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Noryasha Grunk View Drop Down
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Direct Link To This Post Posted: 14 Oct 2010 at 22:33
Are faction relations between themselves static? And will we find out more about these factions if we interact with them?
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Direct Link To This Post Posted: 15 Oct 2010 at 00:10
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?
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Direct Link To This Post Posted: 15 Oct 2010 at 00:25
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
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Direct Link To This Post Posted: 15 Oct 2010 at 02:40
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.
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Direct Link To This Post Posted: 15 Oct 2010 at 09:59
Originally posted by hanoth 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.

Originally posted by Torn Sky 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.

Originally posted by Noryasha Grunk 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.

Originally posted by Fateful Ending 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.

Originally posted by col0005 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.

Originally posted by KillerPoodle 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
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Direct Link To This Post Posted: 15 Oct 2010 at 12:03
Originally posted by GM Stormcrow GM Stormcrow wrote:

Not a chance, I'm afraid, col0005. 

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.

Yeah fair enough, I wasn't really asking to delay it untill these things are released, I was more kind of hoping that you could give us a general guideline before we have to make decisions. Eg Im sure eventually the Fey will have unique magical components / items available. Given that elves are magical would they be better served befriending these races or would a less magical race be better served. Will large orc players want to attempt to be friends with ogres. etc
 
 
 


Edited by col0005 - 15 Oct 2010 at 12:14
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Direct Link To This Post Posted: 15 Oct 2010 at 15:01
Originally posted by Zangi Zangi wrote:


Or are the Factions typically going to have overwhelming numbers akin to H? or more?
 
I am SO looking forward to 26 page threads titled "What to Do with The Melders?" whining about how they are too large and are picking on the poor member who attacked them in the past... ;)


Edited by Kumomoto - 15 Oct 2010 at 15:24
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Noryasha Grunk View Drop Down
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Direct Link To This Post Posted: 15 Oct 2010 at 15:52
"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."

Wow, you really don't know us very well, do you? :P
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Direct Link To This Post Posted: 15 Oct 2010 at 18:20
Originally posted by Noryasha Grunk Noryasha Grunk wrote:

"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."

Wow, you really don't know us very well, do you? :P


Heh.

Well, read the description of the Melders, and then tell me if that sounds like fun.

We're seriously considering either making these (very few) super-dangerous zones unsettlable, or putting in a warning that says "If you settle here, you *will* lose your city, press OK to confirm and I'll just delete the city now" button.
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Direct Link To This Post Posted: 15 Oct 2010 at 18:36
So... Melders are something players can't fight against or something?

From what I read of it, it is a plant thing, that kills by some sort of infection, 'no battle' or any of the sort...  Is that supposed to be how Melders work? 

Are you implying that Melders 'play by different rules'?  If so, will you tell us of these different rules they will play by?

Or are they just abstracted to have godly military stats?
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