomplish in the next couple versions: - Make gold worth something again - would make the market useful again, as well as make people work for upgrades. Also could make gold loss from duels actually mean something.
- Make Duels worth the effort - while you do generally get slightly more xp from duels than NPC battles, the slight difference isn't enough of an incentive for people to find worthy opponents. Plus with people 'hiding out' in wilderness areas instead of towns (something else I plan to address), there's little incentive for clan scores.
- Add more things to do - While I'd like to think I've added to the game's experience and made clans mean more with more goals (meaning actually some) to work towards, there's still not much to do in the game. Plus it doesn't take too long (especially if I just battle NPCs) to get my battles used up. While I don't want the game to be a major time commitment, there should at least be an option for those who want more.
- Give you guys something to spend your money on - This goes along with the first point, but even if I make money worth more (ie. less easy to get), there's not much to spend it on. Other than a few upgrades at the stables and blacksmith and the occasional weapon purchase, I found myself using my money almost exclusively on pumping up my clans shop. Not a bad thing for a team player to do, but mainly it was because I didn't have anything else to use it for.
I have some ideas to address those issues (though more are always welcome!), but no promises they'll all get fully addressed in V4. Go Team!
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Post by Mat Cauthon on Jun 18, 2009 9:44:38 GMT -6
-------------------------------------------------------------------------------- Big problem for me there needs to be a discount for clan members in their shops otherwise why take towns when you can just sit and build up your player better then anyone else and still buy for the same price
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Post by Crom Cruach on Jun 19, 2009 3:08:07 GMT -6
@ Mat: gosos.proboards.com/index.cgi?board=suggest&action=display&thread=781in this thread Ed and I made suggestions about how to solve your prob. and make holding cities worth more @ Tim: Glad to see we agree on the main problem. I think that if you cut drops that alone would make money worth more than now, but I would very welcome any new things to spend money on
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Post by russ71 on Jun 20, 2009 7:40:53 GMT -6
As my main character, a chaneller, i found gold definatly worth something. It was tuff getting enough gold at the start of this version, to keep my character equiped properly.
Suddenly a clan leader this version, i find collecting gold still requires a huge clan effort to fund the clan upgrades. The market is fairly dead now, it didnt have much life the last version also, or in the version before. I thought maybe this was now partly due to the return of skills (which i happen to like) but people can specialize their character without as greater need for a specific item. hence killing the market. How to save the market? no idea. Anybody? create a need. what about a market to buy and sell skill points?
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Post by Tintomara on Jun 20, 2009 9:14:09 GMT -6
Just remarking on one of the things here. I personally prefer the NPC battles, because I don't have a lot of time to do my battles. And with the 10-minute waiting time between attacking the same player, and there not being all that many people in the same place (which I prefer, I hated when EVERYONE was in Tar Valon) PvP battles just take too much time. I'd never get around to doing my battles then, so please don't make the "penalty" for NPC battles too big. At least not without making it easier to do a bunch of PvP battles in a much shorter time than today. My old idea of being able to battle an enemy regardless of their location might help with that? Or something else that enabled you to fight more targets from where you are. Maybe you could attack people in all four nearby areas from where you are, for instance? And maybe reducing the time between attacking the same player again?
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