Cats Drools is in a special GM created 'no go zone' for them to do video for the trailer they just put out.
Logging out in a corrupted data region (like serenity) will cause problems. Move to a different region, log out and back in and it will be fixed.
@Junkie actually, they announced the Foundation Freeze before Beta ever started, it just got delayed a bit. The post your talking about was the reminder after the fact.
As it is, foundation rewards don't become really active until launch anyway. The only real exception being some forum titles, and the chance to pre-purchase some decor that you can't use until release anyway.
They announced the foundation freeze because they were going to be working on integrating it with the new systems that were introduced with Beta (Gamigo/Glyph) and reinstating them lsn't the plain and simple solution it is thought to be. Shoot, there were some errors coming through on the system before the Freeze was mentioned, and these probably prompted the overhaul.
Suffice it to say, you still get your foundation levels and such, you just don't get new foundation points at the moment, BUT they were partly a reward system for being active on the site, and now you have the 24/7 Beta to be active in, which is its own motivation.
@Logain I think that you've hit the nail on the head.
While the proposed system makes sense for resources and in general for items which present no variations, as soon as you start including items with properties attached, this gets a lot harder to implement.
It would be cool if your book page showed the quality of the item you will be making, like this:
The same as how the item looks.
The current halo system is unique and separate, which is just confusing and not as informative.
Here is my thoughts, remove the recipes as drops and behind a KP wall, in order to learn lets say Ranger Armor you need to have at least mastery 2/4 (or 3/4) for the tier 1 leather armor and then spend 5000 KP to unlock the recipe for that armor.
This allow you to know which creatures you need to kill to get the resources need to craft the item, and the ability to craft the gear you want without having to wait for a random drop of a specific recipe. It is also a KP sink so you have to decide if unlocking the recipe for a tier 2/3 item is worth it to slow down your other progression.
I would also increase the ingredient cost to craft the item at a higher mastery level, probably not for the primary ingredient like crystallized magic, but cloth & primordial dust could increase by 1 or 2 for each mastery level.
You would still get master of all crafts eventually, but not until characters have levelled more and visited several planets to gain enough KP to spend them on armor and weapons they do not plan to use.
only certain towns have layouts where the defenders can leave from more than one door.
In addition the use of eruption, bone barrage, cobweb, slow, ice totem, earthquake, and entangling roots can effectively block a single gateway.
If you have 2-3 mages with said powers and cool down reduction I bet they could block a gateway indefinitely.
I know that this is a Beta, but I would love to see a revamp/update to the book of knowledge entries for Armor and Weapons to better reflect which Recipes you have learned on your character.
Right now, by looking at the Weapon Page, for instance, I can see that I have Primitive Mage Staff at Mastery, but can't see what other staffs I have unlocked with recipes.
Also, since they implemented the Poison and Acid Staves, they never added them to the page whatsoever.
So, when there is time, I would love to see those staves updated, and maybe an actual color change or something on those weapons/armor pieces you have learned a recipe for.
@GamerSeuss Some ideas seem great until added, so I suppose. Plus it is thier game. I would say this would be more immersive than ports but less instant. much less. I like the game either ways so hurray.
You might consider expanding this video to include the calculations involving the attributes. Put that part as the 2nd half, so if people aren't interested in that, they can stop watching, but for those who do like the math behind it, and how the calculated scores are figured, it would make the video that much more valuable.
I do love how you put the video together, however. Very clear and articulate, and it is easy for both new and veteran viewers to understand. Being a native English speaker, I cannot be sure, but it also seems to me that you keep the language simple enough that those using English as a 2nd or 3rd language would also have no real trouble grasping your points, well done!
@TekNicTerror said in Possible change to raids:
I have not been in a city raid lately, but if they made it if there it no equipment/gear loss on death in one; then that is actually a good thing. It will bring more players into them as they will be willing to use whatever gear they have without fear of losing it.
If that puts a damper on the full loot pvpers, too damn bad, raid pvp and normal or general pvp shouldn't be considered to be dealt with the same way.
All I can say is that if people do not need more than one set of gear saved up to replace lost gear, more people will do raids; me included (I have not been in one since I have not been playing the game for awhile, so therefore I am not even evenly equiped with most other players or have all the skills/talent points as them as well). Not to mention people would more than likely bring their best or better gears to them, which would bring more interesting battles in raids.
I wouldnt be against if the drop rules was based on the guild owning the city alignment, so attacking an evil align city would be full loot drop, where neutral and good only be inventory drop.
You risk more being evil alignment every day so having somone attack ur city risking the same as ur everyday i dont see being an issue since most players will be neutral or good i think it should be fine