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metallic
- Posts: 39
- Joined: Sat Mar 13, 2010 7:11 pm
Re: Ramblings from the Tea Party
I'm not sure if he reads posts completly, I don't care about autopathing my boat.
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Alamarian
- Posts: 310
- Joined: Mon Dec 14, 2009 11:23 pm
Re: Ramblings from the Tea Party
Obviously not. Jorb is a bad little boy, because the whole world revolves around you and the only thing jorb should be doing is exactly what you desire.metallic wrote:I'm not sure if he reads posts completly, I don't care about autopathing my boat.
"The path of my life is strewn with cowpats from the devil's own satanic herd."
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metallic
- Posts: 39
- Joined: Sat Mar 13, 2010 7:11 pm
Re: Ramblings from the Tea Party
I have learned that you are a dick. Good day, sir.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Ramblings from the Tea Party
autogrinding wheat seed into flour?metallic wrote:Also, passive structures. This could make the geography more strategic. Say watermill can supply something rather
ps. stop whining
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g1real
- Posts: 881
- Joined: Sun Aug 09, 2009 10:30 am
- Location: You are now breathing manually.
Re: Ramblings from the Tea Party
I'm going to bump this very thread to add something to that. With artifact crafting, perhaps an interesting way to create named objects. You craft it, and it has a 0.01% chance of becoming a magical imbued item that gives +100 str.
Mildly serious post, I would like to see this ingame.
Mildly serious post, I would like to see this ingame.
loftar: The inner chaos of the Jorbian mind is hard to conceal. 
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence?
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence?
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Zamte
- Posts: 526
- Joined: Sun Apr 04, 2010 2:12 am
Re: Ramblings from the Tea Party
Considering you think this is Travian, I don't think you're the best person to be listening to. If you could use maps to autopath by clicking your end location (granted with how winding rivers can be it's going to be a nightmare to get the kinks out of) then not only would maps become a very nice trade commodity, but it'd allow for trading to be made easier. Although I think it'd help if we had super-grid wide and hearth-wide sized maps with a zoom function first.metallic wrote:I'm not sure if he reads posts completly, I don't care about autopathing my boat.
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Teh_Az
- Posts: 85
- Joined: Sun Mar 28, 2010 3:11 pm
Re: Ramblings from the Tea Party
Paving a ten tile wide road is not a fun minigame.
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Cairon
- Posts: 64
- Joined: Thu Apr 01, 2010 12:39 am
Re: Ramblings from the Tea Party
You dont say...Teh_Az wrote:Paving a ten tile wide road is not a fun minigame.
I would love a horse though.
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ChampionRyu
- Posts: 39
- Joined: Fri Feb 26, 2010 6:20 am
Re: Ramblings from the Tea Party
Jorb, I think the idea of having more specific skills like mining and fishing are great ideas. In my short time playing this game so far I thought the exact same thing. For example, I loved to fish and we had designated fishermen for our village.. How cool would it be if we could enhance our fishing abilities to become specialized in what we do?
This could be applied to any aspect of the game, making the game much more appealing to people who want to do more specific tasks, or acquire skills not already presented in the current repertoire. In addition, it would add so many more "hours" of gameplay, if you will. So many more options would become available to players who want to go down a completely different path.
Hi-Five for being like-minded?
Edit: I think it would help make really vague skills much more understandable, especially for new players. If you would like to be good at this... Then try to raise up your blank. Or if you want to be good at this, a good combination of blank, blank and blank would benefit you. That concept except with a wide variety of specific skills.
This could be applied to any aspect of the game, making the game much more appealing to people who want to do more specific tasks, or acquire skills not already presented in the current repertoire. In addition, it would add so many more "hours" of gameplay, if you will. So many more options would become available to players who want to go down a completely different path.
Hi-Five for being like-minded?
Edit: I think it would help make really vague skills much more understandable, especially for new players. If you would like to be good at this... Then try to raise up your blank. Or if you want to be good at this, a good combination of blank, blank and blank would benefit you. That concept except with a wide variety of specific skills.
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Prosperine
- Posts: 56
- Joined: Fri Apr 02, 2010 10:29 pm
Re: Ramblings from the Tea Party
Some ideas for specialization/Research tree structure
Fishing
Farming
Lumberjack
Kilnman(I dunno exactly what you would call someone, but this would just pertain to crafting goods and firing them up in a kiln)
Bricklayer
Architect(Buildings and larger structures would obviously be near the end of a tree)
Road Worker
Cook
Chef(More advanced form, would involve baked goods and anything that requires cooking two or three ingredients together)
Militia(Minor upgrade to fighting ability and would obviously require military training)
Warrior(Use of more advanced weapons opened up, and would require skill in an armed talent such as ranging/melee combat which require weapons)
Soldier(Would give bonuses to leading ability and would give some type of modifer to other people leading them as well)
Berserker(Dunno, this would probably have some negative effects with it, but wouldn't be needed in a research type tree to more veteran military skills)
Fishing
Farming
Lumberjack
Kilnman(I dunno exactly what you would call someone, but this would just pertain to crafting goods and firing them up in a kiln)
Bricklayer
Architect(Buildings and larger structures would obviously be near the end of a tree)
Road Worker
Cook
Chef(More advanced form, would involve baked goods and anything that requires cooking two or three ingredients together)
Militia(Minor upgrade to fighting ability and would obviously require military training)
Warrior(Use of more advanced weapons opened up, and would require skill in an armed talent such as ranging/melee combat which require weapons)
Soldier(Would give bonuses to leading ability and would give some type of modifer to other people leading them as well)
Berserker(Dunno, this would probably have some negative effects with it, but wouldn't be needed in a research type tree to more veteran military skills)