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foogleman last won the day on January 18

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  1. foogleman

    RPG starting XP revamp

    I was not aware. That's great to hear.
  2. foogleman

    RPG starting XP revamp

    A wild foogleman appears. So this was a thought that's been going around in my head for quite a while now. While progression is fun and all, I now firmly believe that the best course of action for this server would be, if the character creation gets a little overhaul. I believe it would be more fun and definitely more alt-friendly if new characters could start out with 3-4 months worth of XP to freely distribute at character creation between their combat skills and crafting skills. That way, a new character doesn't have to start out as a nobody and people, especially new players, had a lot more opporunities in what they wanna do right off the bat. Someone could start out as a veteran combatant, a skilled magic user or a seasoned craftsman. Or a mix of anything, really. And there could still be progression, only that progression would go slowly and more focused. How do I even get to this idea? Well, I thought back of the old Legacy days and about other private server I have been on. The matter of fact is.. none of these past servers had what Unknown Shores has. The RPG system and all that. Still, people had a lot of fun on them, character variety was great and ideas and concepts were thrown around everywhere. And I believe that it was mostly due to the fact that you could start out as any character you wanted. There was no RPG system holding you back. You wanted to be an adventurer? No problem. You wanted to be a skilled blacksmith? Sure thing. But on Unknown Shores, you can only start out as one thing: Untrained Scrub that is good at nothing. Which is ultimately very limiting for new players. The one thing that I believe is the best thing about the RPG system is, that it brings order and fairness to the RP environment. Which is the one thing that was always missing on Legacy RP. We don't do a simple d20 roll here to see if that seasoned Kaldorei Archer hits the mark or shoots herself in the foot. We don't "pretend" that this one blacksmith guy over there is a master in his craft and has 150 Thorium Bars in his backpack to craft that very special armor for an event. Those were all Legacy problems that the RPG did fix. But starting out as a untrained scrub, that is not a problem that the RPG system fixed, it is rather a problem it created. Progression can still be a thing, even if players would start out as "someone". There is many ways someone can progress, as there has always been. Just throwing that thought out there. I do believe it would improve the experience, especially for new players.
  3. foogleman

    Maliki Haluz'Ehk's Death

    I didn't see the whole thing personally, only some logs. There's just two things I wanna throw out there. 1. Yes, the situation could have been handled differently. Players could have just given Ehk grave wounds and a warning that if he ever shows his face again, they will kill him. I think that would have been the appraoch I would have made in that situation. No need to murder a dog for just barking too loud and snapping at you when you get too close. 2. I still feel the death is reasonable. Ehk was a character that had, over several months, shown a lot of aggression and unruly behaviour. On top of that, I've seen him throw death threats at other people rather frequently. It was only a matter of time until he would bark and snarl at the wrong person. Our community and our server is based around player agency. It is up to the players, for the most part, here to hand out justice and retribution. If a character is so antagonizing over such a long time, it is understandable when some people at some point don't want to take his shit anymore and decide to get rid of him... permanently. Farewell, Ehk. Hopefully we'll see you again on another character.
  4. foogleman

    Provisioner Suggestions

    Out of Combat Potions: That's what food already is for. If you make potions like that, there would be no need for food. I like that potions are more of an "in combat" thing while food is out of combat. On the topic of the "cosmetic" potions, I'd rather not. I only see a lot of memery going on with that. Transmute: Would rather have this on the Mystic. Balance Pass: We are overhauling the Fatigue and Injury system at the moment and will push that out soon. I'd wait with a balance pass until that is out. Poisons/Oils: Roughly the same effect than potions. They simply buff you up with more damage. Cross-Profession Crafting: I would want more of this, too. Worth thinking about.
  5. foogleman

    Knocked Out Feedback

    The knockout overall needs some work, yes. Being able to "drag" a knocked out character somewhere would be really nice. Though I have no idea how much of a pain in the ass that is to program. On the other hand, if you plan to move the person, why not just do "take prisoner" instead?
  6. Thanks for the feedback and thanks for staying so reasonable and understanding. I can see and understand where you are coming from and I can agree with some points you make. However, looking at the big picture here, I do believe we should take small steps when it comes to changing this, instead of making radical changes. I know how weird it can feel right now when you run out of productivity. It gives you the feeling that you have nothing else to do for today, or that any further roleplay is pointless. I can understand that. At the same time, I also have to argue that we designed it in this fashion to prevent a gap forming between the casual players and the hardcore grinders. Productivity has been put in place to prevent the RPG from becoming too gamey and too rewarding for people that have a lot of free time and grind away all day. Not only that, but also Injuries, Fatigue and HP have been designed with the same goal in mind: Put a natural and reasonable barrier in front of players to prevent them from turning the roleplay experience into a "PvE Japanese Grinding RPG" experience. I have the firm believe that we can add more features, as well as fine tune the ones we already have, to find a good balance between reasonable character limitations and having a fun experience. Aside from that, due to the server just having started this weekend and everyone still being at a very low level of character progression, it is only natural that many people have the feeling that they can't really find that "niche" they wanna be in. Someone wanting to roleplay as a blacksmith can't really roleplay as a blacksmith right now, since he lacks the materials, the productivity and the experience to really act out his role. The same goes for people wanting to play healers, tanks, doctors, merchants, you name it. All this boils down to the fact that everyone just started out, so everyone is on the "same level" at the moment. I am confident that as we go along and a few weeks pass, the roles between the different kind of characters we have right now will be fleshed out more and more. The differences between people putting most of their productivity into gathering and crafting, and those who use it for combat xp, will only grow bigger and bigger as we go. A guy that gathers with Woodlander from day one will be on the same page as everyone else after just 2 days. But once 2-3 weeks have passed, he will definitely stick out a lot among the crowd as "that guy that has a lot of wood" (lel yes that sound so wrong). Regardless of all this... We are hearing you, guys! Changes, adjustments and bug fixes will happen. Please be patient with us. Many players have stepped forward to me and expressed how they can see the potential of this server. I am equally excited about what we can all build together here. But rome wasn't build in a day.
  7. foogleman

    The Adventurers Guild

  8. This guide is not a comprehensive list of all the recipes in the game, neither is it a guide on how to find the best materials. This guide simply explains the basics of how professoins work for players new to our game. Let's get started. The different professions When you click on your RPG Handbook and go to "Professions", you will see a list of all the professions available and how skilled your character is in each. Profession skill ranges from 1 to 100. Every character has access to every profession by default. Leveling up a profession is done the hard way: Learning by doing! Gathering: Woodlander: Gatheres wood and related plant stuff. Trapper: Gathers wool, leather and related animal stuff. Prospector: Gathers metal, gemstones and related stuff. Salvager: Gathers bits and pieces, relics and related stuff. Fisherman: Gathers fish and anything anyone might have ever dumped into the ocean! Crafting: Weaponsmith: Crafts every possible one-handed, two-handed or off-hand item in the game. That means swords, bows, torches, wands... if it goes into one of your hand slots, he can craft it. Armorsmith: Crafts every armor item of the Mail or Plate category for every slot. Shoulders, chest, gloves, belt, etc. Outfitter: Crafts every armor item of the Cloth and Leather category for every slot. Shoulders, chest, gloves, belt, etc. Mystic: Crafts enchantments and magical scrolls that give temporary buffs during combat. Provisioner: Crafts food, potions, a limited selection of portable objects like bedrolls or campfires, and some other useful everyday things. Architect: Crafts placeable objects, such as tents, walls, furniture pieces like wardrobes, and so on. How do I learn crafting recipes? The very basic crafting recipes can all be bought for free on the starter ship. There are also vendors for every crafting profession on Silver-Eye Island that will not only sell the basic recipes, but also more advanced ones. To buy advanced recipes, you need to pay with [Productivity Token]. You can get these Tokens at any time by opening your [Coin Purse] and clicking on "Claim Productivity for Vendor Purchases". The game then asks you to enter a number of how many tokens you want to buy. Each token will cost you one point of Productivity. Finally, after you have bought a recipe, you need to add it to your Crafting Manual. Simply right click the recipe and then left click on the manual in your backpack. How do I craft an item? Open up the Crafting Manual in your backpack. Navigate the shown menu to the item you want to craft. It will show you a list of reagents needed for the recipe. If you have all the required materials in your backpack, simply click on Craft and you will get the item. Mind you that crafting an item will cost you 5 or more Productivity, depending on the item you want to make! There is Major and Minor armor items and they are all random? What is this? This only applies to the Armorsmith and Outfitter. Major means, the item will be for your head, shoulder, chest or leg slot. Minor means the item will be for any of the other slots, like gloves or boots. At the first level, the armor crafting recipes, as well as the weapon crafting recipes, will only give you a random item. But at a crafting skill of 5, you can buy a crafting recipe from the trainer that will actually let you choose exactly what item you want to buy! How does this work with crafting recipes that let me choose exactly what armor or weapon I want to craft? It's rather simple. The recipe will tell you that it will craft a "Token" for you. This token is like a currency that you can exchange for the item you want. For example, a [Common Plate Major Token] will let you buy any plate armor piece for the chest, head, leg or shoulder slot. To buy the item, simply type in the command ".buyitem <item ID>". You can get the item ID via the command ".lo it <itemname>" or you can look for it on wowhead.com. Alright, now I only need materials! Where do I get those? You can gather them yourself or trade with other players. Gathering materials is rather simple! Go out into the world and find a spot that looks like it might have the materials you want to gather. If you are looking for wood, for example, just find some trees. To find out if you are actually in the right spot, open up your RPG Handbook, click on More Actions and click on Examine Local Resources. This will give you a list of which resources are available in this spot. Once you have confirmed that wood is available, simply click on "Start Woodcutting" in your RPG Handbook. Now all you have to do is wait. The game will notify you once you have found something. It does not take long, and you will keep on gathering as long as you stay in this spot or until you manually end it by clicking on End Gathering in your Handbook. Each "tick" of gathering will cost you 3 Productivity. These actions exist also in command form, best to make a macro for them if you fancy gathering a lot: .gather info - will display the information on the local nodes .gather start <woodlander/trapper/prospector/salvager/fisher> - Will start the related gathering attempt .gather stop - Stops the current gathering attempt How do I get better in all these professions? Like mentioned earlier, it is learning by doing. Just keep on gathering and crafting and it will happen automatically!
  9. foogleman


    It's... it's a BURD!! Welcome
  10. foogleman


    Hi there, Lanela
  11. foogleman

    Heya nerds

  12. foogleman

    King's honor, friend.

    I wish we had proper alchemy and herbalism, too But sadly, it's not implemented yet. Maybe we will get it later! The Provisioner can craft a few potions, though! So maybe that'll be your thing. Welcome and have fun on the server.
  13. foogleman

    Daggerfin Corsairs

    I like the idea. The character I have planned wouldn't fit into this at all, though. But I really hope you'll finde some people for this.