Animal nodes moving was bad

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Vert
Posts: 280
Joined: Thu Nov 10, 2011 6:59 am

Re: Animal nodes moving was bad

Post by Vert »

Quest hard nerf it
gring high q spot hard nerf it
grind high q spot after nerf much harder for us, ok we realise that it should not be hard because our enemy do it better anyway, it should be easier! high q animals shold be everywere.

eating retarded amount of food is fine we are do it good.
Combat is bad a lot of people didnt like it but we are good at it so nerf sword of storm

funny
Kiklington
Posts: 29
Joined: Mon May 10, 2021 1:10 pm

Re: Animal nodes moving was bad

Post by Kiklington »

Vert wrote:Quest hard nerf it
gring high q spot hard nerf it
grind high q spot after nerf much harder for us, ok we realise that it should not be hard because our enemy do it better anyway, it should be easier! high q animals shold be everywere.

eating retarded amount of food is fine we are do it good.
Combat is bad a lot of people didnt like it but we are good at it so nerf sword of storm

funny
It would be 50x easier for you to just write a post that directly states your thoughts without cloaking it behind 10 layers of cowardly sarcastic slop, and you'd have the additional benefit of it being possible for anyone else to understand what you're even saying
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Nightdawg
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Re: Animal nodes moving was bad

Post by Nightdawg »

Quality nodes are still shit.

Remove them, make it random.
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vatas
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Re: Animal nodes moving was bad

Post by vatas »

Personally, I'm increasingly leaning towards:
1. Give animals a reasonable quality range (bears are maybe q100-300, for an example.)
2. Every time you kill one, regardless of the location, a quality is rolled randomly.

This would obviously lead to people mass slaughtering animals and leaving them to rot, but:
1. People already do that for combat moves)?)
2. Sprucecaps scavenging animal carcasses is something I consider a feature.
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Zaeri
Posts: 38
Joined: Tue Feb 08, 2011 12:18 am

Re: Animal nodes moving was bad

Post by Zaeri »

No matter what the system ends up being, I'd say that the quality distribution should be closer to the one on left than to the one on right. If that means people would get too much of the good stuff too fast, then maybe the problem isn't with the distribution, but the quality ranges itself.
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boshaw
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Joined: Tue Jun 01, 2010 10:22 pm

Re: Animal nodes moving was bad

Post by boshaw »

Or just go back to legacy animal q
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caz
Posts: 542
Joined: Fri Jul 16, 2010 7:27 pm

Re: Animal nodes moving was bad

Post by caz »

vatas wrote:Personally, I'm increasingly leaning towards:
1. Give animals a reasonable quality range (bears are maybe q100-300, for an example.)
2. Every time you kill one, regardless of the location, a quality is rolled randomly.

This would obviously lead to people mass slaughtering animals and leaving them to rot, but:
1. People already do that for combat moves)?)
2. Sprucecaps scavenging animal carcasses is something I consider a feature.
Agreed
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jock
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Joined: Thu Mar 08, 2012 7:27 am

Re: Animal nodes moving was bad

Post by jock »

Half the ql of the best tool should be added to all animals so that we get increase over time and the average player is higher, this won't push the top as much as it would the bottom.
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SnuggleSnail
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Re: Animal nodes moving was bad

Post by SnuggleSnail »

jock wrote:Half the ql of the best tool should be added to all animals so that we get increase over time and the average player is higher, this won't push the top as much as it would the bottom.
I rly like how the solution half the time is to give people with higher quality stuff even higher quality stuff. The actual number on your anvil doesn't matter, all that matters is your number compared to other people's number. This would make the people ahead more ahead.

Just make it feasible for normal people to get topQ bones, which at this point in the world are like 450-500.
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Nightdawg
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Joined: Fri Feb 28, 2020 12:31 am

Re: Animal nodes moving was bad

Post by Nightdawg »

Quality nodes are still shit.

Remove them, make it random.
jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
"Our primary development direction is toward object-controlled-objects"

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