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Faldrin
Forum Warrior
Joined: 03 Sep 2010
Status: Offline
Points: 239
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Topic: Massively Live Q&A w/ GM SC - Post questions here! Posted: 06 Sep 2012 at 20:33 |
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Just me that cant hear what SC is saying on the video?
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jordigui
Wordsmith
Joined: 20 Jun 2010
Status: Offline
Points: 157
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Posted: 06 Sep 2012 at 18:19 |
Are the undead coming soon? I have some spears and swords and I am not sure if I should put them now on sales or wait a bit so that they can get a higher price! ;)
How many misteries are outside there? Could we have a rough estimation?
And what about discoveries? I have the "normal" ones: allembine research, gnome beer, famine management, inquisitive population, block & tackle, battlebred and traditional sword. What percentage of the total discoveries out there this represents?
Thanks, TH
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Salararius
Postmaster
Joined: 26 Sep 2011
Location: USA
Status: Offline
Points: 519
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Posted: 06 Sep 2012 at 14:34 |
Has any thought been put into a better in-game information sharing system? There are a lot of very helpful and neat player and developer (from you guys, the bestiary comes to mind) developed web sites and pages (some in profiles, some scattered around the internet). It would add character to the game if these were available and discoverable as part of the game.
You would have to think of an in context mechanism, but one obvious thought is to make it available through the library. In the research tree, players could assign librarians to search out interesting "texts" (burn research points) and present them to you based on some sort of "Helpful" or "Unhelpful" player ranking system. If you knew the name of the text then you could tell your librarians to find that specific text (still burn research points but get what you want).
Alliances could have their own private libraries that shared documents among members. That would provide structure and formatting lacking in the current alliance forums.
Where the player profile provides a very rich set of HTML tools it's supposed to be our profile. Many have hacked this to use the HTML tools to present game information but ideally that would be done someplace else. In other cases people have done a lot with the Google documents sharing system but many players never see the results, because it's out of game. Same can be said for HonoredMule's Wiki, etc... From the perspective of a living world, it would be nice if these information sources were consistently and contextually tied into the game itself.
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geofrey
Postmaster General
Joined: 31 May 2011
Status: Offline
Points: 1013
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Posted: 05 Sep 2012 at 21:00 |
Is the world capacity where it should be?
Any plans to add additional land mass to Illyriad?
Does the plan for roads, walls, and bridges (pathfinding) still stand?
The new craftable items appear to be an attempt to bring more applicable options to military strategy by balancing the previous offensive and defensive stats. What new variable gameplay elements will magic bring?
New sov. structures?
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Salararius
Postmaster
Joined: 26 Sep 2011
Location: USA
Status: Offline
Points: 519
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Posted: 05 Sep 2012 at 17:42 |
Is it or will it be possible for players without traders at a hub to lend their caravans to a hub for rental (either by the faction or directly to a trader)? Is it or will it be possible to allow traders to rent from hub factions large transport capacity (by river or baggage train, etc...)?
Hub trade mechanics is ideal for market maker trading styles and that is perfect for high volume basic resources. Market makers are a neat part of markets as they help stabilize market prices and allow players to depend on markets to supply goods. Competition between market makers drives down margins and is good for lowering trade barriers. Players that can depend on markets to supply missing resources will feel more comfortable specializing. But, a market maker trade strategy, over the short term and with enough market momentum (steady excess supply) will cause a consolidation of trade goods that for some goods will accumulate to excess in some hubs (perhaps all hubs, but that's a game design issue). Excess supply will crash the market and that will create wild swings in prices ruining an individual player's specialization strategy. There is a trade demand to move large quantities of resources between hubs to match supply with demand. Currently, a single player can move a max of 2,100,000 of anything at a time and that requires every single one of a player's caravans (10 cities, 70 vans/city, 3,000/van). There have been 250 billion total basic resources traded. A single hub trader can move a maximum of 0.3% of that market in a year. For advanced resources and players with large gold reserves to trade them the problem isn't as bad and trade volume is still very limited. But the problem can get severe even for advanced resources and that doesn't account for the tons of new resources and items rending a thinly stretched transport capacity. Which means we would need a lot of trading players dedicating a lot of their caravans to moving goods to even attempt to address hub basic resource inequities through hub trade (higher demand in the newbie ring, higher supply outside that) and most of that transport capacity will likely go to higher margin goods leaving basic resource trade to lag. Without access to additional transport capacity, hub basic resource excess will build, eventually driving prices to zero and making basic resources worthless (especially in outer regions). In the newbie ring, there will remain the most steady demand for resources and no practical way to get the resources to them. The cost to move reasonable quantities (for trade) of resources will make it prohibitive for traders to address this. As a hub trader, what is my incentive to trade in basic resources without some means of moving them around? The same will likely occur with herbs and minerals sometime soon as stockpiles build and people can't (or won't) dedicate the personal resources to moving them around to try and match supply and demand.
Why is basic resource trade important for Illy? Anyone new to trading and without a stockpile of gold (established players have billions I am told) will find it easiest to start trading cheaper goods at higher volume. If there is no money to be made by trading them, then the path to enter the trading business as a trader will be much steeper and we'll see trade monopolies build with giant pools of gold to drive out competitors and arbitrarily set prices. This will make it difficult to depend on markets and difficult to specialize. I believe it possible that limited inter hub transport availability will artificially assist established players to control the trade hub markets and limit newer and smaller player flexibility and choice.
Along these same lines, do you intend at any point to have the factions charge for storage to prod traders to keep goods flowing and "buy" from select markets to help draw off excess resources? Basically stabilize (or trim) the game economy?
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Tatharion
Wordsmith
Joined: 11 Jun 2012
Status: Offline
Points: 139
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Posted: 05 Sep 2012 at 15:54 |
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Dear Lords of Devs,
A couple of questions:
1) Equipment vs. battle losses: What becomes of the equipment of armies and commanders fallen in combat? Are these retrievable somehow and by whom?
2) Would it be possible to create a button, "pick up everything from this hub" from which I am departing? That would be quite helpful in trading.
Best regards,
Tatharion
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SugarFree
Forum Warrior
Joined: 09 Feb 2012
Status: Offline
Points: 350
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Posted: 04 Sep 2012 at 16:45 |
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to complicate stuff for you!
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Rohk
Forum Warrior
Joined: 09 Aug 2011
Status: Offline
Points: 218
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Posted: 04 Sep 2012 at 16:38 |
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Could you explain the reasoning behind the structure of the crafting research tree? Why do we need to build a spearsmith and research some spears before being able to research some types of swords and bows?
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twilights
Postmaster
Joined: 21 May 2012
Status: Offline
Points: 915
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Posted: 04 Sep 2012 at 12:07 |
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is there a possibility that illyriad can provide a less destructive military attack to encourage more player vs player conflict? is there anyway illyriad can change the way confederation and nap work to ensure independent smaller alliances can have equal play? are there any plans of not allowing armies to be camped on harvesting areas so everyone can have access to them? are there any plans for starting a new server?
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Pach
New Poster
Joined: 19 Dec 2011
Status: Offline
Points: 25
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Posted: 04 Sep 2012 at 04:47 |
Thank you for vision and willingness to take a risk, with the implementation of harvesting and crafting. Please continue to think big!
Given the increased importance of trade in Illy, what do you think about adding a "Trade Embargo" / "Trade Sanctions" alliance diplomacy stance? This would prevent alliances with which you are at war, or cold war, or just don't like at the moment, from being able to accept (or even see) your sell and buy orders. It would increase the power of trade alliances and make Illy more realistic.
Do you foresee RPG-type play styles in the future of Illy? For example, players focussed on magic / trade / military. I ask this because increasing the "pressure" on buildings vs. available plots is already forcing players to choose, rather than do everything. If new magic buildings are released, this will be even more true.
Assuming the military outfitting will come out soon, what's next? Magic V2? (New magic schools, casting with harvested components, Mana projector, etc.) Or, the completion of Diplomatic Contingent? (Assassination on encampments, defending encampments against scouts and assassins, new diplo resolution algorithm, etc.)
Edited by Pach - 04 Sep 2012 at 06:37
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