Rivius2010-11-21 04:06:28
Is there a quick command to list who's following you?
Xenthos2010-11-21 04:07:17
QUOTE (Rivius @ Nov 20 2010, 11:06 PM) <{POST_SNAPBACK}>
Is there a quick command to list who's following you?
GROUP
Unknown2010-11-21 04:08:37
GROUP and ENT (or ENTITIES). Each shows slightly different things, too.
Ircria2010-11-21 04:09:51
QUOTE (Zarquan @ Nov 20 2010, 08:08 PM) <{POST_SNAPBACK}>
GROUP and ENT (or ENTITIES). Each shows slightly different things, too.
That would be ENTOURAGE, but yes.
Unknown2010-11-21 04:11:16
Oh, right. For a moment, I lapsed into Occultist mode... even though I've never been an Occultist.
Neos2010-11-21 04:23:35
QUOTE (Zarquan @ Nov 20 2010, 11:11 PM) <{POST_SNAPBACK}>
Oh, right. For a moment, I lapsed into Occultist mode... even though I've never been an Occultist.
Maybe in another life?
Dynami2010-11-21 06:33:13
Can someone explain why the lmao emote puts out "You have just proven yourself to be unfit for survival."?
Lilia2010-11-21 06:38:34
QUOTE (Dynami @ Nov 21 2010, 12:33 AM) <{POST_SNAPBACK}>
Can someone explain why the lmao emote puts out "You have just proven yourself to be unfit for survival."?
It's like, "Did you seriously just type lmao? What a loser."
Unknown2010-11-21 07:16:15
Edit: How long does it take for mobs to respawn? Is it duration based (x minutes after being killed) or time based (every x minutes)?
Ixion2010-11-21 10:44:34
Time after being killed, usually.
Aerotan2010-11-21 10:55:39
It's also different for certain mobs. For instance, and maybe most notoriously, Surtami takes about twice as long as most mobs to respawn, or more.
Unknown2010-11-21 11:46:05
Alright, thanks!
Gleip2010-11-21 12:09:44
QUOTE (Dynami @ Nov 21 2010, 07:33 AM) <{POST_SNAPBACK}>
Can someone explain why the lmao emote puts out "You have just proven yourself to be unfit for survival."?
It used to be so in Achaea that if you did "lol" you'd get the "Did you just use the lol emote? God, you are so lame." or something.
Unknown2010-11-21 12:47:52
Plus, jeez man, you just popped yer off laughing. That's gonna be messy and really quite unfortunate.
Aerotan2010-11-21 14:05:10
How much do the various arena events cost to set up?
Lendren2010-11-21 14:31:58
QUOTE (Phoebus @ Nov 20 2010, 10:13 PM) <{POST_SNAPBACK}>
Stupidly enough, it actually hurts them. Which led to these lovely statues we've got around these days.
It doesn't really even do that either. Part of tithing comes from stock levels, and part from production levels, so buying things down can reduce stock levels and thus reduce tithes, but it's just as likely to increase production due to demand and thus increase tithes. It should be pretty much a wash, particularly in the long term.
From an RP standpoint, it's good for the villagers, and they should be very upset with anyone who claims to be helping them but actually prevents people from doing business with them; but that kind of thing rarely comes into play since there's no mechanical reflection of their benefit from being traded with.
The statues are really there to try to discourage people from leveling the Village Feelings playing field. This is a symptom of what's wrong with Village Feelings: It's supposed to be a way to for nations to try to build up feelings before the revolt in different ways, which is a good idea, but the fact that the incumbent nation can attempt to control access to the village, and thus prevent anyone else building up feelings, makes it a bad idea. Way back when in the first days of Lusternia, the incumbent tended to always win revolts, because they seeded the village with guards, statues, and a meld before the revolt, preventing anyone else getting in; and steps had to be taken to re-level the playing field before revolts by wiping those things. But now the incumbent has a similar advantage (maybe not as big, but still quite significant) and the game mechanics actually support it instead of trying to counter it.
That this is harming the game for those who like tradeskills, and causing rampant killing and scaring off of newbies, is just collateral damage.
Unknown2010-11-21 14:51:49
QUOTE (Lendren @ Nov 21 2010, 09:31 AM) <{POST_SNAPBACK}>
It doesn't really even do that either. Part of tithing comes from stock levels, and part from production levels, so buying things down can reduce stock levels and thus reduce tithes, but it's just as likely to increase production due to demand and thus increase tithes. It should be pretty much a wash, particularly in the long term.
From an RP standpoint, it's good for the villagers, and they should be very upset with anyone who claims to be helping them but actually prevents people from doing business with them; but that kind of thing rarely comes into play since there's no mechanical reflection of their benefit from being traded with.
The statues are really there to try to discourage people from leveling the Village Feelings playing field. This is a symptom of what's wrong with Village Feelings: It's supposed to be a way to for nations to try to build up feelings before the revolt in different ways, which is a good idea, but the fact that the incumbent nation can attempt to control access to the village, and thus prevent anyone else building up feelings, makes it a bad idea. Way back when in the first days of Lusternia, the incumbent tended to always win revolts, because they seeded the village with guards, statues, and a meld before the revolt, preventing anyone else getting in; and steps had to be taken to re-level the playing field before revolts by wiping those things. But now the incumbent has a similar advantage (maybe not as big, but still quite significant) and the game mechanics actually support it instead of trying to counter it.
That this is harming the game for those who like tradeskills, and causing rampant killing and scaring off of newbies, is just collateral damage.
From an RP standpoint, it's good for the villagers, and they should be very upset with anyone who claims to be helping them but actually prevents people from doing business with them; but that kind of thing rarely comes into play since there's no mechanical reflection of their benefit from being traded with.
The statues are really there to try to discourage people from leveling the Village Feelings playing field. This is a symptom of what's wrong with Village Feelings: It's supposed to be a way to for nations to try to build up feelings before the revolt in different ways, which is a good idea, but the fact that the incumbent nation can attempt to control access to the village, and thus prevent anyone else building up feelings, makes it a bad idea. Way back when in the first days of Lusternia, the incumbent tended to always win revolts, because they seeded the village with guards, statues, and a meld before the revolt, preventing anyone else getting in; and steps had to be taken to re-level the playing field before revolts by wiping those things. But now the incumbent has a similar advantage (maybe not as big, but still quite significant) and the game mechanics actually support it instead of trying to counter it.
That this is harming the game for those who like tradeskills, and causing rampant killing and scaring off of newbies, is just collateral damage.
What I was told in-game when this whole thing started was that the statues went up to stop people from buying out the commodities in the village commodity shops. Yeah, it keeps people out for village feelings reasons too, but that was never mentioned.
Ssaliss2010-11-21 15:23:44
QUOTE (Phoebus @ Nov 21 2010, 03:51 PM) <{POST_SNAPBACK}>
What I was told in-game when this whole thing started was that the statues went up to stop people from buying out the commodities in the village commodity shops. Yeah, it keeps people out for village feelings reasons too, but that was never mentioned.
To be honest, that's a pretty stupid attempt at an explanation. If you really want such a defense, put it right before the comm-shop.
Besides, anyone who wanted to buy out a comm-shop would still be able to do so despite the statue; they can just cure it. The only people this actually harms are complete noncoms (like me) and newbies. And heck, if I know where the statues are, I can just fly over them anyway.
Unknown2010-11-21 15:31:06
QUOTE (Ssaliss @ Nov 21 2010, 09:23 AM) <{POST_SNAPBACK}>
Besides, anyone who wanted to buy out a comm-shop would still be able to do so despite the statue; they can just cure it. The only people this actually harms are complete noncoms (like me) and newbies. And heck, if I know where the statues are, I can just fly over them anyway.
The same can be said about influencing for village feelings too, really. It's meant to be an obstacle, not a total deterrent. Which is why I was never all that enthused with the idea of spreading it beyond enemies anyways.
Unknown2010-11-21 15:32:03
QUOTE (Ssaliss @ Nov 21 2010, 10:23 AM) <{POST_SNAPBACK}>
To be honest, that's a pretty stupid attempt at an explanation. If you really want such a defense, put it right before the comm-shop.
Besides, anyone who wanted to buy out a comm-shop would still be able to do so despite the statue; they can just cure it. The only people this actually harms are complete noncoms (like me) and newbies. And heck, if I know where the statues are, I can just fly over them anyway.
Besides, anyone who wanted to buy out a comm-shop would still be able to do so despite the statue; they can just cure it. The only people this actually harms are complete noncoms (like me) and newbies. And heck, if I know where the statues are, I can just fly over them anyway.
Yeah, that was my reaction too. But at no point was any other reason ever mentioned to me, and it really annoyed me how dumb of a reason it was, especially for something that generally just harms those who aren't even there to do any damage in the first place. I think stopping village feelings increases is a pretty dumb reason for it too, but then again, I think village feelings are pretty dumb overall.
Dumb dumb dumb. How many times can I use the word dumb in the same post?