There were warnings and threads made back when they did the most recent economy overhaul, describing this exact problem. The gold buildup mechanic is a good idea, in that it encourages people to go to different areas instead of farming the same one …
It will help add some parity for prismatic breaking between the cities (Which get psionics which can fairly easily disrupt a prismatic) and forest (which get... bupkis? Dreamweave Induce).
Even before all of the free comm generators, there was no reason for most players to bother with commodities, no incentive for orgs to make a profit (or even break even) on commodities, and no end to them in sight. Villages just produce them 'out of…
Some areas are bonkers. For instance - Mobs in Nirvana drop gold. Because it's an area locked behind a skillset, with literal hundreds of mobs to kill, going through every other day will net a cool 150k+, easily
I've thought about trying to convince orgs to use their gold stockpiles to push the market down, but seeing as you can infinitly and anonymously resell the credits higher, it would only take one asshat to screw everything for everyone, again.
So then, yes - new areas of the wiki require administrative permission*. Just having a yes/no on that would be great, the last page of the thread has made it pretty unclear.
Since it probably means retirement worth and that's not the same as the total number of credits you've bought, you'd probably need to get more than 73 credits.
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Do additions of new areas of the wiki require administrative go ahead or not? Because there were statements that yes, new areas of the wiki (for example curios) need to be okayed…
The QUESTS system is something that's fairly recent in terms of the game's life, and I'm not sure it was ever intended to be a full MMO quests readout. I think it's just intended to remind you that you started working on a particular quest, not book…
I suspect that permission has not been granted or withheldfor adding curios to the wiki at this point. The point there not being that it's forbidden, but that it needs to be asked first.
Plans near me are starting to get canceled. My own plan generally involves filling a bathtub with water and moving a lot of wood into the house so I don't have to go outside. Sucks if I have to go to work though.
If you give it to a ritualist who knows the cipher (the password) yes. No, only ritualists know the encipher skill, oddly enough. I think it should be more widely known, tbh. Perhaps somewhere up in Arts? Ritualists …
That's all the new warrior skills in. Working on the trades now.
If you write an explanation of the cartel/design system I'll make a space for it on the wiki. The same goes for any guides anyone wants to write, Chronicler or not. Right n…
I think I'm going to roll an alt and go through the intro again to see if anything has changed there. After the bulk of the Overhaul goes through, it might be time to overhaul the intro again - as I remember it, the current intro does a really bad j…
Org help files can be made to have clickable links, though they link text needs to be the same as the syntax. I don't know anyone that uses this functionality for sure, but I upgraded Serenwilde's helps where I thought it made sense to have clickabl…
You really won't need more slots than you get at base. The one weapon upgrade I think might prove problematic for balancing is doubled speed upgrade. I don't really see anyone forgoing the speed bonus, which is why I suggested removing it and rollin…
There is also scant reason to get the armor upgrades, imo. The defensive abilities are only a 1/6, and you can't double up anything. It's easy to get some cheap slotted items for influencing, if that's what you want.
Tailoring, Knighthood, and Axelord have been updated with the new skills. I'm going to eat dinner, and then come back to put the rest in for curious readers.
Robes should get +1 enhancement slot all around, I think. I brought it up in the Gear Overhaul thread, but this would make them less categorically worse than armor - in the same way that being a robes wearer wasn't categorically worse at everything …
When I was a camp councilor long ago in the hill country, one of my first pieces of advice to every new cabin was to constantly shake out your clothing and shoes before putting them on. Always.
It can be theoretically used for things like (say) special ceremonial garb or jewelry that you need to be of sufficient rank (or have completed particular advancements, whatever) to use.