VDZ wrote:Dawidio123 wrote:There are so many adjustments and fixes needed that it's not even worth listing them all since the speed up is not something anyone wants for another world, at least not to this extent.
Which is
precisely why they all need to be listed individually, so the devs can know which things are fun to speed up and which things aren't.
Personal opinion, in no order, off the top of my head:
Animals nyes
-we need the quality gain speed desperately, but the workload is brutal before the speed up even. Revert the speed, increase the quality gain imo.
Curios no
-being able to say "I've got curios for the day" is nice, we don't have that anymore and just dump garbage into our heads for most players. Early game curios being fast running makes this infinitely worse because your desk isn't big enough as well.
Crops yes
Trees yes
Mineholes no
-timegate mechanic sped up kinda counteracts the whole point of a timegate. A lot of villages (I believe at least) got downgraded into hermit style "eh when we get to it" much earlier in the world and it feels stressful when you're also trying to manage other village setup stuff.
silk/steel no
-unless changed to be like cheese with no failure condition
cheese/tarkilns/leather/drying/smoking/pickling yes
seasons eh(?)
-They're long enough that other than winter it's kind of a neutral change for me I guess?
claim/palisade drying nyes
- The point of drying time for these two is to give you a chance to prevent someone dropping a siege requiring nuisance beside you. But anything outside 2 minimaps where you normally walk in the endgame will have these dried in the vast majority of the time anyway under the old drying time? However the main use case for this was safepali dropping as a hostile pvp thing, which with the new gate changes is less of an issue.