I beg just for one thing. Remove botting ;( even if this will mean writing captcha every hour or something like this. Botting is the worst thing in hafen that destroys all fun.
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Honoka
- Posts: 84
- Joined: Tue Aug 31, 2010 5:55 pm
Re: Prelude, pt. II: World 11 Changelog
Wohooo!! Looks like a great changes
I beg just for one thing. Remove botting ;( even if this will mean writing captcha every hour or something like this. Botting is the worst thing in hafen that destroys all fun.
I beg just for one thing. Remove botting ;( even if this will mean writing captcha every hour or something like this. Botting is the worst thing in hafen that destroys all fun.
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Vraatjuh
- Posts: 456
- Joined: Tue Sep 28, 2010 4:08 pm
- Location: Heaven
Re: Prelude, pt. II: World 11 Changelog
Early world with high population I can actually see this happening way too often. But maybe I am indeed to pessimistic.Lunarius_Haberdash wrote:That is going to be such a rare occurrence that I can't imagine it being relevant outside of some idiot griefing.Vraatjuh wrote:IIt would suck, especially early world, if you are hunting animals and some noob comes by, punches the animal you are attacking ones with 1 survival and caps the quality of it by that.
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Zebukin
- Posts: 40
- Joined: Mon Jun 03, 2013 8:21 pm
Re: Prelude, pt. II: World 11 Changelog
So it will caps hard a lot of things.Tanning fluid in coops and cauldrons prevent their normal use and function.
There should be the way to «spiral» water: like filters or water-settling or hearth magic with portion of water…
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Prelude, pt. II: World 11 Changelog
There is, it's called "Dig Deeper" and is a hearth magic.Zebukin wrote:There should be the way to «spiral» water: like filters or water-settling or hearth magic with portion of water…
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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jock2
- Posts: 60
- Joined: Wed Apr 04, 2012 4:54 pm
Re: Prelude, pt. II: World 11 Changelog
waga wrote:My first thought were "seems good , lot of stuff have been improved".
Trees speed determined by location and no potter wheel for potter clay seems super sketchy though.
Potters clay really only need bone clay added to the recipe to solve the issues in the first place. Surprised this isn't suggested or mentioned as a better fix several times.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Prelude, pt. II: World 11 Changelog
That's interesting, at least. Won't this make potter's clay intrinsically better still, though? Or are the other clays bad enough in their natural qualities to offset that in an interesting way?jock2 wrote:waga wrote:My first thought were "seems good , lot of stuff have been improved".
Trees speed determined by location and no potter wheel for potter clay seems super sketchy though.
Potters clay really only need bone clay added to the recipe to solve the issues in the first place. Surprised this isn't suggested or mentioned as a better fix several times.
This change would at least preserve bone clay relevance, which is really the main object for us.
"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
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Prelude, pt. II: World 11 Changelog
Big thanks for all the feedback and passion, guys. We'll have a conversation about this thread today, and may make changes in light of it. Keep the thoughts coming by all means.
"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
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Prelude, pt. II: World 11 Changelog
I expected the hunger system modifier to be removed or nerfed more on the good end.
300% fep increase is way too much.
300% fep increase is way too much.


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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Prelude, pt. II: World 11 Changelog
Great just do everything I said thanksjorb wrote:Big thanks for all the feedback and passion, guys. We'll have a conversation about this thread today, and may make changes in light of it. Keep the thoughts coming by all means.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Prelude, pt. II: World 11 Changelog
I'd rather see a max bonus of 2x at best, none ideally. It's easy enough to gain FEPs. If the goal is to give a boost to those who have been offline for some period of time, then get rid of anything that empties hunger and adjust the timer decrease the likelihood of anyone staying in 2x, let alone 3x. Active playing should be its own reward. Don't let people game the few bonuses given to offline players.azrid wrote:I expected the hunger system modifier to be removed or nerfed more on the good end.
300% fep increase is way too much.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.