jorb wrote:strpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.
Ty! Do feel free to post any other low-hanging tedium that could be removed (in b4 all the jokes that could be made here). Stuff like that timer on harvesting crops is nothing we're attached to.
jorb wrote:strpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.
Ty! Do feel free to post any other low-hanging tedium that could be removed
SnuggleSnail wrote:Rly loving the patches latelyjorb wrote:strpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.
Ty! Do feel free to post any other low-hanging tedium that could be removed
- Remove crop circles
- Remove realm buffs
- Remove crop growth speed fields (if they remain relevant to quality growth)
- Remove TW on roads/docking
- Remove red hand
- Remove knarr/snekkja speed variance, or at least make at based on something other than quality(EX: tiered sails)
- Remove boulders when mining, or at least make them like 1/1000
- Stone columns repaired with stone instead of nuggets
- One curd per cheese tray instead of 4, but increase their cost/timers
- Make cheese never turn into gauda based on a timer
- Make steel running out of fuel not reset progress
- Something to make the quality of truffles far less relevant would be big
- Truffle nodes should give like x10-20 the quantity of truffles they currently do
- Alternatively truffles could just convert some % of feps(based on quality) to will2 instead of increasing overall fep%
- Pears/Apples should give like x10-20 the juice they currently do
- Drastically increase the quantity of bites worth of satiation reduction you get per sip of relevant drinks
- Drastically increase the amount of liquid preferred drink cups can hold(namely wineglass), or have a universally effective cup(river goblet?)
- Remove breeding quality(just BQ, not quality) to make breeding animals competitively less autistic
- Condense other animal breeding stats(EX: horse endurance/metabolism/stamina) into one stat
- Give tertiary animal stats(milk%, hide%, truffle snout) a bias towards increasing akin to crops so ppl passively reach the cap without intentionally cross breeding in30 different pens
- Massively increase the quantity of swill troughs can fit(x10-20)
- Massively increase the swill/water that coops can fit
- Don't softcap coop creatures based on swillQ/waterQ. Maybe don't even kill them from starving, just cease their production
- Alleviate the need to fill inventory/belt with water/food in order to run in PVP
- Energy foods that doesn't cost hunger
- Easier earlier game energy food, or massively increased energy intake all around(150 energy for a piece of cheese?)
- Method to find thingwalls easily
- Build trellises in the same way walls are built
- Crop growth times made completely static (flax always 16H, for example)
- Make cropQ increases static(always increase in a consistent manner, only replant 1 crop for Q fields)
- Crop Q growth made based on how long they've been growing(If the flax gob has existed 16H +5, if 32 hours +10 capped at ~ 3-7 days)
- Trellis cropQ increases rolled on harvest so the plants don't need to be destroyed
I assume most if not all of these are self evident. Will provide reasoning/details upon request if I don't think the person asking is a retard
SnuggleSnail wrote:Rly loving the patches lately
- Remove crop circles
- Remove realm buffs
- Remove crop growth speed fields (if they remain relevant to quality growth)
.......- Crop Q growth made based on how long they've been growing(If the flax gob has existed 16H +5, if 32 hours +10 capped at ~ 3-7 days)
- Trellis cropQ increases rolled on harvest so the plants don't need to be destroyed
I assume most if not all of these are self evident. Will provide reasoning/details upon request if I don't think the person asking is a retard
AriZona wrote:In other words (if I understand correctly): remove chores to have more time for killing x1000 times weaker hermits
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