Yes, grass is spreading at incredible speed and kills the crops. in 3 minutes I can see the grass spread through the crops and around the terrain. The same for trees that are appearing very fast, also killing crops, even in the stockpile they appear. You cut a tree and several sprouts will appear nearby in no time.
dreatern
@dreatern
Posts made by dreatern
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RE: Grass Regrowth
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RE: [Feedback] Current Skill System does not promote co-operation
@toxxikz said:
@dreatern to your comment:
also still not addressing the key of the game that is missing, in order to encourage commerce and trade people have to play, not log in eat and log off while waiting on skill gain..... only way to really fix that is make it more profitable to be online and reward the players that are online and contributing and not the people who log in eat and gain max skill points they can per day to increase efficiency to be able to actually play in two weeks while others are building the infrastructure and setting them up for success so they can pop in with max efficiency and then do what ever they want without the need of the other players who have been contributing the whole time.
Complete remove offline skill gain and change it to skill booster (increase the rate).
To gain skill you need to be online, doing things, executing actions. -
RE: [Feedback] Current Skill System does not promote co-operation
@toxxikz This is another game problem.
As a masonry, you need to learn cooking to be able to craft a oven.... Why? Oven should be a masonry skill and a mason does not need to know how to cook.
If they make a mason need to use something made by bakers to craft a oven, ok.
A baker can "draw" the blueprint of the oven and the mason can use that blueprint item to learn how to build a oven so it will works for bakers.
Window, door and basic things should be crafted at workbench, [basic craft] 1, 2 or 3 the same way it has board and chest, carpentry should make better and multiple versions of doors and windows.A focus system can work if they rearrange the tech tree here and there (With a slower skill gain as this is another problem, with super basic raw and campfire food you can gain a lot/day).
I believe they don't want to add a job system(the best option.), then it is a bit useless to have so many interesting systems like economy because this is just for roleplay, there is no real use since it's easy to do everything.
Another interesting way is the Ultima Online or Life Is Feudal Your Own skill system.
Your skill gain is limited to X (for example 750) and you decide what to do with your points. You can master a skill tree and learn the basics of other skills.
In the server configuration the skill CAP can be set.
In game the Town Hall could be used as respec system.
Paying X(definer by the leader/server admin), you get your points back and can redistribute. -
RE: [Feedback] Current Skill System does not promote co-operation
I totally agree with this!
The game has great mechanics for co op, a good economy system, but in most cases they are of no use because everyone can do everything and the skill gain mechanics of favors this.
I understand that developers do not want to add jobs so they do not limit players development but as it is, it's very easy to learn and do everything.An elegant way of getting around the situation without limiting the player development Is to separate skills by trees/categories and add a focus or study system.
Why are you learning anything and gaining skills just by having a full belly?? It makes no sense
If you want to be something, you need to study and/or focus on it like in real life.With separate skill point for each tree or category we can choose what we want to learn in the next hours, days and the skill points can only be spent in the corresponding tree (That we are studying, focusing on)
Each skill tree has a CAP, we can study this tree until it reach the skill cap.
At any moment we can change the focus/study just by clicking the button on the corresponding tree and the skill gain (online and offline) will be for this new tree.
In this way we will have to learn specific things plan the focus/study if we want to be or do something.A system like that does not limit the player development, everyone will continue to be able to be everything, but it will be a little more realistic.
While one studies butchering, the other studies something else.I can study agriculture while a friend studies cooking, I can also focus on or study and learn cooking, but my focus/study in agriculture will stop (pause).
So the calorie will used to feed the brain that is focused on learning something ;)
Just a visual mockup with buttons
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RE: Any hints for values of ressource?
This is totally free for you to decide.
Values are variable, depends on the server, amount of active citizens, amount of resources available, how easy is to get, time to be manufactured, level of difficulty to manufacture and so on....If there is a currency, the amount of coins in the world will also have influences on prices. If there is too much money for few people, the market will be inflated, people will charge more since there is a lot of money and new citizens may have more difficulty .
There must be a balance between the number of active players and the amount of money circulating in the world to not have currency devaluation, inflation, etc. The leader must impose limits and taxes and In some cases, allocate people money in the treasury to reduce the amount of money and increase currency value until the population grows.
All these things can change the value of everythingThen the log value can be 0.1, 0.5, 1, 10, 2, 20, 5, 0.05...... :D
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Containers for Farmers/Chefs
So, this is the idea I have to suggest, I had some free time so I decided to do this.
I know this is not something simple but it would be interesting to have specific containers. -
RE: a deluge of idea's
Also, cardboard production so we can build boxes with X inventory slots and put things there, give a name and close.
That way we can sell, store(boxes inside inventory), stock, gift, mail, transfer, a box of something, food, seeds, vegetables, meat... in stack at once.
Small (2*), medium(3*) and large(4*) boxes.
*Number of inventory slots.Also wood boxes to hold stone, ores, wood...
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RE: Troll detection tools for server admins
Server report system like the law system where we can put links with screenshots/videos and it will auto save the log from the last 15-20-30min (global chat and all players activities) and link the reported player name. The admin can put an email to receive notifications about reports with a link to the page with the information (only accessed by admins).
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RE: Feedback and ideas on fuel, farming and currency
This is really really great everything!! Love the currency and job system idea.
Right now everyone can do everything really fast and there is no need to trade or use contracts. The infinite scroll from books, Food that never spoils, unbreakable tools, no decay system and other little things kills the purpose of the economy and contracts.
Tech has no value since you can just research, right click and generate infinite pages.....
Each book should generate only 2 pages max, if you want more, you need to craft a new book.
So, the tech will be something with value because it will not be infinite and easy.
The amount of daily skill is really huge, even with basic foods.These things should be optional, so we could have servers with settings like hard mode, easy mode, economy-based, zero economy(everyone can do everything), job system, limited skill cap, books with endless pages, books with limited pages....
With everything optional and defined on server settings, there will be no reason to complain because it will be possible to create servers for every player styles.