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Trading and its consequences.

CyclopsSlayerCyclopsSlayer Minneapolis, MNMember Posts: 532 Uncommon

ArcheAge is not full loot, at least for those things carried in the normal inventory. However, resource bundles used to build houses, land claim tokens for the 3rd continent, trading packages, are all carried in a seperate back slot that CAN be looted from a dead player.

 

Houses, Boats, Castle segments, all require a blueprint to start building. The blueprints all cost special coins available through doing trade runs, craft a trade package, and carry it to a distant island. The trick is that both East and West player factions use the same turn in point.

While a player is carrying an item in their back slot their movement is slowed to walking speeds.

 

So here we see a group camping the turn in point, liberating the trade packages and finishing the turn in themselves. LOL

 

http://www.youtube.com/watch?v=PHX1yeZ4t20

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Comments

  • YalexyYalexy BerlinMember Posts: 1,056 Uncommon

    That's actually quiet nice :)

  • SukiyakiSukiyaki Member Posts: 1,443 Uncommon

    The shared turn in points are new to me. Sounds exciting.

    But I hate to see there are "rogue" like specs with invisibility skills again in this game. It makes me fear there is yet again a  class with gamebraking skills like "permanent invisibility". One of the most exploitable, imbalanced and straight out annoying skills in MMORPGs if not well restricted. Staying invisible, prey for targets with no risk unless from others in stealth, moving invisible, attacking from invisibility and then retreating into invisibility if anything goes wrong with usually no means to break it unless the exploiter makes poor decissions himself. There is rarely ever any sort of balancing contra to it. Not just a mere counter, but a polar opposite that can at least invalidate or compensate for this advantage if wisely used.

    "Hey I ignored all the fun content and played this game like a hamster because it was possible just spending long enough time in the wheel. Why are games so boring X-clones these days and can't be more like X? Im going back to grind repeatable tasks in X and hone my skills with some dice roles, waiting 14 months for the next paid content patch."
  • MardukkMardukk Member Posts: 1,994 Uncommon
    Originally posted by Sukiyaki
    The shared turn in points are new to me. Sounds exciting. But I hate to see there are "rogue" like specs with invisibility skills again in this game. It makes me fear there is yet again a  class with gamebraking skills like "permanent invisibility". One of the most exploitable, imbalanced and straight out annoying skills in MMORPGs if not well restricted. Staying invisible, prey for targets with no risk unless from others in stealth, moving invisible, attacking from invisibility and then retreating into invisibility if anything goes wrong with usually no means to break it unless the exploiter makes poor decissions himself. There is rarely ever any sort of balancing contra to it. Not just a mere counter, but a polar opposite that can at least invalidate or compensate for this advantage if wisely used.

    It's called a group use it.

  • SukiyakiSukiyaki Member Posts: 1,443 Uncommon
    Originally posted by Mardukk
    Originally posted by Sukiyaki
    The shared turn in points are new to me. Sounds exciting. But I hate to see there are "rogue" like specs with invisibility skills again in this game. It makes me fear there is yet again a  class with gamebraking skills like "permanent invisibility". One of the most exploitable, imbalanced and straight out annoying skills in MMORPGs if not well restricted. Staying invisible, prey for targets with no risk unless from others in stealth, moving invisible, attacking from invisibility and then retreating into invisibility if anything goes wrong with usually no means to break it unless the exploiter makes poor decissions himself. There is rarely ever any sort of balancing contra to it. Not just a mere counter, but a polar opposite that can at least invalidate or compensate for this advantage if wisely used.

    It's called a group use it.

    The point just went completely over your head.

    "Hey I ignored all the fun content and played this game like a hamster because it was possible just spending long enough time in the wheel. Why are games so boring X-clones these days and can't be more like X? Im going back to grind repeatable tasks in X and hone my skills with some dice roles, waiting 14 months for the next paid content patch."
  • TheLizardbonesTheLizardbones Arkham, VAMember Posts: 10,910 Common


    Originally posted by Sukiyaki
    Originally posted by Mardukk Originally posted by Sukiyaki The shared turn in points are new to me. Sounds exciting. But I hate to see there are "rogue" like specs with invisibility skills again in this game. It makes me fear there is yet again a  class with gamebraking skills like "permanent invisibility". One of the most exploitable, imbalanced and straight out annoying skills in MMORPGs if not well restricted. Staying invisible, prey for targets with no risk unless from others in stealth, moving invisible, attacking from invisibility and then retreating into invisibility if anything goes wrong with usually no means to break it unless the exploiter makes poor decissions himself. There is rarely ever any sort of balancing contra to it. Not just a mere counter, but a polar opposite that can at least invalidate or compensate for this advantage if wisely used.
    It's called a group use it.
    The point just went completely over your head.


    I heard the whoosh from over here.

    I can not remember winning or losing a single debate on the internet.

  • CyclopsSlayerCyclopsSlayer Minneapolis, MNMember Posts: 532 Uncommon

    Stealth;

    It is limited by proximity. You become visible based on being too close to a target. As well there is at least 1 skill that increases that radius by double iirc. So it will let you get set up for an attack, but you'll still have to charge through a visibility range.

    Secondly, the skill has a 40sec Duration, 40sec Cool Down, and reduces movement by 30%.  So the user will likely become visible briefly as they refresh.

  • coretex666coretex666 PragueMember Posts: 2,576 Rare
    It looks pretty cool. I like OWPvP.
  • LlexXLlexX SerbiaMember Posts: 199 Uncommon
    Originally posted by Sukiyaki
    The shared turn in points are new to me. Sounds exciting. But I hate to see there are "rogue" like specs with invisibility skills again in this game. It makes me fear there is yet again a  class with gamebraking skills like "permanent invisibility". One of the most exploitable, imbalanced and straight out annoying skills in MMORPGs if not well restricted. Staying invisible, prey for targets with no risk unless from others in stealth, moving invisible, attacking from invisibility and then retreating into invisibility if anything goes wrong with usually no means to break it unless the exploiter makes poor decissions himself. There is rarely ever any sort of balancing contra to it. Not just a mere counter, but a polar opposite that can at least invalidate or compensate for this advantage if wisely used.

    Do some research before starting to talk nonsense, stealth in AA is not overpowered as in most of the other games.

    And this whole goods transporting system i a good way to encourage teamwork (on group of players responsible to carry goods while they teammates responsible to defending them), something to give meaning to teamwork which most of the MMOs are lacking lately, and to punish soloers!

  • AmateAmate ThimphuMember Posts: 88
    Originally posted by Sukiyaki
    But I hate to see there are "rogue" like specs with invisibility skills again in this game. It makes me fear there is yet again a  class with gamebraking skills like "permanent invisibility". One of the most exploitable, imbalanced and straight out annoying skills in MMORPGs if not well restricted. Staying invisible, prey for targets with no risk unless from others in stealth, moving invisible, attacking from invisibility and then retreating into invisibility if anything goes wrong with usually no means to break it unless the exploiter makes poor decissions himself. There is rarely ever any sort of balancing contra to it. Not just a mere counter, but a polar opposite that can at least invalidate or compensate for this advantage if wisely used.

    Funny thing is that you can see me easily busting someone out of stealth at 2:13 in the video.

  • TealaTeala SomewhereMember Posts: 7,554 Uncommon
    Guess people will need to hire scouts and guards.    That is what I would do.   :)

    image
  • PsychoPigeonPsychoPigeon UnkownMember Posts: 565 Uncommon
    Clans will have to work together to ensure safe traval and even then you could be out gunned and your resources lost, just another aspect of AA that makes team work worthwhile.
  • Ice-QueenIce-Queen USA, GAMember Posts: 2,442 Uncommon
    Looked good except the guy that was invisible, I guess that's their stealth, kinda like rogues in WoW, and stealthers from DAOC. I despise the invisible mechanic in mmorpg's. I have and probably will play one, of course, just because of the advantage. Seriously, wish it were hidden in shadows or a brief stealth though, I hate perma-stealth-invisibility.

    image

    What happens when you log off your characters????.....
    http://www.youtube.com/watch?v=GFQhfhnjYMk
    Dark Age of Camelot

  • PsychoPigeonPsychoPigeon UnkownMember Posts: 565 Uncommon
    Originally posted by Tayah
    Looked good except the guy that was invisible, I guess that's their stealth, kinda like rogues in WoW, and stealthers from DAOC. I despise the invisible mechanic in mmorpg's. I have and probably will play one, of course, just because of the advantage. Seriously, wish it were hidden in shadows or a brief stealth though, I hate perma-stealth-invisibility.

    It isn't, read the 1st page

  • CyclopsSlayerCyclopsSlayer Minneapolis, MNMember Posts: 532 Uncommon
    If you watch the video full screen, keep an eye on the chat window. You'll see that the attackers had placed scouts; "Boat to the south, south, landing..." Also, notice that one of them died, and respawned in Jail. LOL
  • Ice-QueenIce-Queen USA, GAMember Posts: 2,442 Uncommon


    Originally posted by PsychoPigeon Originally posted by Tayah Looked good except the guy that was invisible, I guess that's their stealth, kinda like rogues in WoW, and stealthers from DAOC. I despise the invisible mechanic in mmorpg's. I have and probably will play one, of course, just because of the advantage. Seriously, wish it were hidden in shadows or a brief stealth though, I hate perma-stealth-invisibility.
    It isn't, read the 1st page
     

    Ok so it's 45 seconds of invisibility. It's not perma stealth but definately gonna be most useful for pvp. 45 seconds is still a good long time to be invisible. I understand the vocation tree for assassinnis a lesser form of stealth that can be seen through if you're too close to an enemy. Ah well guess I'll have to be a stealther....again.

    image

    What happens when you log off your characters????.....
    http://www.youtube.com/watch?v=GFQhfhnjYMk
    Dark Age of Camelot

  • kadepsysonkadepsyson Phoenix, AZMember Posts: 1,917 Uncommon
    Originally posted by LlexX
    Originally posted by Sukiyaki
    The shared turn in points are new to me. Sounds exciting. But I hate to see there are "rogue" like specs with invisibility skills again in this game. It makes me fear there is yet again a  class with gamebraking skills like "permanent invisibility". One of the most exploitable, imbalanced and straight out annoying skills in MMORPGs if not well restricted. Staying invisible, prey for targets with no risk unless from others in stealth, moving invisible, attacking from invisibility and then retreating into invisibility if anything goes wrong with usually no means to break it unless the exploiter makes poor decissions himself. There is rarely ever any sort of balancing contra to it. Not just a mere counter, but a polar opposite that can at least invalidate or compensate for this advantage if wisely used.

    Do some research before starting to talk nonsense, stealth in AA is not overpowered as in most of the other games.

    And this whole goods transporting system i a good way to encourage teamwork (on group of players responsible to carry goods while they teammates responsible to defending them), something to give meaning to teamwork which most of the MMOs are lacking lately, and to punish soloers!

    He didn't claim it was overpowered like other games.  He said he feared it could be a gamebreaking skill.  He didn't know that it was a short (40 second) duration rather than toggle forever.  He just stated why he didn't like such things in other MMOs.

     

    Also, encouraging teamwork is great, punishing solo players is not. A lone wolf type should have the ability to interact in a very different way with others than a group.  It shouldn't end up being no group = may as well quit forever.

     

    Do some careful reading of his post before starting to talk nonsense.

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  • RhoklawRhoklaw Ft. Bliss, TXMember Posts: 4,476 Rare
    See, now this is the kind of stuff that makes MMO's entertaining. As for the guy who went to jail, what exactly did he do to end up in jail?

  • kadepsysonkadepsyson Phoenix, AZMember Posts: 1,917 Uncommon
    Originally posted by Rhoklaw
    See, now this is the kind of stuff that makes MMO's entertaining. As for the guy who went to jail, what exactly did he do to end up in jail?

    Armed robbery, attempted murder, maybe even actual murder?

    On the off chance you didn't know, the game has in-game jail with in-game player courts.

    AsRock Z710 Extreme7+ motherboard
    Intel i7-6700K Skylake 4.0 GHz processor
    8 GB DDR4 3600 mhz RAM
    Samsung 850 Evo 2.5" SSD
    Samsung 950 Pro M.2 SSD
    Haf X case
    Two MSI 980 Ti GPUs in SLI
    Three 30" U3011 monitors at 7680x1600 resolution in Surround
    An additional 27" Dell 4K monitor

    Basically my gaming rig is made of money
    El Psy Congroo

  • Ice-QueenIce-Queen USA, GAMember Posts: 2,442 Uncommon


    Originally posted by PsychoPigeon Clans will have to work together to ensure safe traval and even then you could be out gunned and your resources lost, just another aspect of AA that makes team work worthwhile.
     

    Yeah, I can see places that will probably be camped all the time with lots of pvp action, which is great. Finding a good guild that isn't full of elitest jerks may be a problem. I'm hoping I can can find a small to medium sized guild that work together, much like the one I was in in Daoc Pre-Toa. The larger guild I was in in Wow were full of elitest jerks and the guild was so big I never got to know everyone in it.

    image

    What happens when you log off your characters????.....
    http://www.youtube.com/watch?v=GFQhfhnjYMk
    Dark Age of Camelot

  • RhoklawRhoklaw Ft. Bliss, TXMember Posts: 4,476 Rare
    Originally posted by kadepsyson
    Originally posted by Rhoklaw
    See, now this is the kind of stuff that makes MMO's entertaining. As for the guy who went to jail, what exactly did he do to end up in jail?

    Armed robbery, attempted murder, maybe even actual murder?

    On the off chance you didn't know, the game has in-game jail with in-game player courts.

    Yes, I knew there was a jail system, but didn't know the mechanics of it. However, does murder only count against you in certain areas? I mean there is a PvP island, so I'm guessing FFA murder is accepted as common there. Was just wondering if these turn in points are actually in a non PvP area or why he went to jail.

  • CyclopsSlayerCyclopsSlayer Minneapolis, MNMember Posts: 532 Uncommon
    Murder and theft only count if they are against the same faction on the Southern continents. And then only if the "victim" collects and turns in the evidence. On the Northern continent there are no penalties.

    Someone recently had over 100 same faction player kills, the jail sentence was 4800 some minutes. They were rather naughty...
  • PaladrinkPaladrink SantiagoMember Posts: 57 Uncommon
    Hmmm i honestly dont care about Full loot, but this seems interesting.

    What we do in life, echoes in eternity.

  • FusionFusion VaasaMember Posts: 1,367 Uncommon
    Afaik the stealth is limited, you can still insta vanish after the timer goes away, being visible only for a fraction of a second..
    As for that island, if its the only tradespot for coins, there's a hail of shitstorm coming!! And the spot will be worse than tarren mill on vanilla glory-days and only the largest zergs will be able to trade for coins
  • CyclopsSlayerCyclopsSlayer Minneapolis, MNMember Posts: 532 Uncommon
    Originally posted by Fusion
    Afaik the stealth is limited, you can still insta vanish after the timer goes away, being visible only for a fraction of a second..
    As for that island, if its the only tradespot for coins, there's a hail of shitstorm coming!! And the spot will be worse than tarren mill on vanilla glory-days and only the largest zergs will be able to trade for coins

    Not the only turn in point. Just the one that offers the 'best' value for the turn in. The further the package goes the more it is worth in the trade coins.

    According to one report, the blueprint for a small house starts at 16 coins. The larger the item, the larger its footprint, the more coins.

  • bcbullybcbully Westland, MIMember Posts: 8,839 Rare
    Originally posted by Sukiyaki
    The shared turn in points are new to me. Sounds exciting. But I hate to see there are "rogue" like specs with invisibility skills again in this game. It makes me fear there is yet again a  class with gamebraking skills like "permanent invisibility". One of the most exploitable, imbalanced and straight out annoying skills in MMORPGs if not well restricted. Staying invisible, prey for targets with no risk unless from others in stealth, moving invisible, attacking from invisibility and then retreating into invisibility if anything goes wrong with usually no means to break it unless the exploiter makes poor decissions himself. There is rarely ever any sort of balancing contra to it. Not just a mere counter, but a polar opposite that can at least invalidate or compensate for this advantage if wisely used.

    That's the first thing I said to myself. There is now way of balancing a perma invs class.

     

    edit - I see someone above say that stealth is not perm, it sure looked like it in the vid.

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