tedium goodMightySheep wrote:fuck realism, food decay would be just a massive introduction of tedium
t. jorp
tedium goodMightySheep wrote:fuck realism, food decay would be just a massive introduction of tedium
I like the idea with leather progress in bucket (you can log off with bucket)Noogia wrote:bring back tanning tub cart exploit plz so only vets get leather faster

bucket full of tanning fluid could only do 1 hide.noindyfikator wrote: I like the idea with leather progress in bucket (you can log off with bucket)
Makes sense. The +2 FEP and the new "Fixed FEP/H ratio" systems are designed to do the exact same thing and kinda conflict with each other. IMO it would be best to do some streamlining for once, and straight up replace all instances of +2 FEP with double the amount of same +1 FEP.jorb wrote:+2 FEPS
After some internal back and forth, we came to the conclusion that we like the idea of, quite simply, counting +2 FEPs as 2 FEPs for purposes of determining the Hunger cost of foods.
i agree we need much more time in potions effect. i drink some str potion to mine and it goes away so fast? whats the pointVert wrote:I hope the following things will be rebalanced.
Increasing the amount of LP for buying rage and vandalism to compensate for the huge number of LP sources. In early worlds(8-10) , only 2-3 players in group took rage, this was a serious, thoughtful decision.
Increasing the duration of alchemy buffs, at least. It's not fun to drink a bottle every 2.5 minutes, make it at least an hour or two, you can even hang a debuff so that you can't immediately drink a new one.(At the beginning of the world, it is impossible to come up with an ideal potion, imperfect potions cause damage, increasing your perception by 10 for 2.5 minutes is not worth 10 injuries received. If the potion is hourly, maybe alchemy will have some use. Let's be serious, alchemy is only a cure for injuries that cannot be cured in any other way.)
Reducing the cost of summoning beacons, 30-40%