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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Yesteryear's Patch
No, growth speed still varies with locality.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Yesteryear's Patch
No thank you.jorb wrote:No, growth speed still varies with locality.





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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Game Development: Yesteryear's Patch
DDDsDD999 wrote:No thank you.
Thanks... for answering.jorb wrote:No, growth speed still varies with locality.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Yesteryear's Patch
I think this is way less important than it used to be with the mechanics you added in this patch and there isn't much reason for us to be pedantic over it anymore. It's basically fine. By the time we outgrow our Q500 hide straps / meat compost / Q700 rocks everybody will have caught up to the world leader even if their nodes are INSANE. Still a firm believer that quality/speed nodes for crops are objectively bad, and will become a problem again when other quality nodes are updated to be a bit more sane, though.jorb wrote:No, growth speed still varies with locality.
I would note, however, that the average crop growth being like +1.8 instead of +4.7-4.9 per cycle will contribute to quality stagnation that's already kinda bad due to natural qualities(bones, hides, rocks, ore, clay) being extremely high at the start of the world and basically never increasing.
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