>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.
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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: World 5
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.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?
In fact, I'd say that this makes base building *more* rewarding, as you can no longer just ignore it and go macro mining instead.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game Development: World 5
i stole a bunch of rabbits from a dude on my throwaway alt, hearthed and logged off foreverXarx wrote:I better not be the only one loving that almost no-one has a claim yet.
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bboba
- Posts: 24
- Joined: Fri Dec 10, 2010 9:16 pm
Re: Game Development: World 5
I'm still not sure if this game changes cheer me up or othewise... Gotta play a bit more i think, but at least no botting etc.. That's really nice (thumbs up for that)
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Rhiannon
- Posts: 541
- Joined: Wed Nov 04, 2009 3:01 am
- Location: Ravenholm
Re: Game Development: World 5
But as most know, that doesn't bode well nor give much hope considering that they have never been very fair about materials required for anything good. IF some kind of grand pagoda is needed to get any curio worth some lp it will cut out most of the player base. The same way I, though playing for 2 years, have never SEEN a bar of silver or gold. It should be remembered that a great percentage of the player base is casual farmers, peace-niks, care bears , crafters and low key players. Many of which have never had "Sodom gear" nor were they required to have it. This game was about basic things and then set free to let the players decide what to do in it. Once we had a brick wall for instance, my troop always just stayed in our little corner and played with great joy. If i'm now told to ever get any good lp i must make a gold sword with a 20 pearl encrusted handle...then once again, the game will be dominated by a very tiny few ...supposedly, this crap was meant to change all that. Course it may not be that way, but then knowing them and as you explained regarding high end curios...it could indeed be the same problem with a different name. And A LOT less fun getting there...lolPotjeh 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.
Last edited by Rhiannon on Sun Mar 13, 2011 12:16 pm, edited 1 time in total.
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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: World 5
Nah, it doesn't have to require rare materials to take significant infrastructure. Take cheese or silk for example.
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Failmore
- Posts: 57
- Joined: Sun Oct 10, 2010 2:05 pm
Re: Game Development: World 5
oh my, i just woke up...
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dra6o0n
- Posts: 481
- Joined: Tue Aug 24, 2010 3:11 am
Re: Game Development: World 5
Why does it feel like the moderators are shifting the game to their own personal tastes?
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harushu
- Posts: 40
- Joined: Thu Oct 14, 2010 9:13 am
Re: Game Development: World 5
I think the idea of curiosities is cool, but why does it take so long to study them. I am litterally having to wait with nothing to do why I study these things for hours. also I have been to at least 10 different mud flats and not a single piece of acre clay?? are they bugged or was the intention for them to not produce clay anymore?? anyone else having these problems? maybe you can lower the time it takes to study so we can have fun gathering and building more curiosities to study??? something needs to be done becuase it sucks to sit here for hours with nothing to do on a game I actually enjoy.
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erozaxx
- Posts: 485
- Joined: Mon Jul 12, 2010 4:15 am
- Yahoo Messenger: erozaxx
- Location: Czech
Re: Game Development: World 5
You can remove stumps and create boards to get curiosities which you obtain for some tasks done several times. *HINT* *HINT*
"That is not dead which can eternal lie / And with strange aeons even death may die."
H.P. Lovecraft
H.P. Lovecraft