Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Crafting/Gathering/Trade Dev Chat Q&A!
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedCrafting/Gathering/Trade Dev Chat Q&A!

 Post Reply Post Reply Page  <1234 6>
Author
geofrey View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 31 May 2011
Status: Offline
Points: 1013
Direct Link To This Post Posted: 24 Jul 2012 at 18:59
- Will the new trade system require new marketplace/trading buildings? 

- Are there any plans to expand the capacity limitations of the current caravans through either options for more caravans, or larger capacity? 

- There will be some dynamic and some static gathering nodes on the map. If you harvest all of the dynamic node, does it just disappear, does it grow back, does it re-spawn somewhere else? 

- Do you anticipate these changes will give good incentives for cities to be played on food 5 plots? 

- Will there be new ways to spend prestige on these new functions? 

- How are you balancing the crafted gear so that it is all pertinent? 

- You've mentioned gathering gems for magic, but no current spells require gems. Is a magic update coming at the same time as the gathering/crafting/trading update? 

and of course, the obligatory "When do we get it?!?!?!" 

Back to Top
Tatharion View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 11 Jun 2012
Status: Offline
Points: 139
Direct Link To This Post Posted: 24 Jul 2012 at 19:06
Luna, regarding Trade V2.

Is it correct to assume that "rare" resources will be ONLY tradable at Faction Hubs?

I noticed that all personal and alliance standings to the Faction have been removed. Will these be reinstated and how will they impact the participation of each player in accessing these Hubs?

Thanks,
Tath
Back to Top
Rohk View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 09 Aug 2011
Status: Offline
Points: 218
Direct Link To This Post Posted: 24 Jul 2012 at 19:09
Following up on Tatharion's question, if we can only trade the rare resources at the Faction hubs, does that mean factions will have to go live before Trade V2 is active?

Back to Top
SugarFree View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 09 Feb 2012
Status: Offline
Points: 350
Direct Link To This Post Posted: 24 Jul 2012 at 19:21
is it possible, in any way, to trade units with trade 2? 
do the new "crafted weapons/armor serve just for commanders or do all units need to be equipped with that? 
will it be possible to have "mixed armies"? i mean, can we equip division  of troops with different kinds of upgrade (division *special* total units 580 --> 200 + attack on hills, 45 bonus vs cavalry, 135 bonus against archers, 200 heavy armor... and so on)
Back to Top
Captain Ganoes Paran View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 23 Jan 2012
Status: Offline
Points: 158
Direct Link To This Post Posted: 24 Jul 2012 at 19:33
with crafting we'll be able to equip our commanders with different horses ,does that mean we can give a non cavarly unit commander a horse too ? 

Back to Top
Tordenkaffen View Drop Down
Postmaster
Postmaster
Avatar

Joined: 16 Oct 2010
Location: Denmark
Status: Offline
Points: 821
Direct Link To This Post Posted: 24 Jul 2012 at 20:35
Is there anyway to nuance how the faction markets differ from each other? 

I seem to recall it being mentioned a long time ago that only goblins and gnomes possessed the actual ability to craft - an inherent skill for that particular faction in question. 
Is this not the case or do you simply cash in the resources and get a new piece of wargear?

Do all faction hub markets have distinguisable characteristics and if so, can you describe them to any detail?

Cheers
Back to Top
Mara Zira View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 14 Aug 2011
Location: Arkansas, USA
Status: Offline
Points: 223
Direct Link To This Post Posted: 24 Jul 2012 at 20:41
I'm asking several questions that have already been asked so you know the level of interest in them.

If a herb patch is overharvested and disappears, will a new one appear? Can the mines be mined out, and if so do new ones appear?

Once faction trade hubs come into play, will the current world-market disappear? Will the items for sell in the faction trade hubs simply be what other payers list for sell through that site or will the factions have things for sell as well. (as in, if there isn't at least one player selling obsidian at your nearest trade hub, does it mean it won't be available at that hub?)

Will we make army units as we do currently but have the option to re-equip those troops with new equipment, or will there simply be more options for units that we can produce through the barracks and some of those require specialized equipment? (I know the commanders can switch out equipment. I'm wondering how the troops will work).
Back to Top
The_Dude View Drop Down
Postmaster General
Postmaster General


Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
Direct Link To This Post Posted: 24 Jul 2012 at 21:22
Trade:

Will caravans have hourly maintenance cost?

Will all market based trades occur through a Trade Hub?

What Trading Hubs will a city have automatic access to (nearest, same region as city)?

Will a city have options to gain access to non-automatic trading hubs?

Will a city be limited to market trades at only Trade Hubs the city has access to?

Will player-to-player van shipments still be allowed (i.e., private, non-market based trades)?

Will the Trading Hubs impose a tax on trades conducted through them?  If so, what will be the tax rate?

Will players be able to assassinate other player's Merchant Units stationed in a Trading Hub?

Will there be trading directly between Trade Hubs?  Or, will players need to acquire goods at Trade Hub 1, and then offer that newly acquired good at Trade Hub 2?

Will all market-based trades still be gold-based?  Or, will goods bartering be allowed (like the original trade system)?

What new Prestige options will be offered with the new trade system, if any?

------

Crafting: Are the special weapons able to be added/removed from units at player's will?  And if removed, will the crafted weapons be returned to the player's inventory for reuse later?

What new Prestige options be offered with Crafting?

-----

Harvesting: Will the special harvest sites spawn randomly (like animals currently do)?  Or, will they spawn at fixed locations (like current basic resources do)?

Same questions as others re: depletion/respawn.

What new Prestige options will be offered with the new Harvesting?


Back to Top
demdigs View Drop Down
Postmaster
Postmaster
Avatar

Joined: 12 Aug 2011
Status: Offline
Points: 570
Direct Link To This Post Posted: 24 Jul 2012 at 21:25
will the new trade buildings be like t2 buildings with res per hour? if so alot or little, and will there be items located only on water or all res land based only?
Back to Top
Silverlake View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 15 Oct 2011
Status: Offline
Points: 417
Direct Link To This Post Posted: 24 Jul 2012 at 21:36
will all the new buildings require hourly basic resources upkeep?

will the previously announced t2 building, Military Academy, which speeds up commander XP accumulation, be released with this update?

when will the new plots appear on the map?


Back to Top
 Post Reply Post Reply Page  <1234 6>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.