they are useless anyway - noone will raid you without walls (if u can devmod attackers out of your continent)dafels wrote:No walls in world 13!!
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KwonChiMin
- Posts: 409
- Joined: Fri Mar 05, 2010 7:11 pm
Re: Prelude: World 13
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Prelude: World 13
It was fun for experienced players (I had fun exploring new continents to look for a home only to be immediately chased out XD), but I feel like it crammed all the newbies/casuals into a sardine can for abuse by pvpers.bmjclark wrote:Just wanted to comment on a discussion on the stream, but I actually really enjoyed world 12s spawning. It was nice that if you wanted to move out to the middle of no where you could and avoid most people but if you wanted more consistent conflict you could stay in the middle.
Leaving the tin can zone wasn't intuitive. Wasn't safe either if you didn't understand whirlpool mechanics.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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MightySheep
- Posts: 2533
- Joined: Fri Jul 22, 2011 1:18 pm
Re: Prelude: World 13
I dont agree with the generalization that noobs prefer to live in more secluded areas, I always see newer players and hermits networking/trading/sharing info and making roads between each otherSevenless wrote:It was fun for experienced players (I had fun exploring new continents to look for a home only to be immediately chased out XD), but I feel like it crammed all the newbies/casuals into a sardine can for abuse by pvpers.
Leaving the tin can zone wasn't intuitive. Wasn't safe either if you didn't understand whirlpool mechanics.
I think the system of having a 'main' island and lots of 'sub' islands around it makes a lot of sense. Most players prefer seeing other people & having community and the players who prefer seclusion get super seclusion.
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Cayur
- Posts: 337
- Joined: Thu Jan 22, 2015 1:38 pm
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Antaraner
- Posts: 132
- Joined: Wed Aug 22, 2012 11:24 pm
Re: Prelude: World 13
is that building in the trailer at 0:20 new? looks like a smelter but in the following shot we see the smelter we know.
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jock
- Posts: 733
- Joined: Thu Mar 08, 2012 7:27 am
Re: Prelude: World 13
Antaraner wrote:is that building in the trailer at 0:20 new? looks like a smelter but in the following shot we see the smelter we know.
Looks like a blast furnace maybe wood based smelter
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HasseKebab
- Posts: 1782
- Joined: Sun Mar 06, 2011 8:59 pm
Re: Prelude: World 13
imagine having day 1 metals again
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jock
- Posts: 733
- Joined: Thu Mar 08, 2012 7:27 am
Re: Prelude: World 13
if it is a blast furnace and wood base i expect it to be locked behind blacksmithHasseKebab wrote:imagine having day 1 metals again
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Antaraner
- Posts: 132
- Joined: Wed Aug 22, 2012 11:24 pm
Re: Prelude: World 13
looks like you have to work that furnance, i am exited. looks like we got more then some changes to realms and fast travel.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Prelude: World 13
Devs said that there would be plenty of hints in the video about whats coming, butonly remarkable things are the bellow things and stones near the tree, which must be related to realms, fast travel or both.jorb wrote:
Did I miss something or is that all?

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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