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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Changes i would do for nodes/economy
We have issues with the current system here nodes take to long to spin up compared to levels and figured i would offer my feedback/suggestion to improves things in a patch note format
Mounts/mules
- mounts are now capable of carry 1x1 size cargo (While carrying cargo mount speed is reduced by 25%) Cargo is loaded at the stablemaster NPC (more on him in node section)
- Beast of burdens can now be summoned as well as equiped to caravans (like they are atm) these are the mules in AoC and can carry 1x2 cargo space (medium crate size) these are a slower version of a mount but faster option for caravans
- When a mount is carrying cargo you are marked as purple so you are opened to be killed it doesnt use the caravan event system so it make it easier for solo players to be sneaky with packs instead of having event system alert people as it goes by
- Mount have a new ability to pick up crates assuming they they have the space to carry said crate(much like caravans have)
- Flying mounts can no longer fly when there an item in the material tab its not the intended goal for flying mount to be used as errand boy mounts gathering/moving mass resources it also OP and gives mayor to much advantage
- Nerf mini scorpion speed to 145% right now 175% is to fast for novice mount (better option is to remove this mount)
Nodes changes
- New NPC stablemaster he appears at nodes from lvl 1 (this npc is like caravan master but for mounts and mules allowing you to load cargo onto mounts along with potential of mount equipment down the line if devs go that route)
- Add a supply vendor at node lvl 1 aswell this is a limited version of commodity vendor he basicly only sells the white 1x1 size commodities (This combines with the mount/mule system which speed up node progression)
- Purchasing commodities at a node will grant the node gold in the treasury (this includes the supply vendor so nodes can gain treasury money before lvl 3 this will help accelerate node development when it hits lvl )
- Delivery commodities to a node will now grant considerable amount of node XP (And maybe player XP too) this is also to increase node development speed and also makes things interesting with vassalisation system when node lock out lower level nodes so promotes people hitting caravans/mount pack runs from nodes there competing with to rank up aswell as a way for citizens to speed up node progression outside of killing mobs
- Harbors no longer start build and need to be built via mayors of the nodes POI the harbour is located in.
Economy Changes
- Carrying any non consumable processed goods (so potions/food/drink) will result in penalty to movement by 50% when outside the node tile. (Reason for this is to promote moving materials as they were intended to be done via crates and caravans system and now mount with small crates and mules with medium size crates) As it stands now no one will ever risk moving resources via caravans as they were intended due to the risk and it often quicker to do it via mount especialy with flying mounts
(Above change alone should bring about the merchant play style since moving say process wood from joeva (Current node with lumbermills) to miraleth now carry risk so they can trade it for higher price)
- Commodity sell price is now depending on supply and demand so like archage the prices go down the more people who deliver that good to the location
Crafting
- Condense recipes using select resources. take caravan for example for T1 carriage have it listed as T1 carriage in option and then u can select if you wanna use oak or ash for example and output will change depending on your selection im horrified to see the list of caravan parts when all the wood types up to grand master is in will take 10 minutes scrolling through it to find what u want
- Give recipes durability (1 dura for equipment 100 for consumable crafting skill tree can reduce the chance of taking durability on recipe craft) each craft consumes 1 durability
- Removed named mob crafting items and increase recipe drop rate to what the crafting item was on the mob loot table
- Recipes are classed as a material and will potentialy drop on death
- Add recipe tab to the storage under items and above material
(reason for recipe change was to allow recipes to be more common and still need to be farmed it sucked farming named mobs 30+ times to get a recipe drop so u can craft the item once this helps here)
- Added crafting commission these come in novice/apprentice and JM level atm and will need you to craft X amount of an item of that tier for that profession you will be rewarded a random recipe of that tier as a reward, Commission board should be located at the node crafting building for apprentice and JM level commission)
Mounts/mules
- mounts are now capable of carry 1x1 size cargo (While carrying cargo mount speed is reduced by 25%) Cargo is loaded at the stablemaster NPC (more on him in node section)
- Beast of burdens can now be summoned as well as equiped to caravans (like they are atm) these are the mules in AoC and can carry 1x2 cargo space (medium crate size) these are a slower version of a mount but faster option for caravans
- When a mount is carrying cargo you are marked as purple so you are opened to be killed it doesnt use the caravan event system so it make it easier for solo players to be sneaky with packs instead of having event system alert people as it goes by
- Mount have a new ability to pick up crates assuming they they have the space to carry said crate(much like caravans have)
- Flying mounts can no longer fly when there an item in the material tab its not the intended goal for flying mount to be used as errand boy mounts gathering/moving mass resources it also OP and gives mayor to much advantage
- Nerf mini scorpion speed to 145% right now 175% is to fast for novice mount (better option is to remove this mount)
Nodes changes
- New NPC stablemaster he appears at nodes from lvl 1 (this npc is like caravan master but for mounts and mules allowing you to load cargo onto mounts along with potential of mount equipment down the line if devs go that route)
- Add a supply vendor at node lvl 1 aswell this is a limited version of commodity vendor he basicly only sells the white 1x1 size commodities (This combines with the mount/mule system which speed up node progression)
- Purchasing commodities at a node will grant the node gold in the treasury (this includes the supply vendor so nodes can gain treasury money before lvl 3 this will help accelerate node development when it hits lvl )
- Delivery commodities to a node will now grant considerable amount of node XP (And maybe player XP too) this is also to increase node development speed and also makes things interesting with vassalisation system when node lock out lower level nodes so promotes people hitting caravans/mount pack runs from nodes there competing with to rank up aswell as a way for citizens to speed up node progression outside of killing mobs
- Harbors no longer start build and need to be built via mayors of the nodes POI the harbour is located in.
Economy Changes
- Carrying any non consumable processed goods (so potions/food/drink) will result in penalty to movement by 50% when outside the node tile. (Reason for this is to promote moving materials as they were intended to be done via crates and caravans system and now mount with small crates and mules with medium size crates) As it stands now no one will ever risk moving resources via caravans as they were intended due to the risk and it often quicker to do it via mount especialy with flying mounts
(Above change alone should bring about the merchant play style since moving say process wood from joeva (Current node with lumbermills) to miraleth now carry risk so they can trade it for higher price)
- Commodity sell price is now depending on supply and demand so like archage the prices go down the more people who deliver that good to the location
Crafting
- Condense recipes using select resources. take caravan for example for T1 carriage have it listed as T1 carriage in option and then u can select if you wanna use oak or ash for example and output will change depending on your selection im horrified to see the list of caravan parts when all the wood types up to grand master is in will take 10 minutes scrolling through it to find what u want
- Give recipes durability (1 dura for equipment 100 for consumable crafting skill tree can reduce the chance of taking durability on recipe craft) each craft consumes 1 durability
- Removed named mob crafting items and increase recipe drop rate to what the crafting item was on the mob loot table
- Recipes are classed as a material and will potentialy drop on death
- Add recipe tab to the storage under items and above material
(reason for recipe change was to allow recipes to be more common and still need to be farmed it sucked farming named mobs 30+ times to get a recipe drop so u can craft the item once this helps here)
- Added crafting commission these come in novice/apprentice and JM level atm and will need you to craft X amount of an item of that tier for that profession you will be rewarded a random recipe of that tier as a reward, Commission board should be located at the node crafting building for apprentice and JM level commission)
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Comments
- at level 3 Nodes need to to automaticly put buy orders for bricks and the wood (2 main building materials) so we can help stock pile materials early on while the mayoral elections are going to speed up the process of getting apprentice building down faster, i would also half the mayoral sign up time and half the voting time too so there not locked out for 2 days.
- Ticket vendor should sell commodities too for tickets to help promote people handing in materials the current vendor items are not all that useful to promote people spending materials for tickets, atleast a commodity is always useful for players.