by commanderkai » Fri Sep 25, 2009 1:24 am
A few comments on this, being a newish player myself. I started off before the map reset, but, I wasn't able to build up much of anything until recently, and even then, it's been horribly difficult because of 1) The Lack of Trees, 2) The lack of ANY metal source, 3) The unavailability of food variety, 4) the FEP system and 5) Claims.
1) The lack of trees, as I've noticed, has been a huge issue within this game...and I think there's a simple solution to this. When somebody cuts down a tree, it should have a few of its seeds naturally be planted within the ground. Much like after natural forest fires, and even harvested forests within the real world, the seeds of some trees will begin to grow. At the very least, it'll allow a less "forested" world, yet allowing forested areas to not become totally void.
2) As of this game, being still a newer, yet not a totally noob character, metal is still a very, very rare material. With swimming being basically impossible, I settled north of the Rob. However, as I've been noticing, there aren't many mines. Now, this can be a good thing, but yet, this is very difficult for people wanting to make cauldrons, meat grinders, or even non-leather armor, and decent weaponry. Now, I'm sure this was implemented to start a trading system, but the trading system in the game is not there. Even the trading forum shows how a newer or even a moderately experienced player might have difficulty getting some of the requirements for ONE bar of cast iron, since iron is used in a great deal of products, yet its supply is very limiting (which is strange, since iron isn't exactly an uncommon element). This also will deal with part 5
3) Beginning characters have very few food choices. Now, you give them a few bits of bread, and a fishing rod. Great...until they make their intelligence trait level 50 because the FEP system was never really explained, and now they find it impossible to raise any other trait. I would say this really needs to be changed. Either add more variety of foods, (eggs, I would say would be a good one, since they're very useful, and you can just have chickens randomly drop them as they walk around) and you should also increase the availability of food in both the wild, and for simple cooking. This would not have one trait overpowered by another.
4) Referring to above...I think the FEP system should have bars for every single trait, instead of one large one for all. You can increase each small bar as those traits get larger, but it'd allow for a more balanced and developed character, and not some random balancing act to try to get the right amount of FEP for a specific trait.
5) Claims. Once again, this is the MOST intimidating part of the game, since newer players claim shitloads of land, and the fact is...its usually a pain in the butt. Now, do I want private property removed? NO. I think it's genius...but...I believe there should be the "Commons". Some chunks of land, be it forests, meadows, and especially mines should be "Communal" areas so independent and freethinking players can access metals, trees, and animal life without worrying about crossing into some Claimed area. Maybe this should be only used in the "Noob" areas so starting players can have access to basic goods like seeds, some metals, and trees/branches/apples easily, while the outer, less civilized areas are more barbaric, and cutthroat, and thus claims can be expanded to more areas, and also ignored whenever the player wished (to access a mine, metal, clay source, not to build on, and of course, this goes with the whole scent/revenge thing as well)