How do you play this game? Everytime I create a character, he has nothing but an axe, and he doesn't have any of the skills necessary to make a living. I'm assuming what you could do is cut wood and sell it for books, but that's requiring you actually have the woodcutting skill. Which I don't. My background says that I'm a weaponsmith, which should cut wood, and I make my strength, intelligence, etc. all +13 but still no skill.
Not to mention if you accidentally hit someone, the community keeps shoving guards up your ass everytime you respawn.
You SHOULD have skills, try restarting the game.
I just created a character with more points in specific traits and it worked.
Who do I sell my newly created weapons to so I can get money? None of the merchant NPC's seem interested in my created tools, but will accept gathered resources for free.
Sell the weapons to players, the only other way to make money right now is to hunt and sell the leather to vendors.
In fact, I'll give you a set of armor for some weapons.
[QUOTE=Trilby Hat;20375362]Sell the weapons to players, the only other way to make money right now is to hunt and sell the leather to vendors.
In fact, I'll give you a set of armor for some weapons.[/QUOTE]
I don't even know where I am, let alone finding other people. I'm at some tribal village where the past time is calling guards to dismember pickpockets and push eachother around.
Also it's in the middle of some mountainous area.
That sounds like vadda, I'll help you out tomorrow.
New patch comin' soon.
[quote]Version 0.13.20.24 – Beta
2010-02-24
[b]------ FEATURES ------[/b]
- When the sun sets and the day comes to an end, don't forget your torches. Night time in Nave is a dangerous place...
(The day/night cycle is for now set at: 3h 12min IRL time)
- The south-west region of Myrland is now accessible.
[b]------ ADDITIONS & CHANGES ------[/b]
General:
- Optimized the login/logout system.
- Optimized the petition-system.
- Bandages have had their effect significantly reduced. The effect will now also be decreased if the user takes large portions of damage when applying the bandage as intended.
- Major Health Potions has been removed from the utility vendor.
- Stamina costs for all melee-weapon swings have been reduced.
- Stamina cost for blocking reduced.
- You now lose stamina when you get hit based on the amount of damage you receive.
- Reduced the amount of stamina lost when drowning, it should now be easier to swim back up.
- Stuck command is removed. Petition a GM if you find yourself stuck.
- The 'simple axe' has been renamed to 'Pickaxe' and has had its melee weapon damage reduced.
- You now start with a Worn Shortsword to defend yourself with.
- You can no longer steal starting equipment.
- When a player with the Hidden Criminal flag dies, the loot bag will now be Gray instead of Blue.
- Finally added Durability for armors.
- Due to the implementation of Armor Durability, all armor that was created in the previous patch will break on the first hit. This is done to filter the old armors out of the game. (Instead of wiping all characters )
- Starter rags defense rating has been improved.
AI & Mounts:
- The Risar (also known as "Orcs") have arrived in Myrland.
- The forest surrounding Fabernum does now contain different, more fitting creatures to it's environment.
- Pathfinding has been introduced to creatures in following areas:
* Fabernum Forest
* Fabernum City
* Risar camps
* Sator camp in jungle
This is only a test to our pathfinding system, but will be expanded continuously further on.
Note that tamed creatures does not at this moment make use of any pathfinding.
Art & Sound:
- The world lighting has been tweaked as part of the day/night-cycle to produce more realistic colors and ambiances.
- A few Risar camps added in the north east part of Myrland.
- Additional propping in several places around Myrland.
- Added sounds for the new spells.
- Additional idle animations for NPCs added.
- Bakti got some new ambiances.
- Added various points of interest at some empty locations in the world.
- Several new NPCs have been added.
Combat:
- Hitting a person who is globally allowed will now reset their globally allowed timer.
- You can now cut off the arms of your opponent when you land the killing blow.
- Calculations for shields and durability changed.
- Calculations for how much damage a shield will absorb now re-made.
- Calculations for how much damage armors can absorb now re-made.
- Rebuilt calculations for ranged-damage vs shields and armors.
- Added a small timer to avoid block-spamming.
- The amount of damage that shields reduce has been increased, but the new amount of damage they can absorb now make them break a lot quicker.
- The amount of stamina you lose while blocking decreased.
- You now sprint a bit faster while in combat mode but it also drains a bit more stamina.
- You now regain twice the amount of stamina you did before when jogging out of combat mode.
- Jogging will now give back and drain stamina based on how hurt your characters is.
- Stamina regain greatly increased.
- Stamina regain just after swinging greatly reduced.
- The amount of stamina you get while walking in combat mode now greatly improved.
- All melee weapons now lose less durability when hitting something.
- Reduced the amount of damage that got deducted when landing hits with a weapon that was low on durability.
Housing:
- Added new a house type, the Keep. Keep Deeds can only be placed by masters of the House Construction trade.
- Added Palisades; players can now construct them around certain keeps.
- Added Palisade Gates; The gates can be locked.
- The amount of materials needed to construct houses has been greatly reduced to make it faster to construct a house. This is for testing purposes only.
Magic:
- Added new spells: Fireball, Flame Strike, Lightning, Magic Reflection and Earthquake.
- Magic now requires you to look much more precisely at your target in order to cast.
- You can no longer cast/precast spells with weapons equipped.
- The magic system has gone through some general balancing. Spells have had their damages, cast times and costs tuned to bring Magic in line with Melee and Ranged Combat.
Skills & Attributes:
- Reduced the global experience you get from using skills.
- Performing Snooping or Stealing will now play an animation.
- Animations have now been added to players when taming creatures.
- When successfully taming a creature, it's native temperament should now also be initially set as their mindset ( Aggressive, Defensive, Passive ).
- Only tamers with the creature control skill should now be able to change a tamed creature's mindset.
- Typing /tame now works as when using taming from the Quickbar.
UI:
- Added the ability to press enter to submit new name for pet.
- The "Stunned Timer Text" has been replaced with a Progress Bar.
- New spell icons added.
- Icons added for Keeps and Palisades.
[b]------ BUG FIXES ------[/b]
General:
- Fixed a bug that gave you the wrong stamina regeneration after holding CTRL in mid-air.
- Fixed a couple of node-crashes.
AI & Mounts:
- All vendors should now be fixed throughout Myrland.
- Pets should now be affected by the flag system even if its tamer is offline.
- Tamers should now always get the correct updated flag from it's creature when re-taming a creature.
- Max loyalty should now correctly be set and updated when a tamed creature's health changes.
- when using the loyalty update command ,loyalty should now always update to the latest loyalty values.
- Pets are now affected by the players globally allowed timer. When a tamer goes blue from being gray flagged, so does the pet.
- Creatures should no longer continue to rotate towards it's prey even after it's dead.
Art & Sound:
- Several graphical bugs fixed throughout Myrland.
- Graphical issues in Morin Khur fixed.
- Possible fix for the "won't show animations" bug.
- It's no longer possible to target the NPCs through walls in Fabernum.
- Pickable items now should correctly spawn where intended at all times.
Combat:
- Durability on bows no longer resets when they are dropped and then picked up again.
- Damage bonus is now correctly displayed and used.
Housing:
- Items should no longer disappear and reappear randomly from the House Chest.
Skills & Attributes:
- The House Expansion Construction skill now gains levels as intended.
- "Sprinting" skill now correctly improves your ability to sprint.
- Added book for Iron Wood lore.
- Added book for Incisium lore.
- *Fixed broken Cronite Lore book.
- Added books for Pyrite,Maalite,Greywwod,Ironbone,Brained Leather,Horned ScalesSkadite *
UI:
- Fixed the mouse-over on spell components to display as intended.
- Fixed a bug that allowed copy/pasting of special characters into the character naming.
- Fixed an bug causing the Enter key to not correctly log you in after typing the user name and password.
- Fixed so that if you bind a key that already exists the previous command will get unbound.
- Sorted some broken key binds due to changes in the underlying functions.
- Fixed a bug where you couldn't use the Quickbar buttons for the bottom version of the Quickbar.
- Fixed an issue where it was not possible to select a template in Character creation.
- Fixed an issue where using capital letters for pet names would open UI windows.[/quote]
[QUOTE=Flaringo;20405634]New patch comin' soon.[/QUOTE]
I uninstalled, can you tell me how the magic is like?
new patch coming sooner, also servers are down. i don't know what to do now.
the book system makes me want to cry.
Alright well I've always disregard this thread until now, but seeing the game on max settings and reading about it's sandbox playstyle has really sparked my interest. Is it fair to say that this game is liike EvE? Since it is a persistent world, can I walk somewhere, then come back 2 weeks later and see stuff build there? When people or guilds make towns and stuff, is it a big deal? Like, can people really expand and dominate a region, or are villages small and prone to daily attack? Also how do you generally start off?
You start of with a shit axe and sword, and some rags to wear. That's it item wise. You pick a starting town (not tutorial towns, just a town to start in) and do whatever you want from there. It's dark as fuck at night though without a torch or screwing with the games settings.
When a guild makes a town it's a huge thing, they require alot of gold and resources to make a single house let alone enough for a fully functioning town. As of right now I don't think any guild has a "full" town, but they also haven't added everything you can build yet I think.
At its current stage in beta, is it boring?
Boring? No, it gets a little stale toward the end-game (you can max all of your skills and stats within 1-2 days) if you don't start PVPing or PKing. I've had a load of fun since I made friends with a few people though. Got lost in a Jungle for a few hours at night. Then spent another 4 finding our way back to our town. Was fun.
this game is for mentally retarded people
[QUOTE=loomy;20649968]this game is for mentally retarded people[/QUOTE]
So you enjoy it thoroughly, huh?
I see what you did there
Updating my game. Takes a long time.
Second patch almost done downloading, in game name is gonna be Dragoshi, Dragoshee, or Dragoshi1, depends on what character I make.
Hopefully I can run this.
Any opinions on whether it's worth pre-ordering to get into beta? I was following this pretty seriously about 6 months ago because the game concept sounded awesome, but I've been hearing some negative things about it lately.
[QUOTE=Tickle;20725981]Any opinions on whether it's worth pre-ordering to get into beta? I was following this pretty seriously about 6 months ago because the game concept sounded awesome, but I've been hearing some negative things about it lately.[/QUOTE]
The beta is open to all now I think.
[QUOTE=acds;20726147]The beta is open to all now I think.[/QUOTE]
Oh.
Alright, another question: Is it worth downloading at all?
[QUOTE=Tickle;20726238]Oh.
Alright, another question: Is it worth downloading at all?[/QUOTE]
I'm downloading it right now.
If anyone is still actively playing and wants to show me the ropes/give me shit/invite me to a guild or something, that would be greatly appreciated.
[QUOTE=Tickle;20726238]Oh.
Alright, another question: Is it worth downloading at all?[/QUOTE]
What do you lose aside from your time by trying it? You may really like it.
Sup guys, it's going live this month. Expect a few lag and desync-fixing patches.
[QUOTE=Samppa;20746159]Sup guys, it's going live this month. Expect a few lag and desync-fixing patches.[/QUOTE]
they havn't even stress tested putting all their creatures into the game yet? unless thats it, then lol wot
[QUOTE=Soren;20799209]they havn't even stress tested putting all their creatures into the game yet? unless thats it, then lol wot[/QUOTE]
They should fix and stabilize the game before rushing in more content, which would make it even more unstable.
First impressions? Crazily difficult to get to grips with. I'll keep at it though, it might be worth it.
Been thinking of testing this, any pros and cons?
ya here they are
Pros: Nothing
Cons: The entire game
Hope that was helpful
I downloaded this today. So far I find the lack of any sort of tutorial a horrendous wreck of shit. (Sure they have text but it does not really explain anything clearly). Making money is pretty much either A.) Go wep smith and get money or B.) Grind on brownwood and be poor till you can get some pity from another player.
So far I have no combat info or anything like that.
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