overtyped wrote:I think the world speed is fine, the early game is the most fun part, why would anyone want it sped up.
This, and the world moves on too fast as is. Faster it goes, more excuse too many people have for "giving up" after whatever happens to cause them to quit. (Haven needs more endgame other than "larp," "pvp," or "quality grind.")
Overall:
1. This would be a good thing if they'd stay persistent. I'm afraid they wouldn't, though, and despawn like everything else. (Let's just mention that now so that the bug is in the devs' ears about them.)
Another option here would be drying grass for hay via drying racks or such.
2. Satiations, hunger, and FEPs are on the worksheet for the new world, I think. I know jorb isn't happy with them, but doesn't seem to be willing to comment further. Suggesting changes at this point other than something specific ways to change for better balance seem futile as we don't know what they'll look like after.
3. IMO, and I know it's one not shared by many... but jewelry, especially gold and silver, shouldn't even be a worry before the first few weeks. I don't see the need for any speed-ups, but I can understand the desire for it for those that want to run to the quality grind and get best upgrades possible early. Should definitely have some quality penalites to go with it similar to clay cauldron vs metal cauldron.
4. I could see an argument just to make the herbalist table accessible earlier for a variety of reasons other than trees: silk, seed sprouting (beer), seed drying (racks are slower), etc. Maybe growth time of flax or hemp needs to be faster by a day or two base?
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.