+2

Durbin Marketplace Error

Darkfox il y a 8 ans 0

Durbin Marketplace shows that it is buying "Carrots" -> https://pageshot.net/B6Odju1qxlcni1e8/batteredshield.com


But in reality it is buying "Broken Goblin Knife", clicking on the ? box links to the proper item -> https://pageshot.net/Ks2ehZogooEhBEyC/batteredshield.com

+2

Add missing fishing stuff

boxsalesman il y a 8 ans 0

Currently fishing seems to be the most lacking out of all the skills. There's a few things that I think require fixing sooner rather than later to keep it from being completely useless.

First off the fish currently serve very little actual use, compared to logs/ore which are used a lot for compounds, tools, gear, fish is very lacking right now. Mostly because it seems any fish above area 1 has no use added yet through the cooking skills.

However that's probably just something we wait for.

The bigger issue is fixing the two inconsistensies.

Fishing rods currently don't have the timer reduction added to them like other skills have. Using hardwoord or pine rods is no different from using normal rods right now.

Also as reported earlier the fishing skill currently can't fail, yet the experience is balanced for failure rates since the timer is 7 seconds longer than woodcutting/mining while still being the same exp. However this has already confirmed that it'll be fixed later.

So tl;dr. Fishing is currently the most useless gathering skill, while also being the worst exp, while also having no tools to improve it. We need an update to fishing badly in the way of content and/or bug fixes.

+2

Storage - display used slots

Lorinthar il y a 8 ans mis à jour par Treekeeper il y a 8 ans 1

In the inventory, there's an option to show the slots used by an item stack instead of the quantity. This could be useful to have for clan and personal storage and for trades, especially if it were possible to display the quantity and slots used simultaneously.

+2
À l'étude

Apiculture: Beekeeping

Zintaus il y a 8 ans mis à jour par Yuoree il y a 8 ans 5

I have been fiddling with the idea of adding Beekeeping to the game.

My idea so far, involves the actual bees. Keeping bees serves the purpose of gathering both honey and beeswax, since beeswax is already obtainable from Hunting and Woodcutting, but are uncommon in rarity - adding beekeeping to the farm or as a new building it could serve a lot of purposes.
One of the most obvious purposes would of course be to gather honey and beeswax. While this is logical, the additional purpose of adding beekeeping, could be to have a chance to pollinate herbs or even crops.

Artificial Beehives could potentially be made with different components, most of them are of course made out of wood, which could be wood log, or hardwood.
With each tier of the different woods, the hives could become larger, and as such produce more honey and beeswax. Alternatively, the production of the bees could increase a little, but not a lot given that we of course want the balance to remain in the game.

For starting the apiary, the cost would be 10 shield tokens, either as part of a personal farm or as a benefit for a clan farm. Eventually it could even be a whole different building all together
If people aren't too keen on spending Shield tokens on this, it could probably be an item that could be crafted - even if the crafting of it, would take a long time. The benefit of crafting the apiary would be, to have everyone getting one.

I propose that, if we stick to crafting the apiary. The base of the apiary would be: 8 different items to create. The first would be the basic component, consisting of the outer and inner components.

The Outer Cover: Wood, nails and tin.

The Inner Cover: Wood and nails.

The Shallow Supers: Wood and nails

The Honey Supers: wood and nails.

The Queen Excluder: wood and nails and net

The Deep Super: Wood and nails

The Bottom Stander: Wood

The Stand: Wood and nails.


All these could then be combined with glue if that is eventually added to the game as well. It doesn't eventually have to be said materials, or even the same items.

It could be combined crafting effort with a sensible amount of materials making it turn into an Apiary after all.


Getting the bees could be a quest, or even a random chance for a full intact beehive from woodcutting or when hunting. At least then we have a way to put that into the Apiary, however effective that would be. Additionally if there is going to be a quest for the "ultra rare" Intact Beehive, the reward could potentially be a deed for making your own beehive or similar rewards. For the keeping of bees, we would of course need a smoker which is made by the smith. A beekeeping hat, to prevent getting stung by the bees, which is made from tailor/tannery - which would also mean that the rest of the protective clothing, would be made from them as well.


Since this is just an idea after all, some of the items could easily be removed or replaced with different things. My idea of adding the apiary in the beginning was to get another way of getting beeswax and honey, while also adding a way for getting pollination into the farm. Pollination of the herbs and corps, is probably not even necessary given it's time-based, so not really figured this one out yet. Never the less, this is what I have thought about so far. As for how useful, this will be to the game, I think it would make for a interesting little hobby in a game which is a hobby in itself :)


I'm well aware this post is rather large, and I apologise for this. I hope the community as well, as everyone that made it this far, have additional ideas for this so constructive feedback is more than welcome. Thank you for your time reading.

+2

Thanks for all the fish.

Zintaus il y a 8 ans 0

Dear Developers.


I would like to express my appreciation of of the game so far. First and foremost I am enjoying the way the game is turning out. This is beyond my expectations after all.

Secondly I would like to express my gratitude towards the community for being a good sport, having a good sense of humor, playing along with different jokes when people are jesting around in the channels.

More so, I would express my thoughts on how the developers are taking in the various ideas the beta testers, alpha testers are giving. Most of the ideas are generally awesome and will definitely make the game a lot more fun.
The coordinated work between clan members is also a wonderful thing, which more games today seems to have implemented, to lessen the chores for one specialized worker in favor of faster building times with more people working on the same chore.


Lastly I would thank the developers for the continued positive response on the ideas and bug fixes.


TL:DR: Thanks for all the fish and how the game turns out.

+2
À l'étude

Skip animal while hunting without having to restart the whole hunting process

JoveS il y a 8 ans mis à jour par Battered Shield Admin il y a 8 ans 2

If I only wanna hunt a certain kind of creatures I should be able to skip killing them after the tracing action is done and look for a different one.

+2

Todays Ranking not correctly updating

blueSilver il y a 8 ans mis à jour par Zintaus il y a 8 ans 1

When I go to look at todays rankings (esp. mining, because I've been interested in that), the first tab Top Heroes, will show, say Marley at level 26 is number 2 in mining, but then in the second tab, today's top gains, it will show that she is level 30, and in my clan profile it shows that she is level 30.

+2

Global market

boxsalesman il y a 8 ans mis à jour par Lorinthar il y a 8 ans 1

I think the game is interesting in a way how many skills there are and how many steps there are to actually getting a finished result. However I also think there's quite a few people who'd just enjoy to specialize in one thing and trade that one resource for everything else. Currently all the steps needed to trade stuff for what you actually want is a very big hassle. Would it be possible to implement a global market where people can trade all their stuff ? This would allow for more specialization in skills and people buying missing ingredients instead of having to level everything(and get confused at all the steps needed to achieve the endproduct).

I think a global market would allow for everyone to have their own playstyle, do the thing they like to do, don't do the skills they don't like to do. And trade around to get the stuff they need to do that.

What's your opinion?

+2

Hide buttons when permissions are missing

Lorinthar il y a 8 ans 0

I've noticed a couple places where the user sees the UI to do something, but gets a message that permissions are lacking after attempting to initiate the action. It would be better if the UI was not visible in the first place, especially if it's a multi-step action.

  • Mute User button should only be visible to mods/admins/whoever can actually use it.
  • Various actions in the clan that require clan permissions. For example, adding members to a group requires permissions, but the relevant tick boxes are still clickable in the UI. They should either be greyed out or displayed as text.
+2
Merci

Set Limit

Lorinthar il y a 8 ans mis à jour par Battered Shield Admin il y a 8 ans 1

I really like the Set Limit function, especially the Succeed Only version.