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Author Topic: ArcheAge alpha, preparing for beta and release  (Read 29575 times)

Aklyon

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Re: ArcheAge alpha, preparing for beta and release
« Reply #240 on: September 27, 2014, 08:29:06 am »

Well looking at the map, I'd assume there is, Girlinhat, there are mines from the names of things. Haven't been in one though, so I dunno.
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Ruskin

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Re: ArcheAge alpha, preparing for beta and release
« Reply #241 on: September 27, 2014, 11:48:33 am »

Actually the mines give crap for ore, the best way to get ore is heading to Dewstone and mining all the random ore there, I got over 1k iron ore in 4 hours

If anybody needs me to show em a good route I'd be happy to

Rez

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Re: ArcheAge alpha, preparing for beta and release
« Reply #242 on: September 28, 2014, 12:59:49 am »

Anyone else seeing a lot of bots?  Like... 1/5 of the people I see on ezi are unambiguously bots.
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Astral

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Re: ArcheAge alpha, preparing for beta and release
« Reply #243 on: September 29, 2014, 04:21:27 pm »

So I dare say I am actually having fun with this game now that the queues are manageable, and I managed to find a guild with some friends on Ollo (and they have a sizable Aussie population,  which means my night time schedule works in my favor). Only problem I'm running into is the lack of land,  making it difficult to start any type of crafting or trade pack material gathering.

I did find a nice 8x8 spot right next to the crafters in Sanddeep,  but the space available limits me greatly.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
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Ruskin

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Re: ArcheAge alpha, preparing for beta and release
« Reply #244 on: September 29, 2014, 05:38:29 pm »

Ya, more land is always wanted

We just found another 2 8x8 plots on Kyrios in Lilyut Hills which puts us up to a pretty decent amount of land.....at least 3-6 16x16s and a good 20 or so 8x8s

Astral

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Re: ArcheAge alpha, preparing for beta and release
« Reply #245 on: September 29, 2014, 06:03:02 pm »

What I really want is a 24x24 for a thatched farmhouse.

What I need is to finish the large scarecrow farm quest (which takes you across hostile waters to the eastern continent) but I can't find anyone to do it. I've seen some spots but no pattern makes me sad.

In any case it appears as if many plots will expire on Friday, since the no-life land grabbers stopped paying taxes on them. Plenty of time to prepare.
« Last Edit: September 29, 2014, 10:23:03 pm by Astral »
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Moogie

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Re: ArcheAge alpha, preparing for beta and release
« Reply #246 on: September 30, 2014, 08:43:56 am »

Anyone else seeing a lot of bots?  Like... 1/5 of the people I see on ezi are unambiguously bots.


A few, but it's not so bad on Dahuta from what I've seen. But we've had character lockout for like a week now, so I'm sure that'll change if Trion ever remembers it actually has EU servers.
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Rez

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Re: ArcheAge alpha, preparing for beta and release
« Reply #247 on: September 30, 2014, 10:58:48 am »

Mmm, my server (ezi) is probably a factor in how many I see, though there've been less the past couple days.  Maybe they just leveled past me, though.

It's going to be interesting to see how (if) ports get changed.  Right now, there isn't party based aggro.  I'm a former EVE player, so I understand that party aggro isn't a perfect mechanic, but it's absolutely necessary for people who want to do trade runs into hostile peace zones.  It's not like you can have a fleet booster in archeage (I don't think).  Interestingly enough, the way harbors work wrt neutral guards sort of recreates the gate camp scenario in EVE.  Archeage isn't EVE, though; you can't warp past the seas, so, imo, there should probably be more emphasis on catching people outside of port.  You could do it by expanding the neutral guard areas or by sending people killed by neutral guards straight to jail and, mostly, by making it less arbitrary to catch people on open ocean, without resorting to 'Ship Radar'. 

There need to be more mechanics for buffing/debuffing ships on the high seas.  Right now, draw distance and movement speeds mean that an attacker basically has to coincidentally end up in front of you and probably needs to have a good initial bearing and orientation, too.  I'm pretty sure one of the excuses for the pitiful draw distance (~100 meters most of the time) is that it's the only way allow for any high seas pvp, given nearly uniform ship speeds.  How about currents, more weather, winds, and waves?  Yknow, the things that dominate the mind of captains and helmsmen even when the ship isn't dependent on wind power.

Winds and currents could provide vector changes to the velocity of boats and gliders.  Thus, a trader being chased might sail into the wind with their sail down (which might eliminate the wind vector effect on small boats) and with a favorable current, to make it harder for the opponent to glide to them or for a large ship to chase a small.

An ice storm or doldrums could reduce all movement speed in an area and provide status effects for the frigid waters or soothing tropical seas.  A storm or squall would slow you, as now, but it would also whip up waves in the direction of the wind.  Taking swells on your flank would slow you; taking breakers could flip you, based on ship size.  Rarer storms, like gales, typhoons, or hurricanes, might slow all movement to a near stop and be sure to swamp any but the largest ships.

The point is simply to add complexity and to implement real environmental hazards, not stupid stuff like evasion-ignoring seabugs and random whirlpools.

Some ship variety would be nice too.  A longship with spots for 8 rowers, port and starboard mounted harpoon launchers, a rowing rhythm drum for your bard, and ~7 or 8 m/s base move speed boosted by rowing would be something pirates and privateers would go crazy for.

Gameplay improvements come after stomping on bots and hackers, though.  From what I've read, XLGames did not try to stop botting and hacking on the Russian and Korean servers, so hopefully Trion can talk them into trying (seems damn unlikely) or implement a better anti-hack wrapper than hackshield, which apparently doesn't work at all (OH NO AHK SHUT IT ALL DOWN).
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FritzPL

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Re: ArcheAge alpha, preparing for beta and release
« Reply #248 on: September 30, 2014, 12:35:36 pm »

tldr
Is this worth buying? I have played plenty of MMO's in the past, and I'm looking for something new that I will actually stick by for longer than a week.

Neonivek

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Re: ArcheAge alpha, preparing for beta and release
« Reply #249 on: September 30, 2014, 12:47:46 pm »

Well, I'm considering going Patron, so I might look into setting some land for more expensive good types.  Are there ways to reliably collect metal?

OHHH! It begins.

The freemium games will always get you in the end.

Then again... "This is fun, I should pay for more fun" miiiiiiight be a bit better than "This isn't fun, maybe paying more will make it fun?" like most paywall games.
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Ruskin

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Re: ArcheAge alpha, preparing for beta and release
« Reply #250 on: September 30, 2014, 12:54:33 pm »

tldr
Is this worth buying? I have played plenty of MMO's in the past, and I'm looking for something new that I will actually stick by for longer than a week.

Ya, I've really been enjoying it....started on the 4 day head start and haven't played a different game since :P

Make sure to join Kyrios as a Nuian / Elf and i can send you a invite to the main bay12 guild

Edit : We also have a ton more land getting demoed on the 3rd, if ya want some
« Last Edit: September 30, 2014, 12:59:10 pm by Ruskin »
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Rez

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Re: ArcheAge alpha, preparing for beta and release
« Reply #251 on: September 30, 2014, 01:01:36 pm »

The game is free-to-play most of it.  I'd definitely recommend trying it.  You can get a pretty good idea of the advantages of patronhood without paying if you mingle a bit.  Do not, for whatever reason, try to grind the themepark all the way to level 50.

If you have problems with PKing and being PK'd, I wouldn't recommend it.  You'll be very heavily inconvenienced.  PvP competition is very important for major crafting activities, both indirectly (via auctionhouse) and directly (via trade pack robbery).


the tldr of my previous post is:
Bots and hacks are present and bad.  Trion is unlikely to get help from XLGames to fix them.
The ocean, ports, and pvp in general need mechanics overhauls.

ed: If you want to see what happens when you have hacking bots in your game:
https://www.youtube.com/watch?v=mY1AQwF3IQ0
« Last Edit: September 30, 2014, 01:08:35 pm by Rez »
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Astral

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Re: ArcheAge alpha, preparing for beta and release
« Reply #252 on: September 30, 2014, 08:06:17 pm »

I thought some of those names looked familiar... unless they're mirroring another server, those guys are on Ollo.

Good to know Hackshield is an obtrusive piece of crap that doesn't work. I mean, I had assumed it was already, but nice to know my assumption is correct.
« Last Edit: September 30, 2014, 08:08:58 pm by Astral »
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

etgfrog

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Re: ArcheAge alpha, preparing for beta and release
« Reply #253 on: October 03, 2014, 11:49:30 am »

Well...seems like they are fixing things.
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Astral

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Re: ArcheAge alpha, preparing for beta and release
« Reply #254 on: October 03, 2014, 12:29:51 pm »

Painfully slowly, but they're getting there.

At this rate it'll be a few years until we get caught up with Korea's version, and even then they'll be a few versions ahead.


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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.
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