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Messages - Leopold "Shaqan" Mutter
16
« on: March 19, 2014, 05:33:43 pm »
Regarding Agriculturalist: didn't that NPC need 50 slugroach corpses per P.Note? Slugroaches have a health of about 21 hp, I believe the cost of killing them is fairly cheap ... something like 12 P.Notes per B&V Sieger repair = 0.76 awd + 0.85 awd for the ammo = 1.61 awd per 12 P.Notes = 0.13 awd per P.Note. The Agriculturalist may need a larger amount of slugroaches to make the P.Note generation more economic for DL.
Killing 50 is going to take Newcomer awhile, and.. those roaches might have low health but they are infernally tiring to hunt even if you single shot them.. You gotta chase them with melee and they are hard to see inside corn field. Add in competing other players and sometimes spawns are quite low.. 50 takes quite some time And as one of the now-citizen Newcomers remarked less than week a go, pure picking is like slavery.. pick,pick,pick day after day. They need alternate action or dullness is going to make them play less or quit
17
« on: March 18, 2014, 09:06:38 am »
Wouldn't such terminal ruin the concept of "post-apocalyptic world"? rather have the natural spawns.
18
« on: March 17, 2014, 03:59:02 pm »
Getting to the point where it's becoming an issue and stopping from skilling trough hunting.
pffft try UG mining! I get maybe 10k a week.
Tnx for warning. Gonna pick forever...
19
« on: March 17, 2014, 01:04:04 pm »
Could you temporarily increase the current rate of SAU generation during hunting activities?
Getting to the point where it's becoming an issue and stopping from skilling trough hunting.
Can't produce enough SAU from alternative activites like refining ores, can't reduce the skill levels for avoiding the SAU block. Sort of stuck and trapped.
20
« on: March 17, 2014, 12:46:33 pm »
It's unnatural situation that won't happen in the game. I'd prefer you to use current spawn rates and/or reasonable spawn rates, not just abstract situation where are you are surrounded with hordes of monsters.
Thought on that but assumed you would want absolute values for simpler evaluation.My bad
21
« on: March 17, 2014, 12:17:14 pm »
Anti, 1000 kills per hour came from simple approach. Assumed I have nothing but sea of creatures around me and pause between kills is minimal. Killing some of the weaker mobs truly takes only couple of seconds and it came down to arithmetics. One hour contains 3600s. With many mobs I actually went out and timed the effort regarding most of the maturities with a stopwatch (foulitos incl albas, slugots, rudoeds, deminers and so forth). It took me 4-5 hours (couple tests per each maturity of a creature, if I could find it) but I did not think I could trust my subjective "feeling" enough.
22
« on: March 16, 2014, 07:40:37 am »
I think he posted it in this form for throwing off spam spiders and thought that people would figure it out nevertheless.
If you put an email address in correct form anywhere in Web, it gets picked up fast and you start getting loads of spam on it.
23
« on: March 16, 2014, 07:33:25 am »
why two threads with the same question? One identical appears to be under "Talks and Yaks"
24
« on: March 15, 2014, 08:24:34 am »
I don't think if we die from a mob that anyone should be able to loot us. I like the idea of a friend helping out, but I can understand the pride thing too.
I know Snuffy and I have tried looting each other but it told us basically that we could not loot ourselves and a loot window never popped up. I will try to drag Snuffy into game to test this more. I don't know if it makes a difference, but we were in PvP lvl 3 area.
Level 0: No PVP (cities) Level 1: Low-chance-hit PVP, no loot Level 2: Mid-chace-hit PVP, no loot Level 3: Full-fight PVP, no loot (Alpha-style PVP) Level 4: Full PVP, Loot: Valuables only (wallets not affected)* Level 5: Full PVP, Loot: Valuables, resources in top-section of inventory* Level 6: Full PVP, Loot: Valuables, items from top-section of inventory, all resources* Level 7: Full PVP, Loot: Full robbery (all items and resources) Level 8: Full PVP, Loot: Full robbery, including wallets
Cheers
Axle
Honestly, don't you think Pvp Level 6+ philosophy (losing pretty much ALL) is unproportionally expensive comparing with the conceptual cost of rest of the AW? Especially after disabling SNI extraction and statement that you do not want "pay to win" aspects.
25
« on: March 13, 2014, 02:29:33 pm »
So for further clarification (asked from soc channel first, nobody had a clue)
You want us to present you purely with our thoughts. How (and where:that part is clear) we would like to see different creatures in AfterWorld? All that under following conditions -We do not think on what they have looted in past or which skills have they been giving out in past. Because it (at least loot is going to be) may be subject to change. - "Subjective difficulty" means our imagined creature difficulty compared to our present skill levels?
And you do NOT want us actually go out, taking on single creatures at different maturities, killing them while timing it with a stopwatch? Then calculating possible amount in a hour and writing it down into excel file?
I need it written under KISS (keep it simple and stupid) principle, sorry
26
« on: March 13, 2014, 11:02:30 am »
Please explain a bit more the exact meanings of "Subjective difficulty 0-100" and "Subjective kills per hour".
What exactly you devs keep in mind with both, else we could have misunderstandings.
27
« on: March 11, 2014, 11:48:58 pm »
It is currently 41 times harder to get to a skill to level 40 than to get to the same skill to level 1 (at the same skill point rate). So if it take a player 1 day to get to level 1 in a single skill using the most effective method possible, they will need 41 days to get to level 40 if they can maintain that rate. This is really hard work just for a single skill and not at all fun.
It would mean about 2years 4 months and 2 weeks of daily grinding (1+2+3+4+..41/365). Multiply it accordingly if you a) don't play daily, b)do other things as well ingame.
28
« on: March 11, 2014, 02:01:37 pm »
I should have been wording it better.
What I meant: If I joined game today, with the intention of skilling up and eventually becoming pvp player it would be hopeless task.
29
« on: March 11, 2014, 01:34:33 pm »
Any changes coming into high level pvp philosphy?
With disabled SNI's, newer players may as well forget pvp aspect of the game. Not worth even to attempt skilling up, especially when you can't really catch up with the avoid levels of veterans anyway, ever. Does'nt matter how hard you skill. Why bother letting some oldtimer gleefully blast you and then take away all you carried. Too expensive that. I understand there is sort of truce atm but it won't last forever.
EDIT: clearer wording
30
« on: March 11, 2014, 10:26:05 am »
One major, game-threatening issue is predictable serious dry-up of cashflow for the company - Some players were putting in hundreds and hundreds of €/$ just to buy skills and sau. Why should they do it now?
Plus side besides the end of saufarmers
If you want to get sau from outside source then one way would be buying ores, or pick them yourself. That will boost business for newcomers, probably drives ore prices higher. Will have to see how it plays out.
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