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Onyxx
- Posts: 12
- Joined: Tue Feb 16, 2010 12:04 am
Re: Game Development: Removed Grievous Damage From Ants
Aww, it's got to be paved huh? Thanks for the pic!
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SynthesisAlpha
- Posts: 98
- Joined: Tue Jul 14, 2009 3:17 pm
Re: Game Development: Removed Grievous Damage From Ants
Reducing hunger by 10x is VERY extreme. It's going to take an incredibly long time to raise stats now, and there's going to be a stupidly huge food surplus, even with crops taking twice as long to grow. Like, if it takes me 3 butter steamed cave bulbs to gain a point of Psyche, that's 15% hunger. Previously that would be a quick 30 sips of Q10 water, which might take you a minute of hand plowing to drain that much stamina. Now it's 15 entire water flasks just to get hungry enough to eat 3 pieces of food.
I know some people have problems with hunger, but the solution to that is to make more easily accessible food sources and maybe halve the rate of hunger decay, not tenth it. Yeah, it was ridiculous to have to eat piles of food every few minutes, but when eating is completely tied to character development, you need to cram a lot of food. For people with a surplus of food trying to raise stats, this is a very frustrating update. I'm stuck either eating three pieces of food over an entire gaming session and never seeing any stat growth, or wasting time hand plowing and chugging Q10 water to deplete my hunger bar.
Dexterity in particular has become the hardest stat to raise effectively, because there is no big-ticket food for dex. Pirozhkis are the best you can get and those are split 50/50 with con. Other than that you're stuck with chantrelles and chickens for base 1 FEP each.
I hope this update is only a stopgap for a major FEP system overhaul, because it's going to stagnate character development significantly. I'd much rather have a system where I can always benefit from eating a food, instead of being punished by the RNG for eating one carrot and then gaining perception instead of the stat I was working on. (Fractional stats? Stat-independent FEP bars? SOMETHING ELSE?).
Oh, and another effect of slowing stat growth by ten times -- crafting that's tied to stats (dex and sewing, perception and cooking, psy and jewelry/silk/ranger gear crafting), the stats themselves will greatly outpace the stats their linked with. LP gain is still the same (or mostly, you will be missed 21600 LP bears), so expect someone with 30 psy and 200 smithing instead of 77 psy and 77 smithing for the same effect.
Long post, but yeah, the hunger change is too extreme. Scale it back, guys.
I know some people have problems with hunger, but the solution to that is to make more easily accessible food sources and maybe halve the rate of hunger decay, not tenth it. Yeah, it was ridiculous to have to eat piles of food every few minutes, but when eating is completely tied to character development, you need to cram a lot of food. For people with a surplus of food trying to raise stats, this is a very frustrating update. I'm stuck either eating three pieces of food over an entire gaming session and never seeing any stat growth, or wasting time hand plowing and chugging Q10 water to deplete my hunger bar.
Dexterity in particular has become the hardest stat to raise effectively, because there is no big-ticket food for dex. Pirozhkis are the best you can get and those are split 50/50 with con. Other than that you're stuck with chantrelles and chickens for base 1 FEP each.
I hope this update is only a stopgap for a major FEP system overhaul, because it's going to stagnate character development significantly. I'd much rather have a system where I can always benefit from eating a food, instead of being punished by the RNG for eating one carrot and then gaining perception instead of the stat I was working on. (Fractional stats? Stat-independent FEP bars? SOMETHING ELSE?).
Oh, and another effect of slowing stat growth by ten times -- crafting that's tied to stats (dex and sewing, perception and cooking, psy and jewelry/silk/ranger gear crafting), the stats themselves will greatly outpace the stats their linked with. LP gain is still the same (or mostly, you will be missed 21600 LP bears), so expect someone with 30 psy and 200 smithing instead of 77 psy and 77 smithing for the same effect.
Long post, but yeah, the hunger change is too extreme. Scale it back, guys.
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Pacho
- Posts: 712
- Joined: Wed Jun 10, 2009 2:21 am
Re: Game Development: Removed Grievous Damage From Ants
you can make roundpole fences in any sort of ground, just that most people pave underneath to minimize decay.
I built mine on grass because its better than forest plus I still think paved ground looks like shit =D
I built mine on grass because its better than forest plus I still think paved ground looks like shit =D
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Jeff
- Posts: 393
- Joined: Wed Aug 12, 2009 1:14 am
Re: Game Development: Removed Grievous Damage From Ants
You can't seal fence cornerpost. We are condemned to a life of woe and griefing.
Seems a nice update to me, but i would slightly reduce the time needed for pumpkins to grow. And maybe change the stamina to a 5x instead of the 10x you've put today.
Well, i'm a farmer and cook, so it seems i'll have more free time now. I've got to see what to do, then.
Edit: oh, honey buns seems to be useful now.
Seems a nice update to me, but i would slightly reduce the time needed for pumpkins to grow. And maybe change the stamina to a 5x instead of the 10x you've put today.
Well, i'm a farmer and cook, so it seems i'll have more free time now. I've got to see what to do, then.
Edit: oh, honey buns seems to be useful now.
Last edited by Jeff on Sun Mar 21, 2010 9:47 am, edited 1 time in total.
"I'm just an humble farmer, after all"
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game Development: Removed Grievous Damage From Ants
what if they just tremendously increased the FEP food gives. like, more than double this timeSynthesisAlpha wrote:Long post, but yeah, the hunger change is too extreme. Scale it back, guys.
and yea, individual bars (that still take into account highest stat) would be nice
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Morne
- Posts: 4
- Joined: Fri Feb 05, 2010 8:43 am
Re: Game Development: Removed Grievous Damage From Ants
Hopefully, rats and frogs are a lot rarer now, too.
Last edited by Morne on Sun Mar 21, 2010 9:54 am, edited 1 time in total.
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martinuzz
- Posts: 381
- Joined: Sat Dec 19, 2009 12:41 pm
Re: Game Development: Removed Grievous Damage From Ants
Overall, sounds like a nice update.
However, I do not see the fun of fish being so darn rare.
Also, wildlife.. Has become more rare? Jeez.. They were rare already. Sometimes you would find no wildlife in an hour, while driving a boat, searching riverbanks for it.
However, I do not see the fun of fish being so darn rare.
Also, wildlife.. Has become more rare? Jeez.. They were rare already. Sometimes you would find no wildlife in an hour, while driving a boat, searching riverbanks for it.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game Development: Removed Grievous Damage From Ants
Should the amount of linen cloth needed for village banners be reduced?jorb wrote:Growth time on crops has been doubled, now taking ~two real (six ingame) days to mature.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Hermit
- Posts: 21
- Joined: Thu Feb 04, 2010 2:50 pm
Re: Game Development: Removed Grievous Damage From Ants
What about bronze keys? Why keys can be crafted only with iron?
And maybe keyring can be combined with belt (like candles with miner's helm)? And some other stuff like few seedbags, or even bag for coins?
And maybe keyring can be combined with belt (like candles with miner's helm)? And some other stuff like few seedbags, or even bag for coins?
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game Development: Removed Grievous Damage From Ants
Should fishing poles break less often?jorb wrote:Growth time on crops has been doubled, now taking ~two real (six ingame) days to mature.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”