>People complaining about the lack of bones
I better not be the only one loving that almost no-one has a claim yet.
I have found only 2 rabbits, one of them got away. I have a crate full of bones.
Rhiannon wrote:True dat...however...it is also a building/design game. What about some compromise, is there a way to give rational value to which things are macroable and which things are less likely to be? It's obvius that things such as mining ticks, buckets, trays...ect,ect. But what about , let's see...laying brick wall? Laying Pally? Pavement? Things in which a person has to do multiple tasks to achieve the action. Chip stone (no lp) + plowing tiles (no lp) + laying the stone = lp. Cannot they assign some LP to end-chain actions. Granted I no fuck-all about botting other than bot scripters can be pretty sophisticated. But is there a way to determine some actions that do "most likely" require to actual presence/attention of the player? This could in the end return "some" of the lp gain we expect from our hard design and buiding work to go along with the crafting/finding of curios? If they can assign LP gain to removing worms from the table, cannot they assign it to removing cooked food from an oven? And similar end chain actions?
Xarx wrote:I better not be the only one loving that almost no-one has a claim yet.
Potjeh wrote:It looks bad because we only know about the low end curiosities right now. But I bet the high end ones will require significant infrastructure, so while base building may not give LP directly it'll allow you to get better curiosities in more efficient manner. Think of it like building a good smelter - you can't forge a sword out of it, but you need it to get the materials for a good sword.
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