MMO Tests - Interactive FAQ

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JohnValentine
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Re: MMO Tests - Interactive FAQ

Post by JohnValentine » 30 Sep 2017, 10:29

701. Historically, servers have been "locked" when they reach a certain number of players. If players are pulled into an instanced siege from that tile, should the cap go above the "locked" limitations during battle, will they be able to return to the real world?

Example: 200 Players are in Server 30. 140 Players are pulled from Server 30 into an Instanced Siege Server. Three hours later 160 Players are in Server 30 and the siege ends. Which leaves 300 players trying to occupy a server with a 200 player limitation (in this example).

Is there some sort of "reserved" slots feature? Or not an issue?


702. The system doesn't seem to account for Troll Burning Tickets and Same Team Attacks. In a 70v70 siege, all it takes is one player to work for the other side, and he can burn his entire sides tickets by either attacking his own players, running out to the enemy, or committing suicide over and over. Is there any plans in the work to protect sieges from this extreme metagaming? Like a "kick panel" that can be used by "Battle Commanders".
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Khan-
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 01 Oct 2017, 10:14

703. What's the point to keep a skill like "general activities" ? 100 "useless" points ? Or is there a secret behind this skill ? Could you tell us a little more about the need to level up ?
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JohnValentine
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Re: MMO Tests - Interactive FAQ

Post by JohnValentine » 02 Oct 2017, 15:20

704. Currently with how small objects disappear after X amount of distance, structures like keeps and towers give archers a theoretical maximum range that exceeds "travel distance before despawn". Is there any plan to scale arrow/bolt distance (including volley) to the actual travel distance before it disappears or preferably increase the distance these objects travel before disappearing?

Completely understand it's a low priority adjustment if any, just curious if there where any plans for it (within the MMO or YO)?
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Veda
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Re: MMO Tests - Interactive FAQ

Post by Veda » 10 Oct 2017, 15:43

705. We all know that u have to plan a modular building system with wood, plaster, bricks walls ... Will be like medieval engineers ? You build your house like you want, or the skin of the buildings gonna change ?


ThorneRazeri
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Re: MMO Tests - Interactive FAQ

Post by ThorneRazeri » 21 Oct 2017, 20:35

706. Will players be able to download the client prior to November 17th? I (and others with slow connections) would be quite frustrated if we had to spend our early access period downloading the client rather than playing the game.

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Artoria Pendragon
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Re: MMO Tests - Interactive FAQ

Post by Artoria Pendragon » 28 Oct 2017, 09:08

707,why the NA and EU server couldnt share with the same charators.... i mean just name and skins
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Re: MMO Tests - Interactive FAQ

Post by JohnValentine » 02 Nov 2017, 16:42

708. Will blood graphics be expanded across all classes? Currently shield users receive a massive visual debuff while other classes get little to no indication of level of health.
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Re: MMO Tests - Interactive FAQ

Post by JohnValentine » 02 Nov 2017, 18:00

709. Is there a reason bolts where changed to slashing damage from piercing damage? Plate is an obvious meta right now, the only low tier piercing damage available are javelins/spears. A Crossbow obviously has more piercing power than a guy throwing a sharp stick.. doesn't make any sense.
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Deathstar
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Re: MMO Tests - Interactive FAQ

Post by Deathstar » 03 Nov 2017, 13:56

710. Currently, you can fully destroy a castle gate with drawbridge by only targeting the wooden landing at the end of the bridge even whilst the gate is closed and the bridge raised. Is this intended, or will you consider making the platform impervious to damage?

711. To expand on this, I did some testing with the new castle walls. When using average quality resources, I got about 11.000 durability on an average single wall segment. With trebuchets dealing upwards of 700 damage per shot, fully tearing these walls down is rather easy. Is this to balance the fact that defenders are supposed to sally out and take out trebuchets before they are ever erected?

712. Aside from making them premium purchases, have you got plans to introduce regional variants for buildings, clothing and weapons with bonuses tied to the climate? If there ever is harsher survival system with temperate to consider, should people not wearing appropriate attire not suffer severe penalties? This, besides access to regional resources, could be a good reason to settle in the desert or in the icy mountains up north - Invaders would need to come well prepared.

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Khan-
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 03 Nov 2017, 18:33

Deathstar wrote:710. Currently, you can fully destroy a castle gate with drawbridge by only targeting the wooden landing at the end of the bridge even whilst the gate is closed and the bridge raised. Is this intended, or will you consider making the platform impervious to damage?



Answer : Reported as a bug few weeks ago, support closed the bug report as fixed in the next incoming patch :)
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Re: MMO Tests - Interactive FAQ

Post by IvanGray » 09 Nov 2017, 11:37

713. In the Q&A yesterday, you mentioned likely removing the ability to steepen terrain with pavement on the MMO, like you had already done with clay and snow. This removes a gigantic amount of things you could do previously with terraforming. I'd ask the dev team to reconsider, as in addition to removing an element of realism, this greatly harms build diversity, wouldn't you think?
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Re: MMO Tests - Interactive FAQ

Post by yukky » 19 Nov 2017, 08:00

how I do Voice chat?

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Gothic_octopus
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Re: MMO Tests - Interactive FAQ

Post by Gothic_octopus » 03 Dec 2017, 08:19

So about the Icy Hermits, is it possible to grow farms and trees there?

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