ghandhikus wrote:Your post didn't address most of mentioned problems in this thread, to the point of your changes sounding lazy.
Which problems do you feel are unaddressed? Simply pointing those out again would be infinitely more helpful.
ghandhikus wrote:Your post didn't address most of mentioned problems in this thread, to the point of your changes sounding lazy.
pppp wrote:I guess it will go overlooked in the heat of siege discussion but newbs will be fucked again by removing metal spiralling.
It is because now spiralling metal requires hq cast iron to maximize result of q increase. Value of a cast bar lower by 20% than the top smelted q will be some 10 times lower.
There will be no reason to buy iron from lower level players.
Edit:Burinn wrote:No one is stopping you, or anyone else, from talking about other stuff.
Here you are.
SnuggleSnail wrote:
Jorb, you haven't edited your thread yet, and it has me pretty concerned. The new mechanics you intend to implement aren't really specific enough to understand, for example a world where flaxQ is capped @ 900 is very different to a world where it's capped @ 200.
Plus, all these nerds are too frightened by the new siege system you're not going to implement anyway to rationally discuss anything else.
ozsasoni wrote:jorb wrote:
[*] All crops have a local quality field, which caps their quality growth. However, crops will not lower in quality by being planted in an area of quality lower than their own, meaning that you can still import better crops from elsewhere, grow them in your own lower quality surrounding, without experiencing quality loss. The caps are set high enough that they shouldn't matter at all for a good while.[/list]
can you explain this a bit more?
will it be like some kind of quality per chunk and all the fields in that chunk will have the same quality cap or will it have a base quality and we will be able to increase it as we use the field??
MarcusXDead wrote:About wild hive raiding: please pay attention to what people ask - it was absolute cancer for ages. People need wax, they cannot progress without it. And with current medicine and randomness of wild bees people use disposable alts for it, as it’s more convinient than healing. Is there a reason to make it like that? Just make it less punishing so people would rather actually get stinged on their mains and cure the wounds rather than abusing altfest. I suggest adding several uses for the beesting medicine, for example. Even if you can craft ~5 of those in the end of the day it won’t be enough to heal from a couple of hiveraids. Same solution probably can help with people collecting homemade honey with alts.
About credos with points: this idea isn’t really that good when you’ll start getting quests you’re unable to complete, roll them back, thus spending your daily points. I honestly like the credos, the benefits they bring. Every credo should have unique features, not just +stats. I honestly see much less reason to do hunters credo now, as the only actually usefull benefit left is collecring more meat while butchering wild animals, and unless it’s some high q meat it’s not usually that usefull. I’d like to see credo tree rework at least, as well as making it less rng based. Some quests are just much harder than anothers, and are worth just the same +1 completed quest, making it easier to pray to rnjesus and roll them completing easier and FASTER ones.
About PvP and hermits islands I’m very opposed to this idea. First of all, powergamers will abuse it a lot. Doesn’t matter how you tweak it, they’ll have main bases on safe continent and use alts to move things. You can’t counter it, because you have to allow new players to move from safe continent to pvp one. Even if you make it permanent 1-way road, powergamers will still have a way to supply themselves with stuff like local resources, rare dungeon loot, equipment and ect. From safe continent via freshly made alts. Even if pvp continent will have much better bonuses for progression and there’ll be no way to deliver high q stuff back to safe continent (imagine throwing high q seeds in the water to fish them with alt in safe continent) it’ll still be abused one way or another. Every penalty you add to this game is countered with alts.
And the main problem that current siege changes were meant to counter pclaim spam with palis, how do you guys play to couner it on safe continent without siege?
About the inspect with matching items idea: Kekw, I wonder how will you inspect some dipshit titan alt pali on high q soil spot if he places 1 nugget of his top q wrought iron in it, if you’re not another titan? Tweaking the game for titans to be even more immune, hm?
About larger world size: It’s awesome and everything, but without better traveling decisions it might be not such a good idea. I mean I hear a lot of “not worth my time going there” on different subjects. Maybe adding some local neutral ancient magical gates, that allow traveling between 2 of such, shortcutting small distances like a 2-5 screens might help? It also will be a point of interest where people can bump into eachother. Should give a bit of travel wearness.
Tbh I think that when people found a village they already have something to lose, maybe villages and pclaims should have different rules in new siege mechanic, making villages lvl 0 stronger than pclaims lvl 0?
Pills wrote:Will the map be the same size as W11 or bigger/smaller?
Yorla wrote:Jorb, Loftar, you know I love you guys, right? And I love the game. But with impeding changes it kinda look like the end of the journey for me. Why? Here we go:
- Pointing out once again: with spiraling removed, quality growth of tools will be defined only by fuel (coal, wood, mulch) and with crops capped it will probably make lower underground levels unreachable. You gotta balance that.
- This siege and claim defense mechanic looks hostile for casual players as it was mentioned above many times. At very least make it obvious for players who don't read every single post on the forum, describe on claim poles or in skill list, anywhere inside the game! As for ideas, I kinda like that one with the inside keep or inbuit layered protection. And you mentioned archery towers, but building them requires, correct me if I'm wrong, siege skill to be bought out. Obviously raiders will have that, what about hermits?
- Credos. People curse them, but still doing because bonuses are tasty and getting them adds meaning to the play. They are good in my opinion, but have to be tweaked for seasons - being unable to progress with for example gemhunter credo due to absence of poppy cap's seeds during winter is absurd. Not to mention farmer's or even forager's credos in winter or spring. I haven't got all life to finish a credo you know. And I know many players who would agree with me.
- Dungeons. Please, remove that epilepsy-igniting terrible screenshake at the end of dungeons - the worst design decision ever. Seriously.
- Fishing. During W9 and W10 I fished out some quality tools from the water or washed ashore and, oh boy, that was a joy! But never happened in W11. What have you done to the loot table? I don't believe people stopped to drop their old stuff in waters - it's your doing!![]()
- PvP. Please, oh, please! don't screw over the majority of player base in favor of those 10-20 who plays for that kind of fun! At least make "blueshielded" (players with murder mode off) victims unlootable!
Instead of torturing that unbalancable siege mechanic, you could add some other activities for no-bots.Events, dungeons, disasters... How about forest fire with wild animals running in waves and fires need to be put out manually and people need to cooperate for that? Or troll outbreak above ground at some mountain cave entrance? Or earthquake damaging buildings and causing caveins... (Don't hit me, they probably will never implement it
).
Also you saw what people can do with current limited abilities, I mean shoe-ball games, chess boards, weelbarrow racing labyrinths, paintings and museums. Why not to add something more for peaceful creativity? I don't know... baskets for hand-ball games? Wearable bags for racing? Fireworks? Breedable flowering bushes? Selective breeding for "just cosmetic" flowers? If you like, I can post those ideas in details in corresponding topic.
jorb wrote:We're still working, so there's more coming.
jorb wrote:Ah, okay, so nothing related to claims/siege, then?
That's funny, because...jorb wrote:We're still working, so there's more coming.
Gutharr wrote:And to people that are afraid that hermits will get raided more :
It's only logical that being alone is more dangerous than being in a group.
Hermit =more freedom, more danger
Village = less dangerous but you have to coordinate with others
But hermit have in general low q stuff so raiding them isn't really worth it anyway
jorb wrote:[*] The gains from Melee and Unarmed combat beyond the factor 2 range increase more steeply than before to compensate somewhat, using a cube root instead of a fourth root as was historically the case.
jorb wrote:[*] All crops have a local quality field, which caps their quality growth.[/list]
jorb wrote:
- Hammer and anvil quality no longer provide a positive influence on metal quality when pounding wrought iron. This effectively removes most of the metal spiraling.
jorb wrote:Ah, okay, so nothing related to claims/siege, then?
That's funny, because...jorb wrote:We're still working, so there's more coming.
SnuggleSnail wrote:Ignoring the specifics of this system, it's a huge mistake to make winning a defensive siege require combat. Especially with the current mechanics surrounding siege, IE: no death.
SnuggleSnail wrote:That said, siege being too easy is way worse for the game than it being way too hard. Not just for the nab population, but for healthy faction balance as well.
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