Hrenli wrote:"We trade your gold for your life" kind of merchants?
They're easy to avoid in haven though. Just hide inside your walls until they get bored and leave.
Hrenli wrote:"We trade your gold for your life" kind of merchants?
iamahh wrote:i hate early to mid world... something tells me this will be a short world...
Yorla wrote:Another issue: WWW fields.
At the beginning of W10 I couldn't find flax and wheat seeds around Mos Turnip -to be place. I had to trade with people from east for flax seeds and go search south for wheat. And it was fine! But if islands are going to be isolated especially for early game (no expensive knarrs are present yet) - that has to be changed. It's quite impossible to rise a household without certain crops (can't plant trees without flax/hemp fiber, can't build beehives without straw). I believe this issue can be solved with some substitute for those fibers - cattail fibers and nettle were used by our ancestors for making crude cloths, bags and even sails. And for the straw, probably some forageble grasses can provide low q substitution for that. Or just make WWW spread evenly between lands.
Tarnum wrote:I wonder about ways to spawn, I have alot friends who will play in world 11, but hard gather all in 1 time to spawn in 1 place, usualy we all start in differece locations and move to best place whot someone found or make crossroads. But how we can spawn in same side of ocean if we dont want wait each outher, dig clay, make boards and like this? Will be any option?
The point of any game is that is should be a challenge,
There's a thing called a wilderness beacon that can be used to spawn new characters in a spot. And it's fast to make now.
Tarnum wrote:we dont want wait each outher, dig clay, make boards and like this?
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