by Lunarius_Haberdash » Thu Nov 05, 2015 9:00 pm
Just to throw in my .02c here.
1 - I totally agree that armor is by far the best implementation of the multi-quality system. To me it feels like this is how everything was intended to work, rather than most things based on average quality, expand on this.
2 - I actually am against the newest change involving tar kilns, boards, and their general use as a fuel. The slowed quality grind I felt was the right direction to go, rather than what we have happening now with the quality grind quickly moving back to legacy acceleration rates. (All Ore Q Booches aside). Haven is wonderful, but quality needs to be a long game on months or years of effort.
3 - Not a present issue, but bound to be one in the future. The longer crops go unharvested the lower their quality should be. Admittedly, I don't think this should happen until a week from maturity has passed, but this avoids the 'Gold Mine of Dead Cities' that happen in late worlds. Optimum would be that they simply collapse into bare farmland after this. Also -> Rather than just taking damage, kilns, ovens, smelters, all equipment in fact should start decaying not just in damage level but actually suffering a steady degradation of quality, so even if repaired it is forever "not right". In a long term world, this would ensure that as places are abandoned, the wealth they contain is on a timer rather than forever being damaged items that can be repaired to high quality production. Items in buildings should also be subject to decay if not on a claim, but perhaps at a slowed rate to account for their protection from the elements. Caves should, perhaps, provide an increased protection from this decay.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.