V excited, a lot of cool updates here that I cannot wait to try. Just going to comment on some things that I think could maybe use attention.
jorb wrote:Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.
I'm pretty concerned about this particular change. Taking roads has become pretty necessary for any type of player interaction, and adding weariness just adds an arbitrary cap to it. Maybe if travel weariness was fleshed out more it wouldn't be a problem, but as it stands the only way to lower weariness is heartwood leaves and sleeping. Sleeping is stupid because it forces you not to play on a character for several hours, scales in a stupid way that takes longer with higher cha(now will?), and is unavailable to characters who leave scents. Heartwood leaves just seem artificially scarce and arbitrary. Having to hoard and ration them just to be able to travel around the map doesn't seem fun. I'm really not sure why it needs to be harder to travel in the first place, keeping road networks repaired and up to date is already a pretty big nightmare.
jorb wrote:SIEGE
I'm a little skeptical that this is an improvement, but I guess we can try it. The optimal village will now be a gigantic rectangle of walls within walls within walls. With enough walls, spaced far enough apart, a village will become effectively un-siegeable. This is not really the end of the world, we have had systems where siege was basically impossible before, and at least in this system a large amount of work is required before a village becomes impenetrable. The shield system has kind of grown on me over the last world though, and I think it could be improved upon to be more intuitive and less abusable instead of being scrapped entirely. One thing I really like about it is that damage can be done in small increments over a longer period of time, allowing players to siege for a few hours, take a break, and then return without losing all of their progress. This new system is more all or nothing, forcing you to defend catapults for their entire 24 hours, with no tangible benefit to successfully defending for part of that time.
jorb wrote:[*] The aim speed of ranged weapons now scales with the ratio of the geometric mean of your Marksmanship and Perception values to the bow's quality. You, thus, need higher values of perception and marksmanship to use higher quality bows.
[*] Lowered base damages of ranged weapons, but increased their armor penetration.
Please just remove ranger bows? They will either do too little damage to be worth using, or they will be extremely overpowered. I do not believe there is any middle ground in the current combat system. Maybe with some very invasive reworks archery could be made good, but tweaking the numbers is not going to help.
jorb wrote:When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out.
This could end up being problematic I think. There will certainly be plenty of people who do not buy rage and still participate in combat. What comes to mind for me is any sort of conflict over an objective. People who do not buy rage get a huge advantage in that they never risk dying, but can still contest things like catapults/meteorites/natural wonders/top q mammoths etc, and their opponents are forced to aggro them and take on risk to protect these objectives. Maybe it would be less bad with a huge handicap to fighting against other players if you did not have rage? If titan characters functioned the same as alts, there would be less reason to invest in them without buying rage. Would also be better if the consequences were less extreme. Having rage could just increase grievous damage taken, without absolutely guaranteeing death on KO.
jorb wrote:Potter's clay no longer uses a potter's wheel
This pretty much removes potters clay from the quality grind, which saddens me. I really liked that gray clay had become a somewhat valuable commodity that nabs could collect en-mass and trade. Not sure how it could be made relevant without causing the same insane quality inflation of world 10, but some sort of buff would be cool!
jorb wrote:Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.
A pretty brutal solution to early game animal cheese, but not necessarily bad. It will certainly have a big impact on late game with bone clay being superior again. Would it be possible to have animal corpses show their uncapped quality when inspected, and then only receive the cap when butchered? Otherwise, there will be very few players capable of finding top quality animal spots, and the nodes are rare enough without this added obscurity.
Last edited by MrBunzy on Thu Jan 31, 2019 3:07 am, edited 1 time in total.