Just a quick heads up:
Wiki is online again.
MagicManICT wrote:(A few people like to bitch and moan about people who don't make a perfect page when they post something, but those people need to pull the stick out of their ass.)
KitsuneG wrote:http://ringofbrodgar.com/wiki/Quality
i need an advice from community, many new people use this page trying to understand the game.
what should be there? almost all information here outdated, i should replace it with new? add some?(like garden and treeplanter pots) or even delete because there is info on related pages?
jorb wrote:Ideally the game should play itself.
KitsuneG wrote:http://ringofbrodgar.com/wiki/Quality
i need an advice from community, many new people use this page trying to understand the game.
what should be there? almost all information here outdated, i should replace it with new? add some?(like garden and treeplanter pots) or even delete because there is info on related pages?
ricky wrote:If i were to remake the page, I'd start with a explanation of quality, then an explanation of hard/soft caps, a list of 'tools' which noobs might not realize are factored in the quality formulas (such as how potters wheel and tanning tubs affects quality, but herb table and drying frames only affects drying time).
KitsuneG wrote:http://ringofbrodgar.com/wiki/Quality
i need an advice from community, many new people use this page trying to understand the game.
what should be there? almost all information here outdated, i should replace it with new? add some?(like garden and treeplanter pots) or even delete because there is info on related pages?
borka wrote:A lot of Quality discussions had been on certain items Talk pages in the past ... and later edited into the pages ... so it's still a good way to gather quality informations i think
borka wrote:it should be renamed to Legacy:Quality
Quality
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The Tri-Quality system -- Essence, Substance & Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.
All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.
Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)
jorb wrote:Ideally the game should play itself.
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