Fostik wrote:To make tough roots an earlier available plant fibre and leather cloth. I don't understand why are we forced to wait one month before such materials become widely available.
Sevenless wrote:Fostik wrote:To make tough roots an earlier available plant fibre and leather cloth. I don't understand why are we forced to wait one month before such materials become widely available.
Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.
Vigilance wrote:Sevenless wrote:Fostik wrote:To make tough roots an earlier available plant fibre and leather cloth. I don't understand why are we forced to wait one month before such materials become widely available.
Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.
I will fucking gut you for your merch robe, sprucecap.
Sevenless wrote:
Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.
Fostik wrote:Sevenless wrote:
Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.
So I question the expediency
Reiber wrote:Fostik wrote:Sevenless wrote:
Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.
So I question the expediency
tbqf, i really enjoyed the slow start this world, sure a week long timer on any progress is bullcrap,. but actually having an decent timeframe between having cloth and steel was nice, sure, it all went down the drain as soon as the first smelter was built, and people just skipped from shitty bronze directly intoo shitty steel and cycling iron,
kirillius98 wrote:
Honestly, start was the same as it always be - strong clans develop at uncalculatable speed and others are following their trace at the speed they prefer
It's true that it was a good feeling of normal development instead of skipping bronze and cloth but there is a very deep problem that is most important for now - problem about relationship between development of earlier waves of players and catch-up of later ones - due to this problem there always will be moments of "content skipping" such as ignoring bronze and bying cast iron or mining right to the lower levels.
I want to give my thanks to Jorb for overthinking mining and moving ores deeper and also thanks for giving -2;+5 farming quality change - these are good decisions.
And what about tough root - making it finer fibre won't hurt too much because it will be easier to start farming earlier
The main problem is silk - it would be much faster silk production than it was and that is a problem
Solution can be quite simple:
1. Make merchant robe's cost something more than just silk
2. Add more utility crafts from silk (such as scarfs with unique effect or hat for psyche/charisma)
Reiber wrote:
tbqf, i really enjoyed the slow start this world, sure a week long timer on any progress is bullcrap,. but actually having an decent timeframe between having cloth and steel was nice, sure, it all went down the drain as soon as the first smelter was built, and people just skipped from shitty bronze directly intoo shitty steel and cycling iron,
Reiber wrote:if your really going for it, silk can be made , what is it ? 3-4 days in? thats the beauty of silking, everybody can do it.
i dont think merchants robes should be teclocked behind something stupid really, they offer good utility, but nothing else, they arent really an combat or ability upgrade, with early guildings relying less on sewingslots, i think bearcoat just outperfoms it for hunters/miners/combat.
+1 for more novelty and utility items from silk. decided that bearcoats look better, and i have better guilds on it, so i´m just making silk for the fun of it really.
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