Burinn wrote:no function other than stifling player interaction
Could you elaborate on this?
Asking since current permanent tools seem to have this function: get one and never need another one...
Burinn wrote:no function other than stifling player interaction
Granger wrote:Burinn wrote:no function other than stifling player interaction
Asking since current permanent tools seem to have this function: get one and never need another one...
Granger wrote:Burinn wrote:no function other than stifling player interaction
Could you elaborate on this?
sabinati wrote:do you expect me to just check the forum constantly, fuck off
Burinn wrote:Ysh wrote:I think jorb say that he do not like ''decay for sake of decay'' a few time in past.
If you like decay and tedium for the sake of decay and tedium, sure it'd be a "good twist".
whitepoint7 wrote:''decay for sake of decay'' so why the houses and other stuff decay without claim then
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
whitepoint7 wrote:but please dont put absurd reasons like ''decay for sake of decay".
whitepoint7 wrote:''decay for sake of decay'' so why the houses and other stuff decay without claim then i would like to say but it will be very absurd so I pass.
whitepoint7 wrote:This is "mmo" if you are aware , thats means you dont need to every little thing yourself
whitepoint7 wrote: If mechanic push it and it became to tedious for you , humanity create beautiful thing called trade . Which is the act or process of buying, selling, or exchanging commodities . BUT this is not a real life if mechanics doesnt push you to do it you will never do it ... Thats what i mean as a good twist
sabinati wrote:do you expect me to just check the forum constantly, fuck off
Burinn wrote:
If tools break, both the seller and buyer need them more often, IE an increase in demand. Prices will go up. Given the hand over fist prices of last work, even at the end of the game, for mediocre tools why would someone want to spend hours getting bluebells for a good hour or so of tool use when they themselves lack the raw materials to repair it. If it can be repaired with lower quality metal at the cost of an averaging of quality the rate at which you need a new high quality tool is reduced, sure, but how frequent you'd need to trade for it would be absolutely absurd.
I'm sure there's a way to do a mechanic similar to this. But in its suggested for it seems abysmal.
Burinn wrote:Are we playing the same game? Someone has to do it. "It's not tedious because you can just get someone else to do it!" isn't an argument.