#19 Eingetragen von Tico(arispotle) vor 1 Jahrzehnt Melden | Zitieren
2 mal geändert | Zuletzt geändert von Tico(arispotle) (vor 1 Jahrzehnt)
#20 Eingetragen von Jayce vor 1 Jahrzehnt Melden | Zitieren
4 mal geändert | Zuletzt geändert von Jayce (vor 1 Jahrzehnt)
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#21 Eingetragen von Tico(arispotle) vor 1 Jahrzehnt Melden | Zitieren
Zuletzt geändert von Tico(arispotle) (vor 1 Jahrzehnt)
#22 Eingetragen von Tico(arispotle) vor 1 Jahrzehnt Melden | Zitieren
Ideally now would be a good time to figure out some kind of balancing mechanism which controls the flow based on active population. (yeah I know, I've been banging on about this for years)If it was me I'd go one step further and run a script to locate collections of > 30 stacks of the same quality cats and destroy the excess.
#23 Eingetragen von Moondev vor 1 Jahrzehnt Melden | Zitieren
Zuletzt geändert von Sywindt(Yubo) (vor 1 Jahrzehnt)
#24 Eingetragen von Jayce vor 1 Jahrzehnt Melden | Zitieren
#25 Eingetragen von Marelli(arispotle) vor 1 Jahrzehnt Melden | Zitieren
The two pacts of Almati, further to an agreement between nations and factions, are usefull regardless of allegiance.
This modification will enable a future system of NCP recruitment to help to fight kitins nests and marauders
Zuletzt geändert von Marelli(arispotle) (vor 1 Jahrzehnt)
#26 Eingetragen von Iala(arispotle) vor 1 Jahrzehnt Melden | Zitieren
Ialanot at all. The op output reduction is clearly intended to introduce more pvp by making op output more rare and thus guilds less likely to share with others so you have to fight over it.The OP output reduction is to scale down the available resources with the current player numbers. If this seriously is intended to encourage more pvp, in my opinion is one of the worst ideas I can imagine. The past has show, that an pvp encouragement repeatedly resulted in a reduction of player numbers.
not at all. The op output reduction is clearly intended to introduce more pvp by making op output more rare and thus guilds less likely to share with others so you have to fight over it.
#27 Eingetragen von Iala(arispotle) vor 1 Jahrzehnt Melden | Zitieren
We have had some welcomed feedback on the latest patch and wish to clarify some certain aspects of the new changes found in patch 1.12.LootIt was not specified in the patch notes but it will not be possible to loot a Boss or named mob if a NPC or another creature damages it. So if you pull Bosses or Named mobs to a tribe camp and the tribe guards kill it you will not be able to loot it.The loot of an animal killed by npc is only possible with the classic or titled mobs.
#28 Eingetragen von Jayce vor 1 Jahrzehnt Melden | Zitieren
This modification is effective on 3 shards(servers) (aniro, arispotle, leanon), patches being strictly identical on all servers regardless of the configuration of outposts or guild size.
2 mal geändert | Zuletzt geändert von Jayce (vor 1 Jahrzehnt)
#29 Eingetragen von Fyrosfreddy vor 1 Jahrzehnt Melden | Zitieren
There are guilds and individuals with packers, apartments and guild halls stuffed with them because there has been such a massive over-abundance for literally _years_! Until these reserves have been exhausted outposts will remain by-and-large useless as there's little incentive to fight over them anymore.
#30 Eingetragen von Fyrosfreddy vor 1 Jahrzehnt Melden | Zitieren
it will still be dependant on the "create sap crystal skill" level,
#31 Eingetragen von Jayce vor 1 Jahrzehnt Melden | Zitieren
Well speaking for Bunnies, I can say that's not the case. We still manage to give away an amount almost equal to our production. Our own usage for the most part is crafting related.
#32 Eingetragen von Binarabi vor 1 Jahrzehnt Melden | Zitieren
#33 Eingetragen von Marla vor 1 Jahrzehnt Melden | Zitieren
PS Anyone else have probs getting back into game after patch ...
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