+2

drop bound item

insanofreak hace 8 años actualizado por Wicky hace 8 años 3

they take up space and wont be used, would be nice to get rid of them dropped, put in storage or something

+2

Bonuses from compound buildings

Lorinthar hace 8 años actualizado por Darkfox hace 8 años 1

At present, there seem to be three main types of clan buildings:

  • Those that don't exist outside of clan compounds (orchard, fermentor, store);
  • Those that can be built by individuals (storage, farm, oven), but allow cooperation when built in a clan compound instead (e.g., one player plants, another harvests); and
  • Those that already exist in the game (at specific locations) and don't give any bonus from being built in a clan compound.

It's the latter type that I want to talk about here. The main issue is that they are quite expensive, but only offer a slight convenience bonus. They are expensive not just in terms of the materials and time required to build them, but also in taking up building slots in the compound. Obtaining more building slots is quite expensive: 23 000 construction actions alone for upgrading a compound to level 2, plus tens of thousands more actions to collect and process the materials; building a new compound altogether is cheaper in terms of time and materials, but costs shield tokens (and the prices seem to go up as more compounds are built). At this stage, it seems like the convenience bonus might be enough to justify the time and resource costs for some of the buildings (the furnace and smithy), but not others, and it's not enough to justify taking up a building slot. I would expect it to become even less worthwhile as time goes by, since our capacities will increase as characters level, allowing us to do more work per trip to a distant location, and our speed will increase to make the locations less distant. Moreover, collection areas cannot at the moment be built in clan compounds, and resources are generally used in the same region where they're collected, so it will generally take *less* time to travel to the local public building than to a clan compound in a different region.


So I'd like to propose adding some sort of bonus to these buildings. A few ideas:

  • Time reduction;
  • Increased success rate;
  • Chance to process multiple items at once (similar to time reduction, but random and not subject to the min timer);
  • Chance to produce multiple outputs while using the same amount of materials;
  • Chance to improve the compound:
    • Very rare chance to increase the number of building slots: "Your Copper Hammer breaks through the floorboards and you discover a secret room";
    • Chance to perform an upgrade action on one of the buildings: "While mopping up after sawing those logs, you smooth the floors in the construction yard a little";
    • Chance to find resources: "While looking through the spice drawers, you find a Bluegill... Trying not to think about how long it's been there, you toss it in clan storage and let someone else figure out why it smells like that;
    • Chance to increase storage space if there's a storage already built.

In terms of how these bonuses could be determined:

  • Level of relevant building;
  • Compound level;
  • Clan level;
  • Total level of all buildings in this compound;
  • A separate upgrade system (so we would be able to upgrade a building's level as we can now, and we could also upgrade its "efficiency" (possibly with a range of efficiency upgrades as per the above list) the same way;
  • Based on how many times the building has been used ("clan mastery", an idea from Drakor).

Solo players can benefit from these bonuses by making 1-player clans; the tutorial quest gives plenty of shield tokens to start a clan and a compound, which will likely even end up cheaper than buying individual land deeds. Some of the specific proposals do benefit larger clans, however (basing the bonuses on clan level or mastery, for example), and I think that's important to consider.

+2

Character xp Remaining

Richard hace 8 años actualizado hace 8 años 2

The pop up for character experience remaining is hidden behind the Town Name.

Image 37

+2

Disable world chat for 30 minutes

Lorinthar hace 8 años actualizado hace 8 años 0

world ‎1‎:‎10‎:‎02‎ ‎AM silkcomLOL - u all remind me that i still need to add the "disable world chat for 30 minutes" option


Occasionally, a very heated discussion ensues in world chat: heated to the point where multiple people get warned for harassment but the discussion continues. Disregarding the specific repeat offenders since I assume they're already being handled appropriately by the moderators, it would be useful to have the option to disable world chat for a set amount of time - 5, 15, 30, 60 minutes. I could see this working in one of two ways: either a per-player setting (instead of disabling world chat and remembering to manually re-enable it later), or as an option mods could use to let everyone cool off a bit.


Personally, I prefer the latter option, since while the former option is certainly helpful, it does nothing to diffuse the situation. On the other hand, muting all of world chat for 5 minutes (or longer, if necessary) can give everyone time to cool off and find another forum to flame. This would not affect the help or trade channels, so should not affect game play.

+2

Chat filter should remove entire chat message

Lorinthar hace 8 años 0

At the moment, the chat filter changes certain words to certain other words in a very predictable manner. This is not entirely useful since it's still obvious which word was actually intended. If the goal is to keep world chat clean, removing the entire message and warning the offending user would accomplish this much better. I believe no mutes should be awarded for a first offence on the good-faith assumption that the user comes from a culture where that language is acceptable, but a warning should be given so that the user knows why the message did not go through.


(Inspired by Silkcom's suggestion in chat: world ‎1‎:‎12‎:‎00‎ ‎AM silkcomLOL - i guess i could make the filter remove the entire chat if it contains offensive words)

+2

Timer runs out without actually producing a result

Abracadaver hace 8 años actualizado por Lorinthar hace 8 años 9

I noticed today while smithing that the timer would run down, then not produce any kind of result (no success, no failure, no items consumed, no xp change) and restart.


This was attempt one:



It completed, and this was the screen during the following timer:



Note the empty line above the action totals button.I think I've noticed this on other activities as well, a few of the upgrades related to building my storage - didn't pay enough attention to it at the time to give any more details though.


+2

frozen crop

Yuna hace 8 años actualizado hace 8 años 1

I've seen it tossed about in chat but I can't seem to find a report about it, so this is me, reporting it.


I've got a plot of carrot seeds I planted no less than 24 hours ago. It's still stuck with '2 hours' left to finish planting the plot, except it's completely full, so I can't even add additional seeds to it to see if this causes it to unstick.


It was planted the other night while the server was bouncing online and offline and idk if the restarts caused something to go wrong or... what. But I thought I should bring it to someone's attention because I'd rather not have no choice but to delete the plot.

+2

Remote Viewing Clan Storage Needs Refreshed

Peste hace 8 años actualizado por Lorinthar hace 8 años 1

Remote viewing of clan storage buildings need refreshed to see contents

+2

Server time

Vanquish hace 8 años actualizado por Lorinthar hace 8 años 3

A quick request: can we have the server time shown somewhere in the game page?

+2

Final tutorial quest (light at end of tutorial)

Abracadaver hace 8 años actualizado por Lorinthar hace 8 años 1

After the changes to skill levels a few days ago, the action for the final tutorial quest (run around the track in Widdleville) requires speed level 10, while following all quests and then some only got me to speed level 7. This may have been an unintended consequence of the recent level changes.