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Author Topic: kingdoms: web-based RPG  (Read 132874 times)

Micro102

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Re: kingdoms: web-based RPG
« Reply #780 on: December 19, 2014, 03:39:13 pm »

Huh, well so far this is interesting. But I have to know, will the entire time I play this be:

-kill stuff
-buy better gear
-own more towns

?
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TTHSK

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Re: kingdoms: web-based RPG
« Reply #781 on: December 19, 2014, 04:58:43 pm »

Huh, well so far this is interesting. But I have to know, will the entire time I play this be:

-kill stuff
-buy better gear
-own more towns

?

There's probably politicking with the other kingdoms (maybe?) and you can build buildings (garrison structures and stuff in towns, although I don't know how that works), but that might be about it. Stuff to kill includes the characters of other players (garrisoned in the wilderness or with mayors) though, which might get complicated.
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #782 on: December 19, 2014, 07:33:25 pm »

There's probably politicking with the other kingdoms (maybe?) and you can build buildings (garrison structures and stuff in towns, although I don't know how that works), but that might be about it. Stuff to kill includes the characters of other players (garrisoned in the wilderness or with mayors) though, which might get complicated.
I used to play after the whole Mountainhome-Staberinde war and even had a kingdom once. Here are things I learned then.
Spoiler: Garrisons (click to show/hide)


I'm level 8, just tried to raid a town- big mistake, got half my party killed, and only took out 2 guards.
Before the high teens avoid elite guards whenever possible. At Level 8 it is best to hit the floppiest towns. The ones without castles, with npc mayor, low population, and bad markets/powerful nearby monsters(if the guard can't handle the roaming monsters money is lost and I think people leave). I recommend doing the first raid as a way to see the town dungeon and how many guards there are. If you don't want the town you can avoid killing the mayor and just raid the town treasury (via findable chests).

There are also a lot of features missed without a pc king of the kingdom, so without one of those you are missing out. Kingdom claim quests are awesome money+xp, especially in monster infested lands.
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wer6

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Re: kingdoms: web-based RPG
« Reply #783 on: December 19, 2014, 07:50:19 pm »

Who should I use as a Referal Email? I figured it might help somebody out!
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #784 on: December 19, 2014, 08:12:47 pm »

girlinhat42@gmail.com will do :P  I've been building up a small force.  Found myself an indestructible halberd, now I just need a blacksmith...  Do mobs spawn out of dungeons and roam the overmap?  Because I built my first tower atop a dungeon entrance, so does that mean I end up fighting them as they come out?

wer6

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Re: kingdoms: web-based RPG
« Reply #785 on: December 19, 2014, 08:25:25 pm »

Eehm... Its not working.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #786 on: December 19, 2014, 09:13:31 pm »

Eehm... Its not working.
My username is Girlinhat, but if it's not accepting referrals then don't worry I guess :P

ArKFallen

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Re: kingdoms: web-based RPG
« Reply #787 on: December 19, 2014, 09:45:18 pm »

Do mobs spawn out of dungeons and roam the overmap?  Because I built my first tower atop a dungeon entrance, so does that mean I end up fighting them as they come out?
I think they spawn in a radius and then (I am 100% certain that they at least used to) roam the overmap. There are also monster orbs which spawn them right there, but they are generally higher powered and very high volume.
Medicine(heals character a little daily), smithing(maybe wrong name, repairs items a little daily), and fletching(creates a few ammos daily) skills are godsends for garrisons you rarely visit or are in high monster areas. I lost my second garrison due to all their equipment breaking after a week. Funnily enough there was a pile of suitable loot leftover that they could have used :P.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #788 on: December 19, 2014, 09:48:37 pm »

Do mobs spawn out of dungeons and roam the overmap?  Because I built my first tower atop a dungeon entrance, so does that mean I end up fighting them as they come out?
I think they spawn in a radius and then (I am 100% certain that they at least used to) roam the overmap. There are also monster orbs which spawn them right there, but they are generally higher powered and very high volume.
Medicine(heals character a little daily), smithing(maybe wrong name, repairs items a little daily), and fletching(creates a few ammos daily) skills are godsends for garrisons you rarely visit or are in high monster areas. I lost my second garrison due to all their equipment breaking after a week. Funnily enough there was a pile of suitable loot leftover that they could have used :P.
Does Metalurgy (equipment repair) let them repair other people's equipment as well, or only the stuff they're using?

ArKFallen

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Re: kingdoms: web-based RPG
« Reply #789 on: December 19, 2014, 10:21:22 pm »

Does Metalurgy (equipment repair) let them repair other people's equipment as well, or only the stuff they're using?
It became ubiquitous throughout my garrisons so I don't know. If a few of your garrison have the skill after the day rolls over check your garrison history and item damage to verify. Or you could ask Mutant/their forums I guess.

The 2 skills are pretty negligible in the beginning but really scales well with more points and once you aren't entirely party-centric they are much more useful. With some points in the first 2 on most of a garrison I would go weeks without checking them to find their equipment would only be down by half use and almost no-one dead. You can then swap out their worn weapons for fresh duplicates and sell the others.
Fletching though is great early if you have any archers or slings at all. Even if your fletcher never uses the weapon you get some ammo each day to sell.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #790 on: December 20, 2014, 12:20:41 am »

For what little it's worth, different items will have different durability, so if you get some with decent dura you can upgrade them better.  The push to save for indestructible gear is a lot more worthwhile though.  Just get basic versions of your gear, then save money for magic items.  There's some good looking rings out there too...  And if nothing shows up quickly enough, you can just buy materials and build a fort.

Speaking of, I wish forts had upgrades that would let you heal your garrison and repair materials and make ammo.  That'd be like, perfect.

Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #791 on: December 20, 2014, 01:54:14 am »

When I joined no-one was on ;-;
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #792 on: December 20, 2014, 02:18:11 am »

When I joined no-one was on ;-;
That usually happens.  It's a tad more 'people are there but acting alone' even when people are on, and there's no many ways to directly aid others.  But if you need help, we can for sure give advice, perhaps even resources.

a1s

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Re: kingdoms: web-based RPG
« Reply #793 on: December 20, 2014, 08:37:57 am »

What's the point of "camp" on the worldmap? It seems to just make you lose a turn.
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Micro102

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Re: kingdoms: web-based RPG
« Reply #794 on: December 20, 2014, 10:32:31 am »

What's the point of "camp" on the worldmap? It seems to just make you lose a turn.

I think it ups your rest modifier, which can lower your movement point usage in the long run?
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