If I understood correctly, the plans are to implement a skill based system were you have many skills that raise on and influence particular things and tasks.
Since many actions are to be, how are the skills related to ALL those actions going to be organized?
-
Xombie
- Posts: 22
- Joined: Sun Mar 21, 2010 4:09 am
Re: Ramblings from the Tea Party
on a serious note i see nothing wrong with HHP regain overnight. all living beings regenerate wounds after all.jorb wrote:When I say "minigame" I rarely if ever mean a tetris clone. The FEP system is one "minigame" making silk is one "minigame".
I'm kinda newb but i see no way to get my hands on first aid resources, no luck with leeches either. so now i just don't feel like going online because i have hp like for one more meeting with a bear. and dying like that would be somewhat frustrating.
The server appears to have crashed 
-
Lordlenoks
- Posts: 5
- Joined: Sat Jan 30, 2010 1:08 pm
Re: Ramblings from the Tea Party
Horse! Horse is good!! Add a horse! >_< 
-
Wolfang
- Posts: 1255
- Joined: Sat Feb 06, 2010 2:26 pm
Re: Ramblings from the Tea Party
Add the Whores! I mean...uhhh
... horse
-
Machenoid
- Posts: 185
- Joined: Sun Jul 12, 2009 9:12 pm
Re: Ramblings from the Tea Party
Doing a "This is an oak branch and since oak is good for axes, the axe gets a +X to it's quality based on what the oak's quality was. The quality was 10, now it's 15." is goddamn lazy and unimaginitive, that's for sure; anyone can do basic goddamn math. It takes imagination to make a crafting system that's more then basic math (despite probably using basic math)JustasJ wrote:But how would you implement it? ... Would you just make some stuff better for some tools, like oak branches being better for axe handles or something, so the resultet oak-handle stone axe would be of higher quality?
The Dwarf is making a plaintive gesture. He doesn't really care about anything any more.
-
Cicious
- Posts: 65
- Joined: Thu Mar 18, 2010 6:57 pm
- Location: Down the river, to the left then up the waterfall, then after 1000 tiles, to the right.
Re: Ramblings from the Tea Party
I can't.Machenoid wrote:anyone can do basic goddamn math
-
sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Ramblings from the Tea Party
i'd love to hear a better idea thenMachenoid wrote:Doing a "This is an oak branch and since oak is good for axes, the axe gets a +X to it's quality based on what the oak's quality was. The quality was 10, now it's 15." is goddamn lazy and unimaginitive, that's for sure; anyone can do basic goddamn math. It takes imagination to make a crafting system that's more then basic math (despite probably using basic math)JustasJ wrote:But how would you implement it? ... Would you just make some stuff better for some tools, like oak branches being better for axe handles or something, so the resultet oak-handle stone axe would be of higher quality?
-
metallic
- Posts: 39
- Joined: Sat Mar 13, 2010 7:11 pm
Re: Ramblings from the Tea Party
I would like to see a way to improve quality of items over time as mentioned before.
How about world wonders? A village can construct one to receive some kind of bonus, only 1 of each kind can be built at one time. It would take a lot of resources, and possibly give all players/players with certant skill ability to find it, and possibly something to have people motivated to attack and destroy it, other than so they can build it themselves.
Also, passive structures. This could make the geography more strategic. Say watermill can supply something rather, or a sawmill that produces wood over time.
possibly a building that decreases harvest time/increase quality around it. A village farm with a granary could produce things more effiecently in the plants around it.
Overall I would like to see some more large-scale buildings for crafting, rather than a whole overhaul.
How about world wonders? A village can construct one to receive some kind of bonus, only 1 of each kind can be built at one time. It would take a lot of resources, and possibly give all players/players with certant skill ability to find it, and possibly something to have people motivated to attack and destroy it, other than so they can build it themselves.
Also, passive structures. This could make the geography more strategic. Say watermill can supply something rather, or a sawmill that produces wood over time.
possibly a building that decreases harvest time/increase quality around it. A village farm with a granary could produce things more effiecently in the plants around it.
Overall I would like to see some more large-scale buildings for crafting, rather than a whole overhaul.
-
MishaPepyaka
- Posts: 13
- Joined: Tue Feb 09, 2010 7:28 pm
Re: Ramblings from the Tea Party
I want to live undergrownd, make that possible please...

-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Ramblings from the Tea Party
If you sit in a boat, you can issue automatic pathfinding go commands to the region map. You should be able to, that is.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
