Lunarius_Haberdash wrote:Blight and Disease (Characters, Animals, Crops, all affected by diseases that must be treated)
Potjeh wrote:a quality system that isn't purely a function of consecutive days played.
Potjeh wrote:Quality of almost everything is proportionate to crop quality. Crop quality is purely a function of consecutive days played. Where do you see optimization in that?
Anyway, I think quality of an individual item should be proportionate to effort invested in that individual item. Ie infrastucture should only cap, never raise quality of anything. Currently you just need to spiral up a single anvil and hammer and you can stamp out infinite high q swords out of the shittiest steel. Or you can make a single high investment bone clay kiln (or whatever people are using these days) and produce infinite high q bricks out of q10 clay so you can make infinite high q ovens to make inginite high q pies out of q10 flour.
Granger wrote:Should the endgame solely be to raise numbers: we should admit that there is a problem (as of no endgame existing) and come up with one.
Potjeh wrote:And this is about breaking an enormous advantage factions have over solos. Because right now there's no way they can spiral one of those insane smithing sets, but a faction can do it easily.
Potjeh wrote:Quality of almost everything is [...] a function of consecutive days played.
dafels wrote:the midges are not the problem,
you're the problem
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