Could you elaborate on this?Burinn wrote:no function other than stifling player interaction
Asking since current permanent tools seem to have this function: get one and never need another one...
Could you elaborate on this?Burinn wrote:no function other than stifling player interaction
Until you need to upgrade the quality of it. Which is pretty often. At end game if you've only got say 1,000 units of very high quality metal (if you're luck) and there's decay on tools you're not going to have a very good time after a month given the whole finite resource thing. Adding decay to something who is made from a very finite resource is just going to implement entropy to the game which seems like a horribly bad idea.Granger wrote:Asking since current permanent tools seem to have this function: get one and never need another one...Burinn wrote:no function other than stifling player interaction
Granger wrote:Could you elaborate on this?Burinn wrote:no function other than stifling player interaction
sabinati wrote:do you expect me to just check the forum constantly, fuck off
''decay for sake of decay'' so why the houses and other stuff decay without claim then i would like to say but it will be very absurd so I pass . This is "mmo" if you are aware , thats means you dont need to every little thing yourself , interestingly crafting good tools maybe . If mechanic push it and it became to tedious for you , humanity create beautiful thing called trade . Which is the act or process of buying, selling, or exchanging commodities . BUT this is not a real life if mechanics doesnt push you to do it you will never do it ... Thats what i mean as a good twist . too tedious and boring to you , you may have point . but please dont put absurd reasons like ''decay for sake of decay".Burinn wrote:If you like decay and tedium for the sake of decay and tedium, sure it'd be a "good twist".Ysh wrote:I think jorb say that he do not like ''decay for sake of decay'' a few time in past.
For gameplay reason. When player stops playing, his lands must be reclaimed for next player.whitepoint7 wrote: ''decay for sake of decay'' so why the houses and other stuff decay without claim then
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
If it were absurd, it wouldn't be the way durability on tools is described every two months it's suggested.whitepoint7 wrote:but please dont put absurd reasons like ''decay for sake of decay".
No one owns them, they're effectively in the wilderness. Why wouldn't structures decay in the wilderness when they're un-owned? Moreover, having a bunch of buildings with soak that don't decay on their own littering the Heartlands would be great wouldn't it?whitepoint7 wrote:''decay for sake of decay'' so why the houses and other stuff decay without claim then i would like to say but it will be very absurd so I pass.
Are we playing the same game? Someone has to do it. "It's not tedious because you can just get someone else to do it!" isn't an argument.whitepoint7 wrote:This is "mmo" if you are aware , thats means you dont need to every little thing yourself
No please, ignore the entirety of my previous post about how adding entropy the most scarce resource in the game is bad idea.whitepoint7 wrote: If mechanic push it and it became to tedious for you , humanity create beautiful thing called trade . Which is the act or process of buying, selling, or exchanging commodities . BUT this is not a real life if mechanics doesnt push you to do it you will never do it ... Thats what i mean as a good twist
sabinati wrote:do you expect me to just check the forum constantly, fuck off
Like i said demand create opportunity like in real world , so tools demanded but at some point prices come to balance like in the real world , not to hard comprehend (like pushing q ,big faction go high q ,sell you stuff you create your stuff etc ) .. people are buying and selling high q tar right , someone (most likely in the big faction ) can offer repair too also i dont remeber i said " items should be decay " just take damage after used , higher q go longer so its not like I am asking you to trade every couples of hour , 2-3 week can reasonable if tool is used, same goes for weapon to .Burinn wrote:
If tools break, both the seller and buyer need them more often, IE an increase in demand. Prices will go up. Given the hand over fist prices of last work, even at the end of the game, for mediocre tools why would someone want to spend hours getting bluebells for a good hour or so of tool use when they themselves lack the raw materials to repair it. If it can be repaired with lower quality metal at the cost of an averaging of quality the rate at which you need a new high quality tool is reduced, sure, but how frequent you'd need to trade for it would be absolutely absurd.
I'm sure there's a way to do a mechanic similar to this. But in its suggested for it seems abysmal.
Yes we are but look like you dont know much of how economy work and sadly you want to play it like a coop multiplayer game looks like .. If you are up to doing every single thing yes you can do it but opening a little window for trade doesnt hurt that much . Yes you can let someone do it still doesnt hurt you ,it will be nice and good . also believe me creating a nice sink holes will be helpfull to economy of the game . No sink means stagnation and death of the economy at some point .Burinn wrote: Are we playing the same game? Someone has to do it. "It's not tedious because you can just get someone else to do it!" isn't an argument.