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Messages - Zaelkaer "Allfather" Vampyre
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241
« on: March 13, 2013, 02:17:50 am »
I have this on an off almost regularly, usually it is when opening market or stor or another terminal or the door menu access, whenever the game runs smooth this isn't a problem, whenever it slower than usual then this is common. I've been meaning to say something about it but have just been too lazy to make a detailed helpdesk..
Allfather
242
« on: March 12, 2013, 08:48:53 pm »
In Alpha, Newcomers could not craft ammo because they could not leave Quarantine to go to Sar to research Gunpowder. (The research facility in Quarantine did not work). We are in an odd situation for Newcomers at the moment because they are allowed to leave Quarantine. I presume that at some point the NPCs at the gates will be introduced and the old rules will apply. (Dale's book mentions Newcomers making ammo in NU which puzzled me, but I thought he must know more than I do)
I don't believe newcomers will be stuck in NU, since firstly, they start in Mugen village and make their way to NU, and secondly, they receive a 50 clone bonus per outpost visited.
243
« on: March 12, 2013, 04:46:21 am »
If you used the amounts here http://wiki.afterworld.ru/wiki/Gunpowderand clicked confirm, and you didn't get the research done, or don't have the option to click confirm, then maybe newcomers can't research, but i think they can, because in Alpha newcomers were able to craft ammo in Qa1, as far as i remember from when i was a newcomer in Qa1 there. I assume you've already looked through this http://wiki.afterworld.ru/wiki/Making_AmmoAllfather
244
« on: March 11, 2013, 10:26:35 pm »
If someone were to measure the decay on the axe and the pick, it's then an easy process of effectiveness (amount per swing ave.) x decay.. I suppose i could do it, just not sure when. Maybe someone has done it already?
245
« on: March 11, 2013, 10:21:51 pm »
I lied about the no new notable lag. There's plenty of new notable lag.. :-/ Still no runtime error though.
Allfather
246
« on: March 11, 2013, 04:08:51 pm »
Actual stone costs are listed here: https://my.afterworld.deelogic.net/survival/knowledge-database/stone-costs/msg6848/#msg6848
when i clicked the link i got " An Error Has Occurred! The topic or board you are looking for appears to be either missing or off limits to you." For me personal i feel prices are pretty much twisted. If you take in account some people can get AWD for 50% cheaper than others did and doing. Not even sure if the developers still accept deals like this. I can image a scenario present day where people email the developers about wanting to do a 1000 dollar donation as long they get 50% extra AWD.
This is not yet confirmed by anyone but it would be a fair shot for most these days to make such a deal with the developers. So some people can spend like 5000 AWD on a 15000 AWD donation and still have 10.000 AWD left from their 1000 dollar donation.
With other words, "AWD became less valued since the 150% offer on your donation" A lot of people traded AWD for PED or PED for AWD on a 1:1 rate in the old days but that model seems to be destroyed with the implementation of the 150% offer on your donation by the AWS developers.
It would not be strange to see prices rise more, also on other stuff like skills.
Hm i understand your angle of perspective but from my understanding that was a one time deal, and perhaps in the future they would do it again, or maybe not. I've seen that before in other games. It creates a "deal so good that you Have to donate" in effect it helps the devs get a lot more money than they usually would.. as for a few players getting a little more awd and having that raise the world economy prices i think that may be a little too far... i don't see how the prices depend on how much currency is floating around. Whether there is 20k awd or 200k awd, it still takes x amount of "whatever" (time or items or resources) to aquire a certain amount of somehting, and i think the prices are dependent on this. The harder things to get are worth more. Whether someone has money or not i fail to see how that increases or decreases the cost of something. Just because Bill Gates has 50 millions or billionsor whatever, that doesn't change the price of a mercedes from 100k to 1,000k. ..... Why everyone says one rep of pick gives 1t for skilled players???
My pick has 95% effectiveness lvl and skilling/sau rate 5%. As far as i understand, the effectiveness of my pick is the highest possible. I get only about 800kg from 1 rep of a pick.
I haven't actually tried it out, maybe i will, just to see exactly how much i get from 1 rep with my effectiveness. For some reason i just assumed that axes and picks were the same, maybe they're not -Allfather
247
« on: March 11, 2013, 04:42:56 am »
the lead price of 5 is totally fine with me as is the nitre price of 4, but the all else of 1.5 seems a bit low to me. for a citizen with skills of course its still no problem, but for a nookie, a price of 1.5 per ton, with steel pick price of 0.85, that means 566 kg of ore to trade for 1 0/100 steel pick.. which is exactly how much a newcomer can get with a steel pick (maybe slightly less or more) but a newcomer gets roughly 500kg out of a steel pick, which makes the 1.5 a little low.
note though, that with a maxed out pick (lets say even sau rate of 10% and falling) the above prices are still at a profit, all 5,4,1.5. because at roughly 1 ton per steel pick (citizen with skills of course), thats less than 1awd for 1 ton. So if you look at it this way, lead for 5, nitre for 4, and others for 1.5, is still at profit.
just saying for newcomers its closer to breakeven for the cheaper ores.. Allfather
248
« on: March 10, 2013, 03:02:15 am »
Not once for me, no notable new lag issues either. Win 7, 64 bit.
Allfather
249
« on: March 09, 2013, 03:49:44 pm »
I always assumed the same as Hultaan had said, but the thing is, Whenever i see one of my friends logout, i see their avatar disapear right away, so i'm wondering if it is working the way its supposed to? Maybe i'm just imagining things Allfather
250
« on: March 07, 2013, 07:18:31 pm »
Very nice!
252
« on: March 06, 2013, 09:45:40 pm »
Would be nice to be able to hit with the butt of the rifle, with no damage, but stun that gives player some time to escape or upperhand in fight. Rifle decays with such hit. Blocking attacks with rifle or sword would be nice too. Assign main and secondary attacks to left and right mouse buttons
For blocking, how about an item "shield" ? that could only be used/worn with one handed weapons (so with most melee weapons, as rifles take two hands (although pistols only one hand (would be awesome to be able to dual wield pistols (or shotguns)) in the future as well))
253
« on: March 06, 2013, 09:43:14 pm »
... hunt for free, and everyone likes that :-)
everyone but the devs so i doubt it'll come one day without some decaying tool necessary.
That's the one upside/downside that i was getting at.. some sort of modification would need to be made so it isn't "free". Perhaps make an item called "brass knuckles" type of thing.. , but use of these hand modifications items would depend on a new proffesion that I would call Hand-to-hand combat
254
« on: March 06, 2013, 09:40:41 pm »
ya a good rifle scope is jsut as good. And we can't see moving objects outside of our range (People ,mobs...) anyways so looking too far will only get you what u see in a scope. Probably wouldn't be too hard takign a scope and making it work by itself. In fact you could do that yourself if we could simply use a scope in our hands. Wouldn't even need a new item. Just a new use of an item.
Perhaps scopes and binoculars should work so that you Can see people and mobs outside of your eye vision, isn't that how real scopes work? Another suggestion to counteract the bushes/trees. Thermal Scope. Of course, it would then need to be all white/black blue/white type of thing. And if this was to be made, then i'd suggest some mobs be "cold-blooded" so that they don't show up in thermal scope, and also perhaps something that players could wear that would give them the effect of "cold-blooded"
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