Is the PvE cities being built near yours still in?
I when i read about this I thought this was a awesome idea is still in the game?
Thanks
Ajax
Comments
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by ajax7
Is the PvE cities being built near yours still in? I when i read about this I thought this was a awesome idea is still in the game?
Thanks
He is a bit from an Interview week or so ago: Last line in RED is the important part. Looks like things are being re-evaulated with beta feedback. You will still get attacked by NPC but about their city being near yours is still being looked at. The crafters got moany because of attacks at anytime. Anyhow, the bottom line is your PvE "Player City" will be attacked still by NPC Dymanic A.I. Mobs.
2/ The community would like to know as thoroughly as possible the differences between a PvE city and a PvP battlekeep. What bonuses and penalties do they offer ? Why should a guild desire to own his battlekeep (except for the glory !) or his city, and what are the advantages of a PvP battlekeep compared to a PvE city ?
Battlekeeps/cities are pretty much required if you want to get into high-end crafting and material gathering and also serve as the heart and soul of a guild. They help your crafters, they give you a ready social hub for everyone to hang out in, the buildings may grant certain bonuses if you’ve built them, and owning a city in a resource and building playfield will also help you get more and better resources, which, in turn, will lead to better stuff for everyone.
Penalty-wise, they’re a good size resource sink and if you’re playing in a PvP area, people will be trying to take it from you and will probably stab you to do so. If you’re in a PvE area, you may face NPC attacks or patrols or whathaveyou, based upon what we decide from the process of feedback about Dynamic NPC mobs. We’re currently looking at it based on the feedback we’ve gotten and where we want the game to go, so it’s in a review phase and there’s not much more I can say about it. Once we like where we’re at enough to talk about it, we certainly will.
Is the PvE cities being built near yours still in? I when i read about this I thought this was a awesome idea is still in the game?
Thanks
He is a bit from an Interview week or so ago: Last line in RED is the important part. Looks like things are being re-evaulated with beta feedback. You will still get attacked by NPC but about their city being near yours is still being looked at. The crafters got moany because of attacks at anytime. Anyhow, the bottom line is your PvE "Player City" will be attacked still by NPC Dymanic A.I. Mobs.
2/ The community would like to know as thoroughly as possible the differences between a PvE city and a PvP battlekeep. What bonuses and penalties do they offer ? Why should a guild desire to own his battlekeep (except for the glory !) or his city, and what are the advantages of a PvP battlekeep compared to a PvE city ?
Battlekeeps/cities are pretty much required if you want to get into high-end crafting and material gathering and also serve as the heart and soul of a guild. They help your crafters, they give you a ready social hub for everyone to hang out in, the buildings may grant certain bonuses if you’ve built them, and owning a city in a resource and building playfield will also help you get more and better resources, which, in turn, will lead to better stuff for everyone.
Penalty-wise, they’re a good size resource sink and if you’re playing in a PvP area, people will be trying to take it from you and will probably stab you to do so. If you’re in a PvE area, you may face NPC attacks or patrols or whathaveyou, based upon what we decide from the process of feedback about Dynamic NPC mobs. We’re currently looking at it based on the feedback we’ve gotten and where we want the game to go, so it’s in a review phase and there’s not much more I can say about it. Once we like where we’re at enough to talk about it, we certainly will.
i think that this is a very good way of getting players to actually use the cities that they build and craft. . .and stuff
this is just great for social interaction and . . . . you know what i am SOOOO much better at talking than i am at typing
Comments
He is a bit from an Interview week or so ago: Last line in RED is the important part. Looks like things are being re-evaulated with beta feedback. You will still get attacked by NPC but about their city being near yours is still being looked at. The crafters got moany because of attacks at anytime. Anyhow, the bottom line is your PvE "Player City" will be attacked still by NPC Dymanic A.I. Mobs.
2/ The community would like to know as thoroughly as possible the differences between a PvE city and a PvP battlekeep. What bonuses and penalties do they offer ? Why should a guild desire to own his battlekeep (except for the glory !) or his city, and what are the advantages of a PvP battlekeep compared to a PvE city ?
Battlekeeps/cities are pretty much required if you want to get into high-end crafting and material gathering and also serve as the heart and soul of a guild. They help your crafters, they give you a ready social hub for everyone to hang out in, the buildings may grant certain bonuses if you’ve built them, and owning a city in a resource and building playfield will also help you get more and better resources, which, in turn, will lead to better stuff for everyone.
Penalty-wise, they’re a good size resource sink and if you’re playing in a PvP area, people will be trying to take it from you and will probably stab you to do so. If you’re in a PvE area, you may face NPC attacks or patrols or whathaveyou, based upon what we decide from the process of feedback about Dynamic NPC mobs. We’re currently looking at it based on the feedback we’ve gotten and where we want the game to go, so it’s in a review phase and there’s not much more I can say about it. Once we like where we’re at enough to talk about it, we certainly will.
You have to be kidding crafters moan and something cool gets yanked, bahhhh.
Ajax
He is a bit from an Interview week or so ago: Last line in RED is the important part. Looks like things are being re-evaulated with beta feedback. You will still get attacked by NPC but about their city being near yours is still being looked at. The crafters got moany because of attacks at anytime. Anyhow, the bottom line is your PvE "Player City" will be attacked still by NPC Dymanic A.I. Mobs.
2/ The community would like to know as thoroughly as possible the differences between a PvE city and a PvP battlekeep. What bonuses and penalties do they offer ? Why should a guild desire to own his battlekeep (except for the glory !) or his city, and what are the advantages of a PvP battlekeep compared to a PvE city ?
i think that this is a very good way of getting players to actually use the cities that they build and craft. . .and stuffBattlekeeps/cities are pretty much required if you want to get into high-end crafting and material gathering and also serve as the heart and soul of a guild. They help your crafters, they give you a ready social hub for everyone to hang out in, the buildings may grant certain bonuses if you’ve built them, and owning a city in a resource and building playfield will also help you get more and better resources, which, in turn, will lead to better stuff for everyone.
Penalty-wise, they’re a good size resource sink and if you’re playing in a PvP area, people will be trying to take it from you and will probably stab you to do so. If you’re in a PvE area, you may face NPC attacks or patrols or whathaveyou, based upon what we decide from the process of feedback about Dynamic NPC mobs. We’re currently looking at it based on the feedback we’ve gotten and where we want the game to go, so it’s in a review phase and there’s not much more I can say about it. Once we like where we’re at enough to talk about it, we certainly will.
this is just great for social interaction and . . . . you know what i am SOOOO much better at talking than i am at typing
On another note, it shows the devs are listening to the players/testers. they just may have the wrong testers in.
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