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Messages - Tazzy "Tazza" Devil
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« on: September 21, 2014, 08:52:31 am »
I know that there is an export button on the inventory, but i cant recall seeing one on the storages in the towns. Are the inventories for the storages able to have lists exported and where would these files be kept?
I know for sure that i have lost between 15-20t of unrefined NU stones, and a whole pile in sar storage also seem to have gone missing, just wondering where these export files are so i can track what i have lost, even though it might be a futile search now......
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« on: September 19, 2014, 11:36:17 pm »
Had an issue in NU about 12-15 hours ago where i was unable to walk up the ramps to the storage building, the avatar just kept walking as if it was on the ground and not up the ramp. Also could not enter any of the buildings.
When walking over to the building next to the timber yard (is it the power or weapons building?) the avatar fell through the concrete pad to about waist height, could not move and eventually fell through the map altogether. Only way to rectify was to Ctrl D, then a message came up saying that the nearest revival was not available and the client crashed to desktop. When logging back on I revived in norilsk instead of NU.
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« on: September 19, 2014, 11:25:26 pm »
Finding that molesaurs aren't dropping any loot that i can see.
Not sure if this is the right thread or not but up close the mob is almost completely black, from a distance they seem to be ok colour but when they come closer the colour changes.
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« on: April 17, 2014, 10:23:52 am »
I think we need to wait until Anti & co have completed the revamp of skilling (buffs and stuff) before we can say whether the removal of chipping out has placed the current Bolotoid boss beyond the scope of a new player. My impression is that, without chipping and without armor, out the Bolotoid boss represents years of tedious avoid skilling even in the Impact mob rich AfterWorld Alpha.
One probable reply to this currently un-achievable goal, is to say that it is not intended that a player survives in the game without armor; that the game will be designed to favor those that can buy / craft high damage armor to achieve survival and death of high level mobs; reaping the high value loot dropped that justifies the cost of of achieving this armor.
If this vision is correct, I can foresee players initially using avoid skills to bring themselves to a point where they can survive and kill low-medium creatures for their loot and converting valuable P.Notes to armor to push themselves into the high mob killing bracket.
If there is a need to slow down or stop the pay-to-win sort of strategy that could potentially come about through armour use, how about making armour useable at certain levels increasing as the players skills increase? If armour protection is based around a combination of skill levels and unlocks when these skills get to certain tiers, then there is still that push to skill up so you can use the armour to kill the harder mobs like bolotoid bugors instead of being at a lower level and paying for nice armour and going out there to kill them for the nice loots. Of course there is the downside to this theory that only the highest skilled players will profit off these mobs for a long time, however in time there will be others reaching this goal through skilling or strategy and reaping the rewards. My idea to this tier level thingy is, for example: in order to unlock 45 protection you have to reach the sum of a combination of skill stages, such as rifle, the applicable avoidance skill/s, speed, strength, medical tools (or any skills dev team see fit). This combination of skills would be the same for all avatars. In this example you may need to reach a total of 45 stages of any or all of these to unlock the 45 protection armour, it could be all avoids, or all rifle skills, or a combination of the lot. To be able to start to use a higher level armour you need to reach a higher number of total stages, or lower for a lower armour. I know it is a little (or completely) off topic from the original post but just a random idea.....
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« on: April 11, 2014, 10:15:38 pm »
to be honest i really don't care if im loosing loot or not. Most of the loot is useless to me at my avatar stage so i immediately put that loot aside. It is like it doesn't exist to me. I did get my skills from looting and it is the skills i care about. As long as no one messes with my skills i am a happy guy.
Economy needs to be rebalanced, we all want that. Give Pnotes to compensate??? lol I thought we all wanted an economy rebalanced and not flooded with pnotes....
So what kind of compensation do you guys want? For me getting the skills from acquiring that loot is good enough for me,but if you really want compensation why not some of the future boosts or ammo?
 You've brought up a good point which I can't recall seeing mentioned throughout this thread (it may be there but I can't see and can't be bothered going through the whole thread again). I have been in the game about 4.5 years so not as long as some players but long enough...... and very rarely if at all have I seen players talking about the loot. It has always been "skill in this", "skill in that", "I'm skilling such and such today". Not "I'm hunting for the loot to gather up tons and tons to sell to everyone else when there's thousands of players in game". Sure the loot is a by-product of hunting but it seems to have been in the very back of people's minds instead of being the primary purpose for going out there and hunting. It's always been all about the skills, and if they aren't touched then personally I am happy. The dev team can take what loot out that they deem necessary to develop the economy. Initially I was a little sceptical about this rebalance of loot, however the more I have had time to think about it the more I am for it. Sure a lot of it can be refined and put into storage for use at a later date, and the rest can be rebuilt again over time. It will also help to kickstart the economy again and create demand for items as it seems to have been pretty stagnant for a while with not a lot on the market. And what about the new players? There was a moan for a while about there being no new players and needing them so the game didn't die, the global chat was brought in to help them out, but to develop these players and keep them interested there needs to be more. These players want a way to network and get somewhere in the world and make some AWD, how can they do that if everyone already has tons and tons of raw loot in storage, and most of it from lower level mobs? How will newer players be able to find a use for these loots if this rebalance was not to go ahead? Everyone would be self-sufficient and not need loot, new players would not be able to sell, get bored and leave the game. We already have an advantage with the skills, why should we also have a monopoly on the raw loot too? If new crafting recipes or other uses for raw loots (especially animal and mutant loots) were brought in this could help new players too as we will all be on a level playing field. As for compensation, we have the skills, we have the knowledge, we have the advantage. What more do we need? We put money into this game of our own free will, we paid to play the game and to help the dev team develop it. If we didn't put money in they couldn't develop it to where it is now and more than likely none of us would be writing on these forums today. By the sound of it they have hardly ever even been paid over the years so they're giving us something with nothing or very little in return. Why not repay the favour and allow them to improve where necessary and expect nothing in return ourselves? Sorry for the long drawn-out comments, but I had to express my opinion on the topic. Keep it up Anti and team
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« on: April 08, 2014, 08:06:49 am »
It will be interesting to see what changes are made and how they will affect the items, looking forward to it Will new loot drops quantities be dependent on the maturity of the mobs? ie dweeb might drop on average 10g of an item where a leader drops on avg 70g? And i am assuming that more uncommon loots will drop the higher the mob maturity? Will the development team in the future be adjusting loot drops to make certain items rarer for periods of time in order to make some items more expensive and others cheaper to create swings in certain areas of the economy?
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« on: December 25, 2013, 09:12:13 pm »
Merry Xmas Devs and AWS players
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« on: November 22, 2013, 09:50:31 pm »
wow looking forward to see what you guys are working on
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« on: August 03, 2013, 11:30:29 pm »
Yes, I am going to make roadmap for the project soon. It`s close to your list, 1st step is to make herbs&trees update. As about rebalancing, it`s a complex task for game-designer, which we dont have now. I can begin this work with Bank even without specialist after his full return back. One of our players proposed us to make herbs&trees available in loot till the end of work on the update. It seems to me a good temporary solution.
It's good to see that there is some communication to the community about the future of AWS  keep up the good work and looking forward to more progress with the game. Liking the idea of the herb and tree temporary solution too  as another temporary solution how about opening up a global chat of sorts so that everyone in game can talk to each other? This can provide newcomers with help from those more experienced who are in other parts of the AWS world and not leave them feeling abandoned from lack of information on how to play. I understand that this was used in game previously but called dev chat or something. I just wanted to bring this idea up as it was mentioned a couple of months back but haven't seen any mention of it since, and should not need a lot of work to implement as far as i know.
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« on: May 03, 2013, 10:52:45 pm »
Get out of bed earlier and log in. Not sure how long shifts go for. Would assume 8 hour or so rotation
hahahaha cheeky bugger  did see Pupkin this morning so that's a relief  if only they both stop asking for pharr and copper and want something i have lots of
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« on: May 03, 2013, 06:01:52 am »
Ok fair enough, i never really looked at the tasks there very often anyway.
How about the other WOs? I'm assuming from the post above that they are around however i havent seen any others, just logged in and yet again its Mr Bash..... anyone seen the others?
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« on: May 02, 2013, 10:28:42 am »
Has anyone seen any warrant officers apart from Bash? So far he is the only one I've seen in the last week since i wanted to start getting Pnotes, however this may be due to me being on pretty much the same times each day.
Also the task he has given me does not show under the current tasks, only the ones for Pitev and Spears.
Anyone finding the same thing or do I just need to come online at another time of day?
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« on: August 18, 2012, 09:00:09 am »
I would say that those that were not picked for the closed test (such as myself) cannot see the closed testing section, so far all I can see on these forums in the way of bugs that have been reported is basically nothing. By the way I am now running around Survival.
I have a few bugs to post up but if there is already a section where those picked for the closed test have already posted them then I'm pointlessly repeating what others have said without realising.
So....... should I post bugs on here anyway and risk flaming from others for repeating what is already in the closed section, or will the closed section be made available for viewing by those already able to access Survival regardless of whether we were in the closed group or not?
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« on: August 16, 2012, 07:01:04 am »
I have the same issue as Dale where is says one of the packages is damaged or missing...... I downloaded the 51mb installer.
When running the installer all the files that were extracting showed 100% on the details screen except for "Extract: data.dlpack", could this be the one that is causing the issue?
Don't really want to download the 1.4gb one to try in case that has the same thing and have to do it all again.
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