Getting a solid start on a new hermit character

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Getting a solid start on a new hermit character

Postby Shask » Mon Sep 13, 2010 6:39 pm

If the world reset (being neutral here - not saying it should or should not, or will or will not happen), what are you going to do?

Personally I think I would immediately take hunting, this pretty much immediately solves your starvation problems as rabbits and chickens are ubiquitous. Then I would roam and attempt to find a QL45+ clay spot. As it would be a new world the chances of being attacked by somebody 50x your level are low so I would make the camp next to the river, for the water convenience. My short-term priority would be to tech up to WWS so I could gather a good number of them. Then think about trying to find a mine.

How does this sound? Any advice? What are you guys planning?

Question; upon "Wilderness Spawn", does everyone spawn in e.g. a central supergrid? If so, it may be worth simply walking for an hour or two in a single direction - N,S,E,W so you do not have to share your lands.

Also, if everybody had a new character, how would you go about continuing to play as a group/village?
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Re: Getting a solid start on a new hermit character

Postby ranondom » Mon Sep 13, 2010 7:13 pm

Oh yes I would lvl up till I can find rustroots and then I would search a mine, yes, a precious mine, my personal mine, my precious. :twisted:
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Re: Getting a solid start on a new hermit character

Postby Zirikana » Mon Sep 13, 2010 7:16 pm

Forget mines, man, mines are a dime a dozen. But give me a really high-q well next to water .... THEN i'll be happy :)
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Re: Getting a solid start on a new hermit character

Postby spectacle » Mon Sep 13, 2010 9:06 pm

Shask wrote:Question; upon "Wilderness Spawn", does everyone spawn in e.g. a central supergrid? If so, it may be worth simply walking for an hour or two in a single direction - N,S,E,W so you do not have to share your lands.

What happened at the beginning of this world is that everyone spawned in what are now the 25 central supergrids, but was then the entire world. IIRC it was about a month after the start that the first world expansion happened.
Once a man has changed the relationship between himself and his environment, he cannot return to the blissful ignorance he left. Motion, of necessity, involves a change in perspective.
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Re: Getting a solid start on a new hermit character

Postby DatOneGuy » Mon Sep 13, 2010 9:14 pm

I would perform a sequence of logical events that would lead to me being the strongest early on.


I'll write a book and name it "The Strongest"(TM) based on my journey.

Original idea, do not steal.
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Re: Getting a solid start on a new hermit character

Postby Thijssnl » Mon Sep 13, 2010 9:45 pm

I'd buy DoG's book and hopefully become a bit strong myself too :D
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Re: Getting a solid start on a new hermit character

Postby TeckXKnight » Mon Sep 13, 2010 9:55 pm

Given that we won't know the value of quality in a new world as how would we know if q200 was the new common clay, I'd spend the first 2-3 days exploring and hunting, testing the quality of materials in every area to get a feel for what's going on. With any luck, this will lead to a decent clay node that I might capitalize. As has been stated -- if you're strong then mines are a dime a dozen. Landing on a q80+ or 90+ clay spot, assuming quality retains a similar value, would be enough to trade for metal if not just buy mines. Even if everything else will take time to catch up, no one is going to scoff at q80 kilns or high quality bricks. This is also under the assumption that clay will retain its purpose and value and not be mechanically replaced. Lots of assumptions and gambles to be made in a brave new world~!
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Re: Getting a solid start on a new hermit character

Postby Shask » Mon Sep 13, 2010 9:59 pm

TeckXKnight wrote:Given that we won't know the value of quality in a new world as how would we know if q200 was the new common clay, I'd spend the first 2-3 days exploring and hunting, testing the quality of materials in every area to get a feel for what's going on. With any luck, this will lead to a decent clay node that I might capitalize. As has been stated -- if you're strong then mines are a dime a dozen. Landing on a q80+ or 90+ clay spot, assuming quality retains a similar value, would be enough to trade for metal if not just buy mines. Even if everything else will take time to catch up, no one is going to scoff at q80 kilns or high quality bricks. This is also under the assumption that clay will retain its purpose and value and not be mechanically replaced. Lots of assumptions and gambles to be made in a brave new world~!


So you think high QL clay is more important that water/soil?
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Re: Getting a solid start on a new hermit character

Postby TeckXKnight » Tue Sep 14, 2010 2:58 am

The point of natural resources is for them to all be vital to developing; to claim one more valuable over the others is a hard argument to make. My logic is simple: Tree pots, bricks, fuel, and raw clay are all very valuable assets to have and I'll bet you a shiny wooden nickle that there will be people out there looking to buy these items in high qualities and quantities. Maybe my trees won't be as high quality as yours initial but I'm hoping, in this scenario, that I'll be capable of buying seeds, soil, and water as the game progresses. At no point do I delude myself that anyone will have every advantage or that every gamble will pay off; maybe no one within a hundred supergrids will want to trade with me, who knows? So yes, I think high quality clay is very valuable.
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Re: Getting a solid start on a new hermit character

Postby DatOneGuy » Tue Sep 14, 2010 3:24 am

My plan is 2 part:
1)Gain as many natural resources (including mines) I can as early as possible.
2)Become as strong as possible, as early as possible.


You can find all the q200 clay you want, if you can't properly defend it (wrought/steel for brickwall, or bone glue/leather for palisades fearlier on) you have a problem, if it's on a river you have an even bigger problem. If you can't dish out punishment to those that steal it, there's another problem. So in short as soon as possible I'd gain military power while attempting to keep quality above others.

In a new world I find it's a lot easier,more important and there are more possiblities for finding natural resources. As it stands no one is going to go boating all of the 5x5 grids because chances are that at least 4 SGs are already fully searched, why waste your time? In a new world, a kuksa or waterflask, some time, and a boat will get you far and as opposed to that maybe 25~50% (being nice) undiscovered rate of things in the original 5x5 grids we have now, you may end up with something like a 80~90% undiscovered rate.
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