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Crafting, Gathering Resources, and Farming Monsters

Discussion in 'Design Discussions' started by MWTaylor, Jul 29, 2017.

  1. Dashboardlife

    Dashboardlife Goblin Warrior

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    So I don't really understand are you going to upgrade the mine in cities and stuff cause I would like to be able to mine more than 2 times in a day.
     
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  2. Andrew

    Andrew Black Knight
    Staff Member BPG Representative

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    We're looking more to adding ways for clans to harvest and use the territory around their cities instead of keeping everything inside it. Control towers will be the first step with additional structures and functions coming in afterwards to provide economic, defensive and travel benefits to the tiles your clan controls.
     
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  3. Woody Vondutch

    Woody Vondutch Goblin Scout

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    Perhaps a sea trade route would be a fun idea to increase sea activity after the summer break?
     
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  4. johntrikone

    johntrikone Deadeye
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    alright I'm just going to ask. You guys long and short basically said (or at least the impression I got from the 2 paragraphs you wrote about the game being tedious) that you wanted the game to be accessible to players that don't have the opportunity to treat df like it's a full time job.

    what are you planning on doing about character grinding, because as it sits even though it's thousands of times better then eu launch it still takes 100s of hours to get maxed (which everyone wants to do since no one wants to feel they lost a fight due to a character power gap.)

    any character grind in a pvp based territory conquest game that exceeds 20 hours will probably drive out a good portion of the new player population before they get the chance to truly experience the game as it is.
     
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  5. kilrain

    kilrain Cairn Giant
    Staff Member Developer

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    In short, a LOT. Stay tuned.
     
  6. Hoodie

    Hoodie Goblin Scout

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    the only thing i don't want is for gear to become meaningless it isn't hard to get a q3 bag together which is what most people outside of sieges are wearing. are you going to drastically increase mob loot or somewhat leave it unchanged?

    even to make enchanting a little easier for plebs q1 enchants cost 1 of each enchant mat q2 2 of each q3 3 of each q4 4 of each q5 5 of each.
     
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  7. johntrikone

    johntrikone Deadeye
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    good shit
     
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  8. Oresmacker

    Oresmacker Black Knight
    Supporter

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    There's a lot on this thread. Haven't read it all, but has anyone suggested lowering the amount of skinning mats per enchant? That's one thing that eats me alive even when I buy and farm the hell out of it.
     
  9. Wes Furtive

    Wes Furtive Obsidian Golem
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    I vote not touching enchanting at all, even the loot tables and skin mats
     
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  10. Grisvok

    Grisvok Goblin Shaman

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    Sure but they at least need to add a better enchanting UI. A list of enchant options really should be there. And the need for 5 items to enchant something seems a bit excessive. Would be much cleaner to just reduce drop rates and only require 1 of each material.
     
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  11. BertHulka

    BertHulka New Member
    Tester

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    A system that generates revenue from the resources and mobs farmed in adjacent tiles to a holding would be an interesting feature. Such a system could also apply to village control points. The controlling clan would receive a portion of resources collected and gold farmed from neighboring tiles.
     
  12. rikilii

    rikilii Infernal

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    The fact that you have to drag 6 items in or out of the window for every enchant is ridiculous. There's no good reason not to add fixed gem enchanting recipes to the regular crafting interface, at least for enchants where all the mats are the same Q level, and keep the existing interface for direct enchanting of items and Q mixing.
     
  13. Sero

    Sero Cairn Giant
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    Valid point here. I'm all for beefing entry tier armour to make it more viable (R40s are literally doggy doo, and the plate set could be finished.) but I think retaining some sense of value of gear is important for a lot of players enjoyment of the game.

    By all means though, lets give CLANS ways to get a lot of resources so they outfit themselves.
     
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  14. Hoodie

    Hoodie Goblin Scout

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    The only valid change to enchanting MAYBE i would be so a q1 enchant cost 1 of each q1 mat. q2 enchant cost 2 of each q2 mat. and so on. to make it less burdensome. But even then that could just ruin enchant prices.
     
  15. Carrot Soup

    Carrot Soup Celestial
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    you could add this option to the markets i think, like UW did. allow crafters to craft with a lower 'no crafting station' penalty while at a market stall in order to be able to fill orders.

    i'm pretty sure you could develop a 'risk vs reward' system for crafting as well. the x10 penalty for crafting with no station in the middle of nowhere makes sense, but why not make those items more valuable, maybe higher dura, or if those items are used to fill vendor orders the crafter gets a higher gold return or something.
     
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  16. Lord Zanuul

    Lord Zanuul Air Elemental
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    Enchanting is a completely broken system there is no choice it's just an additional level that players have to achieve to be competitive if you want to make enchanting really an effective piece of content you need to change it so that there is real choice in decision making in to what we enchant and why
     
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  17. Darkwulf

    Darkwulf Undead Dwarf

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    I agree.

    Example, Keen is always the right choice and a requirement.

    Orkslayer is an optional choice that helps specialize your character but is not a requirement.

    I really wish they didn't remove racial wars.
     
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