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    Careyn

    @Careyn

    Prefer to spend my time in game building and start out my specialties with this in mind.

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    Careyn Follow

    Posts made by Careyn

    • Skill change suggestion

      I apologize in advance for the long post as it is sort of three different suggestions. This thought is to give players an incentive to specialize in just one or two professions. As a not, in order for this to work, the gathering related skills (logging, mining, digging) would need to be moved to survivalist as all players need these not just they're related profession.

      The idea is simple, if you have specializations in only one profession, you gain a perk that reduces your material costs by 20% (boosting to about 84% total efficiency) when any specializations in that profession reaches level 7. From here, every profession added reduces the perk by 5% (i.e learning 3 professions would drop the perk to 10%). This perk can turn into a penalty once more than 5 professions are learned, increasing material cost by 5% each. The thought is this would also reflect real world skills a little as someone who specializes in a particular job would generally be better at it than someone who does everything (Jack of all trade).

      For the gathering specials, the related perk could be a 20% (or whatever the % perk it's at) chance of not reducing tool durability with a minimum of 0% chance. This would keep incentive for miners to be masons, loggers carpenters, etc.

      Continuing with the last thought is the next suggestion of a new tool related skill, building. This would be related to Engineering and effect the hammer. To make this useful, I would suggest that building with tier tier blocks requires better tools. This would helps reduce the current ability to mostly skip tier 3 and go for tier 4 materials as only a builder with the +1 talent would be able to use tier 4 with a steel hammer.

      Lastly, in a loosely related idea, is the hunters bow. It has always seemed odd that hunters are stuck with a longbow for the entire game. Therefore, to give better tools such as with other lines:

      • Tier 1 - Longbow
      • Tier 2 - Recurve bow (lumber)
      • Tier 3 - Compound bow

      Hopefully I have expressed this clearly enough to not be confusing. I would love to hear any other's thoughts or ideas regarding this line of thinking.

      posted in Ideas & Feedback
      Careyn
    • RE: Visibility of Land Plots

      Something along this line would help a lot, especially with owned land. Currently, I use the real estate desk and checker my claims between two deeds just so I can tell where the plot lines are.

      posted in Ideas & Feedback
      Careyn
    • RE: Woodpulp for fuel

      It's alright. I just avoid using too many hewn logs at the beginning of the game and the pulp is used in mortared stone. Just agree that they are both material types that should burn.

      posted in Ideas & Feedback
      Careyn
    • Additional construction blocks and options

      I am happy that it seems new block forms for construction materials are being added; but a few options for placement and additional forms would make constructing a nicer building possible.

      1. Ability to place blocks upside down.

      This feature alone would greatly add to building options. Being able to place stairs and roof blocks alone would add the ability to slant the underside of structures and some of the full blocks would make alternate floor/ceiling textures available.

      1. Ability to choose wall post or flat.

      Currently, the game will remove the wall junction post on the side that follows straight through. This often leads to large flat walls with little detail. It would add nicely to the aesthetics if we had a way to toggle the junction detail to show on flat walls.

      1. Add slab form to construction blocks.

      Due to the current block forms, a slab would need to be a third of a block to appear uniform. In order to get the 1/3, 2/3, and full block, the current stack mechanic use with objects could modify the block ( i.e. place slab > place again to change to a double thick slab > place again to have a full block with slab texture.

      1. Compactor or similar mechanic

      This option started as a suggestion I saw for adding a compactor to help manage tailings. Simple idea, compact tailings to reduce space usage in the stockpiles. This could be used to compact tailings (and similar blocks) 2:1 to make a block similar to stone/ores allowing you to place eight per block. Then, expand this to allow four of this type block (including stone and ores) to create a full block that could be placed in the world. This gives the option of building walls with natural blocks other than dirt/sand.

      I hope all this wasn't too long to read and made sense. I doubt much of this, if any, would be added; but, as a builder, I would love to have more options for making better looking structures. Please post any additional ideas or variations you may have or if you think all this would be pointless in a game where building isn't really the main objective. :-)

      posted in Ideas & Feedback
      Careyn
    • RE: Default "Everyone" for store access

      As everything seems to have the same authorization when placed, I guess this would depend if the game allows the default authorization to be different for various entities.

      posted in Ideas & Feedback
      Careyn
    • RE: Woodpulp for fuel

      It's along the same lines as why we can burn logs but not hewn logs :-(

      posted in Ideas & Feedback
      Careyn
    • RE: Property claims disappeared

      Some servers set property claims to expire after a certain number of days of inactivity. I've seen a few that expire after 5 days, which I would consider reasonable.

      posted in Community Help
      Careyn
    • RE: Flight, (helicopter maybe)

      Only real use I see for this is a small scout type helicopter that would allow transfer of a small load up/down mountains, cliffs, and ravines. Unfortunately, apart from saving some construction to edit terrain and build roads, it wouldn't really be a large help and would likely be too costly to use realistically.

      posted in Ideas & Feedback
      Careyn
    • RE: Law testing

      As Admin you can use /passlaws to skip the wait time and have it passed immediately.

      posted in General
      Careyn