0.5 Speed Next

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0.5 Speed Next

Postby Robben_DuMarsch » Thu Jan 22, 2026 12:22 am

We were top quality when -9 hit.
It was fun, not sure would want to do again.

0.5 would be a fun experiment next.
Let's try it.

Less shitposty:
For certain things it was nice to have quicker timers, but it was primarily the non-progression based things.
Virtually all progression timegates being slower would probably help with world longevity. We had 1.2k str miners a month from server up, which is kinda crazy. There's a point where you're basically capped. I'd be interested to see if delaying that enhances top level village longevity and helps the nabs stay closer rather than completely left in the dust as we had this world.

It'd also make remaining competitive easier for those who want to industry grind but not spend too much time?

More precisely, I propose that production time gates like 50% quicker ore smelting and lye making are good to increase as they add little value other than making production require longer play sessions. Progression time gates should be even slower than standard, including mine pyres, satiations, hunger, and curiosities. Maybe consider making every curio run longer but keep similar LP/hour to avoid necessitating really autistic curio crafting as well.
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Re: 0.5 Speed Next

Postby FaithfulToadd » Thu Jan 22, 2026 6:46 pm

I think I prefer the standard world speed, but slower burning curios would be wonderful after the famine our study desks have suffered in W16.1.

Edit: I've changed my mind, after re-reading the suggestion. The key phrase used was 'progression timegates', not 'world clock speed'. I'm very strongly against making winter even 1 day longer, while it has such sparse content and practically 0 diversity in the landscape. Winter desperately needs some changes, there.
Slower timegates though would be a more or less huge boon to us LARPers, helping folks with lives stay relevant, if not competitive. It would allow normal people to do things like run markets again.

I would even be in favor of 0.3 speed for mining. Make it take 3-4 weeks for the first mine pyre on a new level to burn. But perhaps I'm getting ahead of myself.

I was hoping that cattle ranching would remain at the standard world speed. I really enjoyed seeing a huge crop of new animals every couple of days, but keeping the same birth rates together with 1/2 crop growth would mean doubling the size of farms. Given the size of our current farm, that could be catastrophic. Bless the Animal Dormancy feature; we've used it twice, now, despite our most diligent efforts.
Last edited by FaithfulToadd on Thu Jan 29, 2026 6:40 am, edited 1 time in total.
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Re: 0.5 Speed Next

Postby Rebs » Thu Jan 22, 2026 9:49 pm

+10 yes, slow world please.
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Re: 0.5 Speed Next

Postby Detharon » Sat Jan 24, 2026 9:59 am

Also please make characters walk slower and the combat should be twice as slow as well.

Yes, it's a rage bait
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Re: 0.5 Speed Next

Postby kirion » Sun Jan 25, 2026 5:47 am

Why stop at 0.5?

I'd be all in for 0.2! Or even 0.1. Imagine, it would take 80 hours for claims to become active! :twisted:
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Re: 0.5 Speed Next

Postby sMartins » Sun Jan 25, 2026 1:54 pm

I've always wondered what the game would be like if the nomadic state, hunter-gatherer to be clear, lasted much longer. I find the idea very intriguing... And as I've said in the past, it would also be cool if, in order to move from one era to another, you had to achieve some kind of community goal... To unlock agriculture, the Bronze Age, and so on... Creating different themed structures and new possibilities, a sort of Age of Empires...
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Re: 0.5 Speed Next

Postby vipes » Sun Jan 25, 2026 6:07 pm

+1 early game best game

The vast majority of weapons and armor in this game is basically useless rn since everyone rushes for the same handful of late game weapons and armor that are viable.

I wanna see pvp battles fought with fists and stone axes. I wanna see people decked out in wood and turtle armor
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Re: 0.5 Speed Next

Postby Robben_DuMarsch » Sun Jan 25, 2026 9:42 pm

Vox populi, vox dei, Jorb.
Lookin' forward to that new world.
About that time to chill until it starts coming.
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Re: 0.5 Speed Next

Postby XBBW » Mon Jan 26, 2026 10:32 pm

nah fuck that, do GTA time speed, 1 second real life = 1 minute in game. So a full day in game is 24 minutes.
We gonna speed run that world into the desert, but hey it would be fun experiment.
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Re: 0.5 Speed Next

Postby jock » Wed Jan 28, 2026 9:47 pm

some Progression stuff sure e.g. minelayers, steel, smelting, curios, farming etc ( not animals or trees).


Actions speed stays double e.g. tree chopping, farming, digging, builidng minign etc all double speed so your more active and making cooler shit.

Honestly most curios can use a massive rework with a clean focus on 3 paths-

speed and gain - mirkwoods stuff, fast and consumed great lp/hr but not sustainable or easy on xp.
comfort and massproducable - shiny marble stuff, good overal never "best" but not worst the main bulk of curios you use should be here
big investment, big return - bug collections, troll skulls(they need rebuffed) study for a fuck ton, take tons of work or expensive material but pay off big in big amounts.

THen you just need a reason to get any of these skills over like 600 XD cause.... there maybe like 2 thats worth doing that for...
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