Search found 300 matches
- Sun Jul 25, 2021 6:37 am
- Forum: Feature Requests and Suggestions
- Topic: Marketplace tune up?
- Replies: 3
- Views: 1490
Re: Marketplace tune up?
I tried to sell a singular piece of exquisite soft bear leather from my hand, so I wouldn't have to consider if having other pelts/leathers on hand was impacting the sales. The market in question does have some <other animal> pelts or hides I think it was, but the quantity didn't appear significant....
- Sun Jul 25, 2021 5:52 am
- Forum: Feature Requests and Suggestions
- Topic: Marketplace tune up?
- Replies: 3
- Views: 1490
Marketplace tune up?
Hey, I was wondering if there might be any chance of adding various different items to the marketplace as sellable. In this particular instance, I was trying to sell some soft leather to the market, but that was a no go and it seemed odd to me. We can sell ore and smelted bars of metal to the market...
- Sun Jul 18, 2021 6:52 am
- Forum: Feature Requests and Suggestions
- Topic: Building events counter request
- Replies: 0
- Views: 1110
Building events counter request
I was wondering if it might be possible to get something for checking in where players are in a donation quest event. So we can sensible decide whether we ought to focus on providing a particular type of resource for the event to use our time to participate effectively. If that's too much, an altern...
- Fri Jul 16, 2021 12:37 pm
- Forum: General Announcements
- Topic: Regarding the Festival Auction
- Replies: 3
- Views: 1472
Re: Regarding the Festival Auction
Hey, Just wanted to let you know that OOCly, I'm not troubled by this at all, and sort of was looking at an angle to drive RP. I understand these mistakes happen, and hope everyone had an entertaining time watching and listening to the resulting insanity. Thanks to the GM team for popping in and get...
- Tue Dec 29, 2020 8:38 pm
- Forum: Mummers
- Topic: Words Breaking Words
- Replies: 13
- Views: 4719
Re: Words Breaking Words
Honestly, and i'll not derail it much more than this. I feel like Sorcerers (tainted), are the ones most in need of CVC nerf. Mummers are powerful yeah, but like you say, they often don't seem to start stuff. Sorcerers and Harbingers seem more problematic, but I don't know what, if any OP harbinger ...
- Mon Dec 14, 2020 10:18 am
- Forum: Artisans
- Topic: Suggestion: Artisan Import Shop
- Replies: 33
- Views: 12472
Re: Suggestion: Artisan Import Shop
As I understand it, the items that are up for sell for between 700,000 and 1,000,000 riln are not set in stone. It was just a way to advertise the items in question. Seeing as legendary items come with some pretty unique bonuses, and the chances of making one are not purely based on grinding, it st...
- Thu Dec 10, 2020 5:22 pm
- Forum: Artisans
- Topic: Suggestion: Artisan Import Shop
- Replies: 33
- Views: 12472
Re: Suggestion: Artisan Import Shop
How prohibitive is prohibitive. There's an iron item for sale right now for 1 million riln which I think is reasonable for what it is. If I had devoted just 50 percent more of my playtime to making money and not hemraging it to achieve other goals like I have been for the last 4 or so months i woul...
- Wed Dec 09, 2020 2:23 pm
- Forum: Artisans
- Topic: Suggestion: Artisan Import Shop
- Replies: 33
- Views: 12472
Re: Suggestion: Artisan Import Shop
I find that the price of certain rare metals is priced right out to lunch...for example, I'm not going to spend three or four years of hard-earned savings on a bar of this metal I think such things will help with riln sinks. If artisans can achieve, and do achieve, hundreds of thousands of riln in ...
- Wed Dec 09, 2020 2:12 pm
- Forum: Artisans
- Topic: Suggestion: Artisan Import Shop
- Replies: 33
- Views: 12472
Re: Suggestion: Artisan Import Shop
I agree that it may become less rare. I feel like glittering caverns are more rare from when I last played, so material rarity has increased a lot. But if we look at options maybe we can find a compromise that helps balance the two? 1) glittering caverns a bit less rare? 2) If the shop sells out qui...
- Wed Dec 09, 2020 11:46 am
- Forum: Artisans
- Topic: Suggestion: Artisan Import Shop
- Replies: 33
- Views: 12472
Suggestion: Artisan Import Shop
Just a suggestion I thought I'd drop. Any consideration on having the Artisan Import Shop be re-stocked on an automatic schedule? If setting it as a single time/day per week or month is an issue, a simple 1d7 to determine weekday, and 1d24 even, to determine the hour it gets restocked on, and a slig...
- Fri Nov 27, 2020 7:00 pm
- Forum: Artisans
- Topic: Personal workshops
- Replies: 5
- Views: 7777
Re: Personal workshops
Apologies for the thread necromancy, but it's been awhile. Is there any possibility that wagon access might be added to the private workshops, and any possibility to 'buy out' a room for a large sum? That way, we maintain the work in that area, and don't have to worry about re-renting, or such? I ad...
- Sat Nov 21, 2020 8:34 pm
- Forum: Artisans
- Topic: Feature request: sales cart commodity stacking
- Replies: 2
- Views: 2015
Re: Feature request: sales cart commodity stacking
This is a good idea in general.
- Tue Jun 07, 2016 9:31 pm
- Forum: General Discussion
- Topic: Why I Stopped Playing CLOK
- Replies: 38
- Views: 27491
Re: Why I Stopped Playing CLOK
I'm not quite sure how to tackle this one, more recently. I know I've stopped playing a bit, interest lagged. I might come back though, things might change, etc. For me, it's more about creativity, the stories, the challenges, building, making, changing, impacting. In my own style, that would in the...
- Thu May 05, 2016 9:35 pm
- Forum: Mining
- Topic: Mining Overhaul?
- Replies: 25
- Views: 18253
Re: Mining Overhaul?
Im curious if there will still be chanced access to rare minerals/gems, or will that just be casual stocking of the import shop in the future? Or instead of glittering cavern chance drops, have higher chances of getting super rare materials the deeper you go. What happens if two people try to make a...
- Wed May 04, 2016 8:49 pm
- Forum: Mining
- Topic: Mining Overhaul?
- Replies: 25
- Views: 18253
Re: Mining Overhaul?
I had to reread that twice to make sure I understood the changes, because they sound awesome.
- Fri Apr 29, 2016 10:39 pm
- Forum: General Events
- Topic: The Mine
- Replies: 35
- Views: 19449
Re: The Mine
On dynamics, it's a tough call. I'm all for it, but if we're going for Dynamics, please allow, if not facilitate dynamic growth that makes sense even if it's not what we want. ex: building, Sona loved the idea of clearing, creating, building, improving, steam works, engineering, arcane, spiritual, a...
- Fri Apr 29, 2016 10:30 pm
- Forum: Feature Requests and Suggestions
- Topic: New Urban hunting ground
- Replies: 18
- Views: 9359
Re: New Urban hunting ground
I was thinking the same about Coalition. They're like cockroaches. Think you've gotten rid of them and then you find another filthy nest. We thought about using smoke wolf's pelt as a throw rug, but decided it was too ugly to grace our civilized buildings. It might be ok for some Dunwyr mud hut tho...
- Mon Apr 25, 2016 4:58 pm
- Forum: Farming
- Topic: Farming Discussion: Why isn't anyone farming anymore?
- Replies: 4
- Views: 11609
Re: Farming Discussion: Why isn't anyone farming anymore?
shorter growth cycles, theft prevention would make farming more enticing. Heck, I'd be super excited if we seen advancements on this system, but the core system of farming needs to be more enticing than "ugh, farming." It's not even necessarily a riln thing. Farming is a great RP option, m...
- Mon Apr 25, 2016 4:46 pm
- Forum: Feature Requests and Suggestions
- Topic: New Urban hunting ground
- Replies: 18
- Views: 9359
Re: New Urban hunting ground
overhunted by Dunwyr already?
- Thu Apr 21, 2016 5:49 pm
- Forum: Hunting Areas
- Topic: Robber Camp near Shadgard
- Replies: 19
- Views: 16072
Re: Robber Camp near Shadgard
That's fair. Straight up disappearing is pretty bogus.
- Wed Apr 20, 2016 11:28 pm
- Forum: Hunting Areas
- Topic: Robber Camp near Shadgard
- Replies: 19
- Views: 16072
Re: Robber Camp near Shadgard
Would it be possible to get rid of the fleeing mechanic on these guys? They keep running off with all my bullets in them. I understand why you'd want this, but I can also entirely understand wanting to run off, if I was riddled with bullets. I think loss of ammo is just an expected thing to take in...
- Wed Apr 20, 2016 11:25 pm
- Forum: Feature Requests and Suggestions
- Topic: New Urban hunting ground
- Replies: 18
- Views: 9359
Re: New Urban hunting ground
+1 this - it might give some people a reason to consider urban stealth as slightly worth while if it's a good urban area, with a range of difficulty in both stealth checks and danger.
- Mon Apr 11, 2016 3:34 am
- Forum: Weapons
- Topic: Crossbow - too OP?
- Replies: 8
- Views: 8348
Re: Crossbow - too OP?
This sounds like a pretty good update to me. :)
- Sun Apr 10, 2016 8:21 pm
- Forum: Weapons
- Topic: Crossbow - too OP?
- Replies: 8
- Views: 8348
Re: Crossbow - too OP?
I'll have a better idea if/when I get one myself. It just seemed a bit over the top. I say that as someone who hasn't been on the receiving end, but rather from the perspective of, "wow, I'd be pretty much unstoppable with one of those and high stealth." At least in regards to PvE. CvC is ...
- Sun Apr 10, 2016 4:53 am
- Forum: Weapons
- Topic: Crossbow - too OP?
- Replies: 8
- Views: 8348
Re: Crossbow - too OP?
I think the real problem is the minimum damage threshold is still enough to pretty much instant kill someone. And that's the -worst- damage they're possible of outputting. If I hit minimum damage threshold on any other ranged weapon 5-10 times, would it even come closs to the crossbow's minimum dama...