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Topics - SomeBK

Trade / WTT veilron for niethal and WTB enchant mats
Looking to trade some of our Veilron for Niethal 1.5:1
Also looking to buy the following mats if anyone is selling:
q3 horn
q3 or q2 claw
q3 cinder
q3 bile
q3 spark stone
q3 venom sac
q3 bone
q3 greenleaf
q3 life force
Willing to pay slightly higher than the elf/human/dwarf prices for these mats
Saw some clips of yesterday's fighting but holy shit it was 3 hours of straight bang. Thanks to
Girl Scout
My SKD crew and anyone else I left out.

Gfs and I'm happy to be playing with all of you.

Would love to see more clips if anyone has footage
Make the trade routes operate in two way directions.
Allow players to go to the trade huts and put in buy orders not just at any marketplace but also at the trade huts.

Yssam to ruby visa/versa
Niffle to human lands visa/versa

If I put a request for 10 fiend claw at the ruby trade hut for 1k per claw and my 10k gold gets attached to it and it shows up as an order at the Yssam hut that needs to be filled. Someone there fills the order

Then someone who wants to do a trade route (because they get actually good rewards) goes about doing their normal function like it operates right now with the gold wager gets a backpack. They have no idea what's in the backpack and only one order is attached to each backpack.

If the player makes it across, they get paid and the fiend claw makes it to the hut with a message to both players that 10k gold (minus 10%) has been deposited into the order filler's bank account.

If the player does not make it, a message stating the order did not make it and the 10k is split between both players into their bank accounts and the items being delivered disappear from the world and just that order can simply be requested again remotely.

With the nerf to rares from villages, the rewards for doing trade routes should be simple items like rare ore, thick leather, elemental cloth and the like with an occasional chance to get a rare material used in crafting a racial weapon.

Having 4 timers each separated by 6 hours equally all revolving on a 25 hour fixed cycle the way villages work will give players incentive and equal chance to work their schedules around the timers and even make natural trade routes form between the ruby to human lands, from there to Yssam and Yssam to Niffle and Niffle back to ruby with the furthest points being connected by the static timers.

Just an idea to try to take already in place mechanics and make them useful to jumpstart this shit show of an economy with local banking
Never sold anything in the market but I was just told by someone who sells things on the market that you have to go back and collect your gold?!?!

If you guys really envisioned people liquidating their banks in one area at the local market in order to relocate and repurchase items in a completely different area, why in the world would you force that person to go all the way back to the area they just left to collect their gold?

It's no wonder why people get stale with this game; they're always bound to at least one other place unless they use an alt to put the items for sale and use the major rank to send the gold back to the main requiring the alt to eventually have to travel to meet back up with the main.

If you wanted to promote the use of marketplaces, a simple implementation of "direct deposit" would go such a long way because a player wouldn't have to work up an entirely new stack of global gold while they wait for their items to sell. They could just go to their new area and feel like they're progressing in their new home as they farm nearby mobs and mats while watching their global gold rise due to items being sold in their old area.
I've had the privilege of listening to both Mycke and KevinLee in coms and both make for some good theorycrafting conversations, have insight from different angles on certain aspects of the game and are generally well mannered guys in coms.

Others within my circle of friends who also have had the same privilege as I had their interest peaked when I asked them to imagine getting these two individuals in the same channel debating many of the different areas of the game.

I'm looking to compensate both these guys if their time is too valuable to share with me but I've taken the liberty to draw up a rough draft of the topics I would like discussed with me being the moderator.

- Titles
- Launch of the game
- Local Banking
- Removal of fast travel
- Pvp builds
- Population decline
-potentially more to come if the above topics don't already consume an hour.

Please don't come in here trolling my request but instead add in things you would like them to debate.

Although this debate is for entertainment purposes, I really feel both of these minds would be able to shed light on these topics and maybe even help the game in some ways.

Both of these guys share a lot of knowledge on a daily basis through discord, the forums and sometimes in game when they're online and I thought it'd be cool to bring these guys together as sort of a clash of minds similar to a discord rap battle but more organized. 
I'll say a year from now maybe two
I feel like if these guys would've just artificially stocked at least every chaos city market with r40 gear and mounts at ridiculously high prices, they would've retained far more players.

Just think, an r40 greatsword for 1k, an armor set for like 20k and a mount for 5k might have been steep around the times titles were up that high but at least it would've enticed people to travel the world and check out new regions since they could just keep all their gold global since they knew at worst, they'd be able to gear up even if it was at a steep price.

See right now, I live on Ruby and my clan has a surplus of gear and what not. Even if we had zero gold and were in desperate need for it like let's say our villages are being taken. We can just sit inside our holding knowing that it's only a matter of time before invaders realize they're not being self sufficient and are forced to retreat back to where they came from.

We have no business taking our gear surplus to the nearest chaos station marketplace because that would only prolong and invaders stay and potentially intive even more to come.

However, if there were to always be gear available at a market price (that could even raise with inflation) it would actually be less of a hassle when you die in an area you don't control and even make for a decent gold sink.

Since markets would have gear available at certain prices, it would propel everyone to keep their gold global and believe it or not, would actually motivate certain crafters to stock certain chaos city markets because they have a standard to go by and gold ALWAYS has purchasing power since those standards are contingent on how much gold is in the economy.

Too many seem to be getting bored with the game due to tedium in travel and being restricted to their local bank due to lack of gear being available in every other area. I just thought this could be a way to help things
We have so many clan members sitting on many reagents in one bank but in order to trade or sell them even to another clan mate, you both have to be present at the bank at the same time. Please allow us to put them up for sale so we can evolve our own rates of exchange or as a bandaid, allow us to sell them for 5g each to the general store so we can buy the other regs we need
Suggestions / Traveling and lost my last mount to mobs
I picked up the taming title on my full pvp build because I want to avoid rage logging after losing my mount to mobs while I travel. In the past, I would just make a new mount with my taming whistle and extra steed grass. Can the taming title give us the option to craft mounts without the need to be at a work shop? I played a "mounted warrior" and with how poor the health of mounts are, I used to craft an extra mount during breaks during combat to continue the whole mounted thing. With the taming title, I'd like to continue that
Off-Topic Discussions / Legends of Aria
Has anyone checked the progress of this game out? It's pretty much geared towards old UO vets but I noticed they (currently) have no individual fast travel and you choose bindstones to respawn at. I'm not sure about how the banking system will pan out but the gameplay seems very reminiscent of UO.

Taking a step back though, I think if a UO clone is taking out fast travel by the lead developers who made UO, it seems like they realize fast travel does more harm than good.

I do think the fps MMO is more of the way to go and even though tab targeting and spell interruptions and timings are more my thing, I like how darkfall actually feels like an open world with strategy to logistics.

Knowing myself, I'll probably still try it out at some point but I wanted some old UO players' takes on what they think about the game so far.
Questions and Answers / Bind slots at villages
How will they work? Will you just be bound to your house? I was wondering if the game had the possibility to add bind spots to a sea village by permantly "docking" a ship to it.

Also, I know you can use a chaos station at some homes but it seems like too much of a dice roll. Will there be a way for each property to construct their own, predesigned, work station to where the village occupants will want to be neighborly and open their homes to one another to get a little crafting done?

Sorry if it sounds like a lot but I just wanted to know if villages would be more than just a control point/useless bindspot
I played a few games and then the nostalgia wore off once I realized how horrid that old school GUI was/is.
How will the buy/sell orders work for the marketplaces and how will you keep the trolls from flooding the "orders to be filled" with things like "Q5 taint for 10g each"? I'd imagine you'd also get the other end of the spectrum where sell orders would be advertising Q5 taint for 10k each etc.

Basically, how do you plan on punishing trolls that will make me potentially have to sift through unnecessary pages of buy/sell orders kind of like the way the AH was when Diablo 3 first came out?
It's pretty much unstoppable and it may be taboo for most to even discuss let alone use but it's inevitable. I used to spend hundreds back in my UO days but never felt the need to in DFO since I exploited all my wealth.

How will Ub3rgames curb gold sellers or do you even care to? I'm trying to brainstorm how gold buying would affect local banking especially if you guys plan on making gold sinks scale with inflation.

What I don't want to see happening is the gold farmers/sellers heavily inflating gold and the legit players forced to pay these ridiculous inflation taxes that force them to think about buying gold. Hell, taxes may end up being so high that it may end up being profitable to transport gold instead of getting it taxed to withdraw globally.

I'm definitely no economist but I've played enough MMO games and time to know that inflation is inevitable and the selling of gold only fuels it.
Do you feel local banking will be enough to make multiboxing a non issue?

I noticed it's an interesting topic of discussion on the other game but the other game has only one central trading hub that naturally attracts everyone's alt to conduct business.

I've already mentioned that regardless of local banking, playing an alt as just a simple gatherer in the background is a big advantage and the introduction of titles would only make it greater.

Any thoughts on how to take away advantages to people playing multiple clients vs single clients?