Tonkyhonk wrote:kaios, i still love you, but i just realized you arent as smart as i expected you to be. go ahead and try to be mean, no cure for retards.
you said criticizm is good, and you cant accept any negatives thown at you when you think devs should accept all the negatives you all throw at them and find the good parts out of those negatives. if what i pointed out is such a useless drivel, so are your posts here. why dont you try to consider what the flaw of your own suggestion is when it was pointed out? and why do i have to make my own suggestion when i feel devs dont need mediocre ideas?
Tonky I read over your responses again and I fail to see where the useful criticism is actually contained so I must truly not be that smart then. Yes I understand the issue you guys see in returning to bucket methods but I'd much prefer you to help think of a solution rather than just pointing it out (thus useless drivel), I was aware of the possibility already and was thinking of ways to counteract this as made evident by the fact I mentioned diminishing returns.
A further portion to that solution would be to implement individual experience pools for each profession and perhaps move the diminishing returns to the type of item being created rather than the item itself. So for example, "clogs" and "fishing poles" would be considered some type of minor carpentry object and the points gained from creating those "minor carpentry objects" would lower for each item overall as you create them.
I don't understand your tangent about current "grind" is not really "grind" and I don't see what that has to do with my suggestion anyways considering I had mentioned this is not exactly a solution for grind. It is merely a step in the direction towards more emergent gameplay. Do you disagree that were we to keep the systems relatively similar to how they are now that this game does in fact require some more mid-game and late-game progression content? I feel it does and thus the purpose of my suggestion.
The system I am attempting to convey is one that allows for achieving further progression past the stages of early game that go beyond just raising your character stats or production qualities. In my opinion implementations like this will NEGATE the effect of grind rather than completely REMOVE it.