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Messages - Old "Snowy" Leopard

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31
Official news / Re: Craft items (ingredients) reset is coming soon
« on: April 12, 2014, 03:43:17 pm »
Sorry to keep on going through the list.
I Assume that:
1. Distilled and Pure water will be untouched (because they are both loot and result of refining).
2. Process and Raw Water will be removed (because they only are looted).


Correct


Process Water is a by-product of refining Distilled Water into Hydrogen Peroxide.
(there may be others - still checking).

32
Official news / Re: Craft items (ingredients) reset is coming soon
« on: April 11, 2014, 10:39:29 pm »

I accept that rebalancing of loot must be done, and I realise that a simple 'wipe' is the easiest way, but I wonder about the short-term effect:


There are few new players, and there will not be until the game is relaunched, so there is little demand for low level items.   On relaunch we can expect a flood of new people.


Many mid to high level players are not playing at the moment: Hunters are waiting for the mob rebalancing; UG Miners are waiting for the 'extractor bug' to be fixed; Pet trainers are waiting for Pets to be re-introduced, so there is little demand for mid to high level armour, weapons or mining gear.   Once these people return to the game demand will begin to rise.


Consequently our stockpiled resources are sitting in storage, waiting for crafting orders.   (It is expensive to craft items just for stock).


Wiping all looted resources will mean that rebalancing can be done but, until the skilled Hunters come back, there will be little chance to build up stocks of the less common and rare items.


Could this mean that there will be a long gap before supply will be able to meet Crafters' need for resources?
Scarcity will drive up some loot prices, whereas ore and mineral prices will probably stay the same or even drop while there's less demand.
Presumably this will push up Market prices for finished goods.


I know that everything will settle down given time, but I do wonder what I'm going to do for a few months after the wipe: ... time to go hunting again :)

33
Official news / Re: Craft items (ingredients) reset is coming soon
« on: April 07, 2014, 08:14:46 pm »
Could you clarify the position on the 4 types of water?: all can be looted, but three can also be refined.
Will these come under the heading of 'mob loot'?


Also, does all 'robot' loot come into the same category as animal/mutant loot?


Thanks.

34
Ideas and suggestions / Re: Mob Difficulty Terminal
« on: March 22, 2014, 10:02:49 am »
Well - some sort of Arena or Hunting ground where one could 'dial-up' the mob to be skill-on could be fun, but so far in the future that its only on the Wishlist.

35
Ideas and suggestions / Re: NU boundaries
« on: March 22, 2014, 09:55:04 am »
I visited Norilsk early, (Thanks Vik), so I get thrown there, but I know someone who does not have the outpost and he hunts Foulito Albas with no problem: always revives at NU.
I guess the same applies to Turuk when hunting Molesaurs in the South.
Moral for new(ish) players ... don't venture out beyond NU :)

36
Ideas and suggestions / Re: Mob Difficulty Terminal
« on: March 19, 2014, 08:00:36 am »
I tend to agree with Lossehelin and Brickwit.

37
Tech Forum / Re: Forum icons not updating properly
« on: March 15, 2014, 09:43:42 am »
I use Chrome and have the same problem as the opening post.

38
Official news / Re: Fog of War: permanently DISABLED
« on: March 13, 2014, 09:36:14 am »
I understand that DL do not want to commit to a list of forthcoming features, but I wish we could have a consolidated list of 'Known Bugs' so that we don't spend time on documenting an error which is already in hand, or repeatedly posting about the same problems.


Where a Bug does need more evidence the Devs could indicate exactly what they need: I'm quite happy to run around testing, (as far as I can).


I wouldn't expect there to be any time-scale for the fixes, but some have existed from the first roll-out of AWS whilst others, like the mining extractor bug, actually make parts of the game unplayable, so to have them in some sort of priority order would be good.


I quite liked FoW as it made it easy to see my usual routes and, together with the brilliant Map Control Panel, showed me which areas I had still to explore.   Never mind: I can cope without it, and it's one less problem to worry about  :)


39
Official news / Re: Fog of War: permanently DISABLED
« on: March 12, 2014, 08:42:48 pm »
That's fair  :)


40
Official news / Re: Skills trading denial (important)
« on: March 12, 2014, 03:10:00 pm »
I was wondering if there might be a chance of being able to use the Skills Transfer Terminal to re-allocate our own skills: (in the same way as PANES).


I have spent almost all my time skilling Crafting, so I am pretty useless at both Hunting and Mining, which means it is difficult for me to collect my own resources and the skills and SAU that come with them.
There could be a small charge for this service, and it would not allow other players to profit, but it would mean that the many hours grinding would not be tied to a single activity.
With so much emphasis being put on FPS and PvP,  and with crafting being allocated to different locations, I find it hard to see how I am going to be able to get about without a bodyguard - which I do not want to have to do.   Allowing me to switch my skills might make travelling easier.   (Being able to put items on the Market at a remote site, without actually having to travel there, would help - but that is Off-topic).


(Also - I am puzzled by the tern 'Buff'.   Would 'Booster' be better, or have I misunderstood the meaning?)


41
Official news / Re: Fog of War: permanently DISABLED
« on: March 07, 2014, 11:36:58 am »
It's a pity that The Swamp has no FoW because I can no longer easily see my path so far ... (Bugors or the Queen have got me every time) :)
Map markers are a bit large for simply plotting a route.  Maybe we could have a 'little dot' for marking way-points?

42
Official news / Re: Fog of War: permanently DISABLED
« on: March 06, 2014, 10:20:09 pm »
I agree it should probably go but ... <sigh> ... all that running I did !

43
Same problem.

44
Ideas and suggestions / Re: about the resources from loot
« on: February 07, 2014, 10:29:05 pm »
As far as Rivets Al go ... why not give us UG Bauxite ?   Seems silly to be able to craft all rivets except those.


But little cables are a right, royal pain.  :(

45
Tech Forum / Re: Servers getting worse and worse. Devs please read.
« on: February 01, 2014, 04:43:52 pm »
Two of us here: we both keep freezing.

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