Patsold wrote: » 1. If a Rogue finds a box in a dungeon that only he can find, does the loot in the box belong to the rogue or the group? is the loot high quality? or are there only simple materials in it?
Patsold wrote: » 2. When summoners work together to summon a golem in a siege battle. Does this golem have mechanics like a boss? will it trigger skills automatically? Or does it just replace some work for a battering ram. Have the Golem or the battering ram more dmg ?
Patsold wrote: » 3. in a 250 vs 250 (or 500vs500) battle, if one side reaches its player limit, will there be a queue? if you die you are thrown out to have space for others?
Patsold wrote: » 4. If there are unequal proportions of players in a siege battle (120vs250) does the side with the few players get a small buff such as a 10% buff on all values? shortened resuscitation? or nothing ?
Patsold wrote: » 5. in order to determine the server population, is an average value of the citizens of a node taken and that multiplied by the high? how many nodes and player have a server ?
Patsold wrote: » 6. Will overcrowded nodes have disadvantages to increase the player's expansion rate? that relates to whether there are disadvantages if you settle in a deserted area.
Patsold wrote: » 7. Will battle nodes have better and stronger NPC guardians? will the caravans be better guarded from there?
Patsold wrote: » 8. So the endgame consists of the nodes that create conflicts(or.. ?). Does that mean that for pve players who already have end equipment, only collecting gold is possible. ? won't that lead to inflation? or are there control mechanisms such as the system with the flyingmounts. (like a dragon that has a lifespan, so will endgear equipment also expire after a period of time in order to recover it again from a dungeon or the materials to repair it?)
Patsold wrote: » thx @Warth and @Kionashi I try to analyze my start with strategy. The idea that you can only lvling well in overcrowded nodes because the cities are being developed better is somehow stupid. I would like to travel somewhere where there is less going on. In my opinion, this can also be a mistake because the lvle reaches its cap at some point. So if most of them have lived in a city for 1 week and better mobs spawn around the city, I'm probably still in a village with weaker ones. So is it better to stay at the starting point, try to lvl as well as possible and only then move into the remote parts of the country? or do you have your peace and quiet in a secluded part. I'm trying to find out. my english is bad thats why i use the translator i hope you guys can forgive me if i chat some stupide things.
Patsold wrote: » I still have certain questions about certain mechanics. I am very hyped on the game but try to switch off this hype in me in order to logically imagine this game. maybe you can enlighten me community: D 1. If a Rogue finds a box in a dungeon that only he can find, does the loot in the box belong to the rogue or the group? is the loot high quality? or are there only simple materials in it? 2. When summoners work together to summon a golem in a siege battle. Does this golem have mechanics like a boss? will it trigger skills automatically? Or does it just replace some work for a battering ram. Have the Golem or the battering ram more dmg ? 3. in a 250 vs 250 (or 500vs500) battle, if one side reaches its player limit, will there be a queue? if you die you are thrown out to have space for others? 4. If there are unequal proportions of players in a siege battle (120vs250) does the side with the few players get a small buff such as a 10% buff on all values? shortened resuscitation? or nothing ? 5. in order to determine the server population, is an average value of the citizens of a node taken and that multiplied by the high? how many nodes and player have a server ? 6. Will overcrowded nodes have disadvantages to increase the player's expansion rate? that relates to whether there are disadvantages if you settle in a deserted area. 7. Will battle nodes have better and stronger NPC guardians? will the caravans be better guarded from there? 8. So the endgame consists of the nodes that create conflicts(or.. ?). Does that mean that for pve players who already have end equipment, only collecting gold is possible. ? won't that lead to inflation? or are there control mechanisms such as the system with the flyingmounts. (like a dragon that has a lifespan, so will endgear equipment also expire after a period of time in order to recover it again from a dungeon or the materials to repair it?) These are some of the questions that burn on my tongue. I hope you can help me: D
Patsold wrote: » @Kionashi As far as I understand it works something like this. The more a node is developed, the "better" mobs spawn in the area. That means that there are mobs with a better level only in areas where there are cities / metropolises. So in smaller settlements you won't be able to lvl so well, did I get that right? and what important is: do you get exp from lowlvl mobs ? The question arises to me, is it even possible to lvl up in an area that has been at a low level state for a very long time(low lvl node)? depending on how the exp system is set up, this could be bad. So you are mabe lvl 15 and the players in Citys can easy lvl up into .. like lvl 25 maby ? So ... its better to lvl in a starting aeria ? its even possible that you cannot lvling above a lvl.... like lvl 15 and you need to push the node into a city ?