Quality update gents, looking forward to unusual and exotic new gildings.
(Digging stamina reduction gild when)
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SexyBigBoobaDakkan
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Lao_Bao
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Re: Game Development: Attribute Dream
it's probably off topic, but what do you think about it:
Is it possible to make separate parts for objects, such as a sawmill, so that the frame, saw, and gears can be created separately?
in order to make it easier to replace the part and something else.
You have implemented a sail separately from ships, try using this approach to other objects.
+the credo of an engineer or inventor
Is it possible to make separate parts for objects, such as a sawmill, so that the frame, saw, and gears can be created separately?
in order to make it easier to replace the part and something else.
You have implemented a sail separately from ships, try using this approach to other objects.
+the credo of an engineer or inventor
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Dondy
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Re: Game Development: Attribute Dream
I'd like to compare a higher q stone axe, used for mining to preserve ore q, with a lower q pick axe. This upgrade doesn't give the mining data of the stone axe.
Will you be adding that information, or do you figure people will be comparing mining tools so rarely that it's not worth your trouble?
Will you be adding that information, or do you figure people will be comparing mining tools so rarely that it's not worth your trouble?
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loftar
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Re: Game Development: Attribute Dream
That sounds like my kind of autism, indeed. Arguably, these attributes should also be buffable by Alchemy.SuSavage wrote:How about adding the ability to upgrade tools/weapons for time or amount of use? For example, a buff with sharpening or oiling, etc.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Audiosmurf
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Re: Game Development: Attribute Dream
Swimming gildings NOW
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
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Sephiron
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SirPasko
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Re: Game Development: Attribute Dream
On the topic of "choosing the best tool", could there possibly be a favorites or toggle system set in an options tab, given we have more information to select things now
Prefer digging strength: Prefer Quality: Prefer speed.
I'm trying to think of other ways to describe a compromise between auto and auto with preferences.
I love the future ideas of gildings, tailoring has always been a favorite part of the game and any new additions of clothes or accessories is like Christmas for me. The new early game grass clothes made me so happy that I did not rely on a fig leaf to cover up.
I like gilding as a whole, but find the lack of matching gilds such as intelligence on clothes a weak point, since it leads to "why is this even on here" if there's no obvious thing for it to go onto, maybe I haven't seen something in the game that supports it, but I know I've run into those thoughts while playing the game.
Capes and helmets sharing trade offs is a great and fun part of the game, but 2x slot items should probably have a happy medium increased gild chances due to not wearing a hat and a cape.
I.E: To borrow Maple Story's early scrolling system, a top and bottom had a total of 14 slots, but required more work to get, and then find scrolls for, whereas an Overall (which took up top and bottom) had 10 slots, and often had 1.7 through 2.0 the stats of a single piece (top or bottom) and required less farming overall (pun intended).
Will other aspects of the game be looked at as far as this system goes, such as fishing, tailoring, clay throwing?
Prefer digging strength: Prefer Quality: Prefer speed.
I'm trying to think of other ways to describe a compromise between auto and auto with preferences.
I love the future ideas of gildings, tailoring has always been a favorite part of the game and any new additions of clothes or accessories is like Christmas for me. The new early game grass clothes made me so happy that I did not rely on a fig leaf to cover up.
I like gilding as a whole, but find the lack of matching gilds such as intelligence on clothes a weak point, since it leads to "why is this even on here" if there's no obvious thing for it to go onto, maybe I haven't seen something in the game that supports it, but I know I've run into those thoughts while playing the game.
Capes and helmets sharing trade offs is a great and fun part of the game, but 2x slot items should probably have a happy medium increased gild chances due to not wearing a hat and a cape.
I.E: To borrow Maple Story's early scrolling system, a top and bottom had a total of 14 slots, but required more work to get, and then find scrolls for, whereas an Overall (which took up top and bottom) had 10 slots, and often had 1.7 through 2.0 the stats of a single piece (top or bottom) and required less farming overall (pun intended).
Will other aspects of the game be looked at as far as this system goes, such as fishing, tailoring, clay throwing?
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bobanja
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Re: Game Development: Attribute Dream
I 100% agree with this. Although I question the thought of even having to worry about wooden tools on the belt. And there are already instances where one has to remove tools from a belt to not have it use them, for example I have to remove my scythe if I'm farming and don't want to harvest the carrots that are at the seed stage next to others that are done.jordancoles wrote:Metal tools should have priority over wooden ones, the tool with the highest dmg bonus should be picked if you're bashing an object, the tool with the fastest cutting speed should be equipped to cut the tree, the best mining efficiency should be used to mine ?loftar wrote:Most of the tools already have meaningful quality mechanics in that it affects the quality they impart onto their results. I'm open to stamina-modifying mechanics of various kinds, but I don't know that the tools that already have meaningful quality mechanics need even more buffs from their quality.sneezewortt wrote:could we see the stam reduction from q of tool like scythe/shovel at some point tooIn theory, perhaps, but in practice I don't really see how the game can recognize that, because in the vast majority of cases that question has no simple answer. Do you want the tool with the greater Block Yield, or the one with the greater Quality? Not sure the game can answer this for you. Certainly, in some cases there only is one dimension, in which case it could certainly be considered, but I think there's also a case to be made for consistency.jordancoles wrote:So if the game can recognize the best tool for the job, can some work be done to always equip the proper tool? For example if I'm chopping a tree it uses my woodsmans axe instead of my b12, or wear pickaxes to bash instead of my hand axe, shovel to remove a stump, etc
Isn't that the type of info that was just added to these new tooltips?
If you want something specific like to use a high q stone axe instead of pickaxe you could take the pickaxe off your belt?
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Keridwyn44
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Re: Game Development: Attribute Dream
My metal shovel is no longer taking the place of my stone axe when digging stumps.
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jordancoles
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Re: Game Development: Attribute Dream
I actually really enjoy the "getting better at the thing you're doing, by doing the thing" -- Oldschool runescape is basically built on that and I've played that shit for decadesloftar wrote:That sounds like my kind of autism, indeed. Arguably, these attributes should also be buffable by Alchemy.SuSavage wrote:How about adding the ability to upgrade tools/weapons for time or amount of use? For example, a buff with sharpening or oiling, etc.
Your sword 'leveling up'/getting bonuses as you kill animals...players(?).. would be pretty neat
Last edited by jordancoles on Sat Mar 01, 2025 2:33 am, edited 1 time in total.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.





