hanoth wrote:
Will ALL races offer faction quests if you can get relations up enough in the long term - even Melders and Dragons who dont seem to have hubs and hate everyone? :) |
Not all Factions will offer Faction quests, though you may get quests from other Factions that ask you to interact with these factions.
Torn Sky wrote:
The races that dont have Hubs listed like the
Dragonkin,Eaglesbrood, do they have cities that we have to find? or have
yall found a way to make them more fiendish to play with?
|
Some of these Factions may or may not have cities. It might be, for example, that the only way of finding (eg) the Dragonkin city is via a very high level Faction quest (for another Faction).
But, looking at the default hatred many of these factions have for everyone, I'd be surprised if people were actively attempting to seek out these factions' cities at the moment.
Noryasha Grunk wrote:
Are faction relations between themselves static?
And will we find out more about these factions if we interact with them?
|
Relationships between Factions are not static, and will be able to be influenced and manipulated by player actions. However, if left "alone" these factions will gravitate back towards their default faction relationship with each other.
Regarding your second question, yes - in time, when we have Faction quests in play certain "storyarcs" will become apparent. The Lore and backstory will continue to develop throughout the course of the game.
Fateful Ending wrote:
Also i'd like to know when are we going to be able to trade with them.
do we have to wait until Trade V2 comes out? |
Yes.
col0005 wrote:
I may get an outcry against this but can you please delay
the release of the teleportation spell. All we know so far are the
disadvantages of an area and how much a faction like us. You've already
told us that gnomes will be important when crafting is released but we
don't know if we should go out of our way to trade with the fey for
magical components or if we can by spider webbing for fishing nets,
snake venom for poisoned weapons etc.
Basically I'd much prefer it if we could re-settle when we know what we want as well as what we don't want
|
Not a chance, I'm afraid, col0005.
When we finish crafting, would you ask us to delay moving cities again, until maritime and navy movements were finished - because these, too, might have an impact on your choice of where to settle? And when we finish maritime and navy movements, would you ask for a further delay until we completed religion, because this too might have an impact on your choice of where to settle?
What you're essentially asking is that we postpone vast chunks of the
game until particular aspects are "complete". The game will never,
however, be "complete" - it's a continuous cycle of development.
You have to make your decisions with the information that's available now.
We will be allowing players to move cities in the future - even after the expiration of the Tenaril's spell - however this will have substantial penalties associated with it.
KillerPoodle wrote:
and please consider allowing us to use the resource
plots on the square we move our city to rather than bringing them with
the city.
|
It's something we have considered in some detail, KP, but have rejected for a wide variety of reasons. Sorry.
Best,
SC
Edited by GM Stormcrow - 15 Oct 2010 at 10:49