jorb wrote:
- Made it so that Hunger now decays by the cube root of the effect level, rather than the square of it, causing the more powerful levels (e.g. 300% modifier) to decay significantly slower, and the lower levels of effect (e.g. 50% modifier) to decay correspondingly faster. Aiming to push functional hunger levels away from guaranteed 300%.
- Nerfed Salt such that it works similarly to the pre-W14 hunger-level scaling: its efficacy decreases on more powerful hunger levels with the square of their power.
jorb wrote:
- Added "Siege Boost" to claims.
- For each level of a new ancestral worship spell cast on a claim, the claim gains one point of "Siege Boost".
- Siege Boost acts as a multiplier on the amount of time a Siege Engine needs to effectively attack targets on the claim, where each point is an additional x0.5. E.g. a battering ram would need to wait 36h, rather than 24h, to attack a claim with one extra point of "Siege Boost".
- The first five points of "Siege Boost" are permanent, and remain forever once added. The latter five points are transient, and decay away over a few days.
- In summary: You can boost the siege defense of any claim, causing it to require up to 5x longer drying times on siege engines before it can be attacked.
- Aiming to make siege of an established base significantly more difficult.
VDZ wrote:Very hyped for world 14!jorb wrote:
- Made it so that Hunger now decays by the cube root of the effect level, rather than the square of it, causing the more powerful levels (e.g. 300% modifier) to decay significantly slower, and the lower levels of effect (e.g. 50% modifier) to decay correspondingly faster. Aiming to push functional hunger levels away from guaranteed 300%.
- Nerfed Salt such that it works similarly to the pre-W14 hunger-level scaling: its efficacy decreases on more powerful hunger levels with the square of their power.
This seems pointless (and arguably only makes things worse) if characters still start at 300% and questing can reduce hunger. The problem isn't people returning to 300% from 100% (rather, it doesn't happen which is part of the problem), it's that people start at 300% and stay at 300%, and as as I extensively explained in my C&I post about the matter it becomes exponentially more difficult to get back to 300%/200% after dropping out of those levels.
If you start at 300% and it becomes even harder to passively return to there, the best play is to restart your character after building up to recover your 300% and work from there. This is extremely counterintuitive and un-larpy.jorb wrote:
- Added "Siege Boost" to claims.
- For each level of a new ancestral worship spell cast on a claim, the claim gains one point of "Siege Boost".
- Siege Boost acts as a multiplier on the amount of time a Siege Engine needs to effectively attack targets on the claim, where each point is an additional x0.5. E.g. a battering ram would need to wait 36h, rather than 24h, to attack a claim with one extra point of "Siege Boost".
- The first five points of "Siege Boost" are permanent, and remain forever once added. The latter five points are transient, and decay away over a few days.
- In summary: You can boost the siege defense of any claim, causing it to require up to 5x longer drying times on siege engines before it can be attacked.
- Aiming to make siege of an established base significantly more difficult.
Sounds more like a 'fortification boost'? 'Siege boost' sounds like it would boost your siege, i.e. the attempt to break into a fortified area.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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
The_Lich_King wrote:Since hunger decay increases at higher levels it won't be AS cancer to get back to 300%
jorb wrote:causing the more powerful levels (e.g. 300% modifier) to decay significantly slower, and the lower levels of effect (e.g. 50% modifier) to decay correspondingly faster.
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