Forest wrote:many roleplayers survived in this game? will you protect them?
roleplayers should be protected by devs (turn off custom clients atfirst)
Forest wrote:many roleplayers survived in this game? will you protect them?
ctopolon4 wrote:make wound when get cast metal bar after smithing (like beesting 2^n per bar)
this wound should a week healing itself
it will make limit to crit metal bars depends on your HHP, also it will slowdown metalQ grow like treeQ grow
P.S. pls fix chance of cast metal bar (better if not bought LP smith skills)
Fostik wrote:ctopolon4 wrote:make wound when get cast metal bar after smithing (like beesting 2^n per bar)
this wound should a week healing itself
it will make limit to crit metal bars depends on your HHP, also it will slowdown metalQ grow like treeQ grow
P.S. pls fix chance of cast metal bar (better if not bought LP smith skills)
I like that idea, limiting in this part will stimulate trading
ctopolon4 wrote:Forest wrote:many roleplayers survived in this game? will you protect them?
roleplayers should be protected by devs (turn off custom clients atfirst)
MagicManICT wrote:I like the direction of the idea, even if I'm not 100% in agreement with the severity. These wounds from simple harvesting are way too much. Bees, crabs, hedgehogs... at least gauntlets help protect from the crabs and hedgehogs.
Granger wrote:MagicManICT wrote:I like the direction of the idea, even if I'm not 100% in agreement with the severity. These wounds from simple harvesting are way too much. Bees, crabs, hedgehogs... at least gauntlets help protect from the crabs and hedgehogs.
Problem with the game in general is that many things are approached on an industry scale, leading to reasonable returns for individual actions being turned into excessive gains by running multipe parallel production lines (or 24/7).
I'm in favour of mechanics that are able to discourage massproduction of stuff, as wounds seem to be able to do the trick... bring more of them.
Granger wrote:I'm in favour of mechanics that are able to discourage massproduction of stuff, as wounds seem to be able to do the trick... bring more of them.
Granger wrote:Wasn't ment as bleeding hearthlings dry from the moment they step into the fire of the creation room would be a good plan, but the game noticing massive repetitions in behavior and reacting by increasing chances* of mishaps (boredom leads to accidents). The alt discussion is IMHO pointless as everything could be farmed out to them, mechanics should set incentives to not do that.
* should normally not be like the wax harvest = guaranteed sting bullshit we have now
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