jorb wrote:Well, in terms of development priorities I think I've stated elsewhere that the problem presently is that loftar, right before we got to work on Salem, had redesigned the object system to a much more flexible model, which Salem now uses. The problem unfortunately being that this requires a reimplementation of all the stuff we've put into Haven. Since we have to do that anyway, we would like to take the opportunity to basically rebuild the game and try to flush out a lot of the cruft that we have accrued.
Change the hunger model to eliminate meaningless plowing for more hunger and (thus) make feasting more important.
Rework/remove/change the personal beliefs, especially change/tradition.
Rework/remove/change the fast travel system to remove the janky gameplay that crossroads & hearthing presently imply, foraging bots by means of infinite wilderness spawns, for example.
Better system for gate access. Remove keys in their present implementation.
There is also not a single industry that I wouldn't want to do at least something about, but farming might deserve a special mention. Generally speaking I'd like it if there was a bigger element of choice and player skill involved in the actual crafting.
Rework the quality fields and the finding of them to disincentivize the present retarded pclaims that I see everywhere, and the spawning of alts to look for resources.
Regarding the siege system the holy grail right now is to introduce defense in depth and reduce the reliance on and importance of shell defense.
In that mix we have also begun formulating an idea for a new take on character development. It does not involve going back to meaningless LP grind, nor does it involve removing the curiosities or in any way changing the fundamentals of how those work (we're generally speaking very happy about them), but rather it is -- or may very well become, at least -- a synthesis of a lot of the half-baked ideas we've been playing around with but never done anything with. The aim of that system is to make the world a magical place that cannot be easily reduced to its component mechanics. This, or so is the thought, without removing the ability of players to act teleologically in it. A concept that we've been talking a lot about in that context is the doors of perception.
... a pet peeve of mine is that I would also like to introduce seasons while we're at it, but loftar keeps arguing against it.
Potjeh wrote:Change the hunger model to eliminate meaningless plowing for more hunger and (thus) make feasting more important.
Just remove hunger as a limit altogether, as people will find a way around it. Instead make feasting *required* for raising stats.
sabinati wrote:the only problem i see with this is that it would suck in the early game. perhaps instead it could be tweaked somehow that it is not exactly required but that the difference between feasting and not feasting would be significant enough that by midgame it would be grossly ineffective to raise stats without feasting.
Potjeh wrote:philtecary
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
Potjeh wrote:It means I can't spell. I meant phylactery.
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