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  #41  
Old 10-24-2015, 09:06 AM
Throwback Throwback is offline
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Originally Posted by Tuidjy View Post
Costs cash. More cash that one can comfortably gather from killing the monsters that generate the loot you want to identify.
I honestly couldn't handle ID'ing every single item by hand. I see it as a cost that is always going to exist - whether that leaves enough left over is another matter (so far I don't have an issue, lvl 14)

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Originally Posted by Tuidjy View Post
I ended up introducing the clans to each other, and they killed each other in ten minutes flat... Although one spent quite a bit of time at 0 member. I think their last man deserted, and there was no check for clan death until something else happened.
I finished my first area by adventuring just recently. It seemed to work fine - there were a couple of optional quests I ignored - it says they are optional in the description. You probably know that but just in case...
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  #42  
Old 10-24-2015, 09:10 AM
Throwback Throwback is offline
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2nd post in a row sorry, this one is for bugs:

I had a zone called westwern grassland, at least in my gate list (note spelling).

I can move while opening chests.

Clan members in my party don't use lifestones or healthstones.

A party member with bow and sword proficency (or bow + dagger, can't remember) would only attack in melee range despite being equipped with a bow.

Item management of my clan is slowly improving but is still tiresome. If 2 people can use the same item, one gets all the good stuff even if the other is in your party. If a weapon has a higher dps but is grey, it will be subbed out. I have a lot of trouble comparing items, possibly because font sizes are all over the shop. Can you guys see what items look like if all the data is in the same-sized font? I know this complaint will reduce as I get higher level and gear is not subbed out so often.

Last edited by Throwback : 10-24-2015 at 09:19 AM.
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  #43  
Old 10-24-2015, 01:52 PM
Talzaroff Talzaroff is offline
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Default Downloading the patch takes ages

Something seems wrong with the downloading from your site. It's only 2.2Mb, but it takes me 10 minutes to get to 1.0, and then it just seems to grind to a halt...
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  #44  
Old 10-24-2015, 01:56 PM
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Shadow Shadow is offline
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Originally Posted by Talzaroff View Post
Something seems wrong with the downloading from your site. It's only 2.2Mb, but it takes me 10 minutes to get to 1.0, and then it just seems to grind to a halt...
It was probably something temporary or something between the server and your location. I just downloaded it and it only took a few seconds.
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  #45  
Old 10-24-2015, 03:15 PM
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Originally Posted by Tuidjy View Post
The whole cash economy needs to get scrapped.
I actually was originally going to go with a cashless society, but it causes a lot of other problems. Like how do you trade with vendors or other clans? It could use food, crafting items, or plain barter instead of money. While those make more sense, they end up being much more complex.
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  #46  
Old 10-24-2015, 04:14 PM
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Tuidjy Tuidjy is offline
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I think cash is fine for vendors and other clans. But everything that does not involve other clans, everything done by your own men - rumors, foraging, identifying, disassembling, enchanting, training skills or reducing them, should be enabled or disabled by the availability of clan members with the appropriate skills, and cost no cash. Your men should have a fatigue stat, a 'worked hard enough already, you slave driver!" stat, that will limit their foraging, patrols, identifying, etc...

Yes, it does mean that identifying, rumors, foraging, even enchanting and repairs may have to be disabled until you get the right men, or even build the right buildings. But I think that this would be a strength, not a weakness.

You could allow ONE trick per class. The warriors would be able to disassemble with a bonus, the clerics to encurse, the wizards to identify, Rogues to spread rumors, conjurers to enchant, demon masters to roll for enchantments, etc...

Right now, the clan is not important enough. Your party members matter, everyone else is just a food sink. This has to change, or you lose what makes the game special.

All in my selfish (what do I like) opinion.
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  #47  
Old 10-24-2015, 05:09 PM
ScrObot ScrObot is offline
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I definitely like the idea of making your clan members more useful and prominent in importance, and let them shine as individuals (or at least individuals by class). We need to be careful to make sure all the actions are still allowed if you haven't come across a certain class yet.

One of the key features is going to have to be a central place to do all these actions from. Having to run from clan member to clan member for their individual skills would be way too tedious.

I think most of the clan actions should be available from anywhere in town, not just at the NPC or specific object, including the crafting table, town defenses, bulletin board and stashes. Having a central screen or buttons that are displayed only in town would make a big difference in streamlining these processes which happen every time you're in town.
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  #48  
Old 10-24-2015, 05:52 PM
Throwback Throwback is offline
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I actually think the clan system is pretty cool, in that you need food and defence, and happiness, then you can go for other perks (item creation or better relationship with other clans, for eg).

I would like a reason to actually walk around my town though, such as if clan members offered quests specific to their perks which you have to talk to them to get.
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  #49  
Old 10-24-2015, 08:43 PM
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I had a stack of "Acid Dripping Weapon" flasks, and tried to give it to a clan member that was fighting off an invasion. The stack disappeared (there were 7 dozes) and the clan member received no buff.
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  #50  
Old 10-25-2015, 01:14 AM
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When you insert a gem into an equipped piece of equipment, the upgrade is not taken into effect until you remove and re-equip it.
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