jorb wrote:
- Took some steps to redefine the food variance bonus. The effect is now reduced for each new food type you eat, resetting when you level up.
Why?
jorb wrote:
- Took some steps to redefine the food variance bonus. The effect is now reduced for each new food type you eat, resetting when you level up.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
jorb wrote:mietzi94 wrote:stupid questing system.
This is a legitimate discussion. I'm not entirely sure which part you find stupid -- random quests, or the rewards, or perhaps both -- but I'll give you my five cents on it either way.
I think the quest system was a great addition. Especially early world, I love that it gives me something to do, and a reason to be out and about, exploring and meeting trees, while I'm waiting for timers on various other things.
While I do hold the above, I also obviously recognize that the quests aren't particularly inspired, and with an established base I don't run many of them myself. I agree that this playstyle is probably punished a bit too much in terms of gains. Quests are a bit too necessary.
However. There's a very delicate balance to be struck, between being forced to wait on time gates, and being able to invest effort to progress faster. If you can't do the latter to any extent, it's, for example, never possible to catch up to those ahead of you, even if they slack off. Time gates are good because they provide a pause in frantic game play where you can just relax and do whatever you like, without feeling like you're falling behind. Effort induced progress is also good, because only having to wait for timers for every little thing is a bit soul crushing as well.
It's not an entirely trivial balance to strike, quite simply.
factnfiction101 wrote:^I agree with this guy.
Hasta wrote:A character specializing in mining currently stands out as it is with overwhelming amounts of energy spent. I play a multipurpose single char with my mate, so, basically, a hermit. My area is mostly mining and smithing, his is all the nature-hippie stuff (trees and crops and silk), that's how it's been for us for the last 3 worlds. In this world I'm progressing my stats at a considerably lower rate than him because in order to mine I HAVE to eat, frequently and a lot. His hunger level rarely raises to more than 200% efficacy, mine is almost always at 90% or 100%.
loftar wrote:Ozzy123 wrote:Just make it so you need actual characters around and not just charisma alts
If you have any kind of suggestion for how to differentiate those, please tell me, o mighty wizard.
Ozzy123 wrote:Sarge wrote:You are not supposed to be able to kill players without rage. Wtf are you not understanding about this?
You are not understanding the fact that jorb and loftar said multiple times that they don't want someone to be just "immortal" they wanted the risk of dying to always be in the game, now they removed it kinda with the b12 nerf.
loftar wrote:It's not my intention to make non-rage characters immortal, for sure.
ErdTod wrote:There's at least 3 neighbours around us that got random-ganked and quit. IMO having less dying for those people who don't want any PvP is good change. Big faction warriors all have rage so they can kill each other however they want.
At times it seems quite different; two heads, whatever amount exertion, are less capable alone compared to them also harvesting the ones on the forum.loftar wrote:Of course we aren't just doing random shit and see what sticks; in case you thought otherwise, we do try to reason about the changes and exert ourselves to try doing the best we can.
loftar wrote:loleznub wrote:Why bother with the C&I subforum then?
There are different kinds of feedback. Ideas are nice. Specific points of critique are useful (when posted in a useful form). There are cases where it's meaningful to ask about something, for instance to ask people to find potential flaws (such as the recent threads about siege mechanics).
All I was saying is that "just ask the forum about what we should do" is not a working solution.
Maintaining a list of the accounts that blantantly lied to further their agenda (keep broken mechanics so they can continue to exploit them) to ignore from there on (or at least take their input with some packs of salt) would certainly help with this.loftar wrote:To be sure, "asking" more often than not just brings us 5+ conflicting opinions with no way to tell them apart.
In case the way your users perceive this tactic is irrelevant...loftar wrote:Doing an actual change and seeing what actually happens tends to be a lot more productive.
Asgaroth22 wrote:Wow, did all trees actually just instantly grow up? Noice.
Sarge wrote:Granger wrote:Can they get a use, please?Sand fleas no longer bite after having been caught. Talked about here.
Do you mean beyond fishing bait?
loftar wrote:Asgaroth22 wrote:Wow, did all trees actually just instantly grow up? Noice.
So it seems, yes. I messed up the fix. Seems there's a reason momma told me to always test even the most minor of changes.
Asgaroth22 wrote:Wow, did all trees actually just instantly grow up? Noice.
Inb4 world nuke imminent
Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 53 guests