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REVKhA
12-14-2010, 03:57 PM
Please help me and list the features promised that are not implemented yet or confusing. I will remove them as time goes until these official features are somehow implemented and acceptable. Feel free to comment and correct me.

Resources

-Constantly changing resources can be renewed or depleted.
-Availability dependent on season and weather conditions.
-Resources can be claimed by tribes.
-A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items.
-Scavenged items such as books can introduce knowledge of new crafts and skills.

Environment
-Accumulating snow.
-Volumetric and dynamic layered cloud system. (where's the volume ? they are 2d to me , ugliest part of the game)
-Hail, Sleet
-Creatures react to adverse and favorable weather.
-Weather conditions affect player actions and item durability.

Character
-Character actions are tracked for Good, Evil, Law, Chaos, Karma and Luck. These factors affect creature reactions, town status, reputation and skills.
-Statistics increase or decrease based on actions, experience injuries and age.

Skills
-Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering.
-Skills are affected by many external factors.
-Many actions are dependent on several skills.

Crafts
-Eight basic levels of craftsmanship, from Novice to Grand Master.

-Supreme Master level of craftsmanship for those characters whose achievements top their peers.
-Characters achieving the Supreme Master level of craftsmanship work with the Xsyon team to introduce a crafted item of their own design.

-Craftsmen are limited to the number of patterns they learn, gaining the ability to add more patterns to their knowledge base as they advance.
-Object quality and durability depends on materials used and the craftsman’s skill.

-As they advance, craftsmen gain the abilities to repair, reinforce and improve objects.

Armor
-Variable armor quality and durability for the same armor type.
-Armor bulk and material affects player comfort, speed and actions.
-Armor parts can be enhanced.
-Weapon types versus armor types.

Objects
-Found objects can be sorted for material and color
-Objects degrade and decay with use and the ravages of weather and time

Creatures
-Creatures gain experience and power, potentially evolving into legendary beings.
-Creatures gravitate towards different areas based on mood and weather.
-Creatures can be tamed and ridden.
-Creatures driven to the outer reaches of the world mutate
-Creatures are a primary resource for crafters.

Communication
-Town message boards where players can post announcements.
-Town markets where players can place auctions, items for sale or trade and want ads.
-Town mail boxes where players can send items and private messages.

Combat
-Manual defense tactics including dodging, parrying and blocking. (this needs major revision, very bad system)
-Body part targeting for critical attacks. (no visual/sound feedback)
-Weapon types versus armor types.
-Combat specialty moves gained through experience.
-Combat modes for sparring, training and dueling.

Tribes
-Player owned protected housing
-Hierarchical political system for towns
-Bonuses to stats and skills when in native town.
-Bonuses to stats and skills for town leaders.
-Town leaders have special abilities to assign quests and perform leadership actions.
-Towns serve as centers for quests, trade, crafting, storage and interaction.
-Player honor lists will keep records of player achievements.
-Tribes can choose tribal colors and emblems to be displayed in tribal clothing, banners and flags.

Quests
-Delivery of goods.
-Delivery of mail.
-Bodyguard.
-Hunting.
-Gathering.
-Bounty Hunter.
-Achievement.
-Exploration.
-Tribal Quest – Guard.
-Tribal Quest – Patrol.
-Tribal Quest – Defeat enemies.
-Timed contests and events.

Economy
-Town and individual bank accounts.
-Towns can impose taxes.
-Town quartermaster can collect resources and goods.
-Player run shops and auctions.
-Players post want ads to increase demand.
-Resources can be controlled and destroyed to reduce supply.
-Trade between individuals and towns.

Jadzia
12-14-2010, 04:16 PM
You should only list the features that are not in game yet. You kind of copied the whole feature list so it's confusing.

REVKhA
12-14-2010, 04:18 PM
You should only list the features that are not in game yet. You kind of copied the whole feature list so it's confusing.

Actually i did not, those are features not implemented or semi-implemented and confusing actually.

Jadzia
12-14-2010, 04:35 PM
Hmm ok, perhaps you haven't played the game recently.

Resources

-Constantly changing resources can be renewed or depleted. Its working
-Resources can be claimed by tribes. Its working
-A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items. Its working
-Scavenged items such as books can introduce knowledge of new crafts and skills.
Its working

Environment
-Accumulating snow. Its working
-Volumetric and dynamic layered cloud system. (where's the volume ? they are 2d to me , ugliest part of the game) Its working. I don't know whats your problem with the clouds, they look very nice and 3d for me, perhaps its your comp.

-Creatures react to adverse and favorable weather. I have no idea if they do or not.

Basic Actions
-Different swim strokes are available based on skill. Its working

Skills
-Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering. Its working

Crafts
-Inspiration allows characters to gain crafting patterns similar to those already known, without the needs to find these or learn them from other players. Its working
-Patterns require a minimum skill level, but most are available to mid level craftsmen.
Its working
-Craftsmen are limited to the number of patterns they learn, gaining the ability to add more patterns to their knowledge base as they advance. I don't know, perhaps we are limited, never noticed that.
-Object quality and durability depends on materials used and the craftsman’s skill.
I think its working, but we can only check it if we try out all of the stuffs.
-Craftsmen depend on tools and supplies from other craftsmen. Its working

Objects
-Found objects can be sorted for material and color Its working

-Creatures are a primary resource for crafters. Its working

Tribe hierarchy, market and quests are on the way, they will be added in the next big patch if I remember well.

REVKhA
12-14-2010, 05:03 PM
Hmm ok, perhaps you haven't played the game recently.

Resources

-Constantly changing resources can be renewed or depleted. you just walk a few meters away and it pops up again... not working
-Resources can be claimed by tribes. not working... the area that tribes cover is too small, the land offers the same everywhere atm
-A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items. there is no individual properties yet
-Scavenged items such as books can introduce knowledge of new crafts and skills.
there is no skill book only recipes

Environment
-Accumulating snow. not working , there is snow or there is no snow. there is no accumulation
-Volumetric and dynamic layered cloud system. (where's the volume ? they are 2d to me , ugliest part of the game) comp is fine, clouds are 2d

-Creatures react to adverse and favorable weather. they dont

Basic Actions
-Different swim strokes are available based on skill. Its working

Skills
-Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering. barely 20 skill

Crafts
-Inspiration allows characters to gain crafting patterns similar to those already known, without the needs to find these or learn them from other players. Its working , oh ya pattern progression is in true
-Patterns require a minimum skill level, but most are available to mid level craftsmen.
Its working
-Craftsmen are limited to the number of patterns they learn, gaining the ability to add more patterns to their knowledge base as they advance. I don't know, perhaps we are limited, never noticed that.
-Object quality and durability depends on materials used and the craftsman’s skill.
there is no way to know that it's working, there is no quality or durabilty information
-Craftsmen depend on tools and supplies from other craftsmen. Its working , how so ?

Objects
-Found objects can be sorted for material and color Its working, how so ? you cannot sort your inventory there is no tab

-Creatures are a primary resource for crafters. Its working but not always primary

Tribe hierarchy, market and quests are on the way, they will be added in the next big patch if I remember well.

REVKhA
12-14-2010, 05:05 PM
please post a pic of the sky... i will do it as well and lets compare

REVKhA
12-14-2010, 05:11 PM
http://img9.imageshack.us/img9/749/screenshot201012151644.jpg
http://img840.imageshack.us/img840/3143/screenshot201012151659.jpg
http://img545.imageshack.us/img545/8590/screenshot20101215173.jpg
http://img52.imageshack.us/img52/9017/screenshot20101215179.jpg

REVKhA
12-14-2010, 05:12 PM
looks like a big 2D sprite to me... no volume at all

Foreseer
12-14-2010, 07:21 PM
Swim: There is different swim animations for the directions you swim; I don't see any skill progressive strokes. Don't know what you mean by working.

Sorting: Scrap objects are sorted for random materials, so yes it's working.

Creatures: Don't even spawn yet. They're primary material for Bone-crafting, Cooking, and Leather-working. Leather-workers can get majority of the req materials from sorting, so creatures only have two dependent crafts. One of which only has 6 recipes other having none which is quite sad. I hope to find that bonecraft is not purely for ugly armor.

Kitsume
12-14-2010, 07:29 PM
Swim: There is different swim animations for the directions you swim; I don't see any skill progressive strokes. Don't know what you mean by working.

Swimming strokes change if you switch between run and walk while swimming. Swimming, like running, skill gains seem to decrease your energy usage as you level up the skill.

Foreseer
12-17-2010, 04:22 PM
Swimming strokes change if you switch between run and walk while swimming. Swimming, like running, skill gains seem to decrease your energy usage as you level up the skill.

I see; as quoted above was changed on the feature list. As it now states:
Swimming ability and speed are based on skill, stats, type of armor and clothing worn and encumbrance.

And not:
Different swim strokes are available based on skill.

Gamefreak
12-18-2010, 08:24 AM
A lot of the features he has listed on his "features" list are actually in game.

Whether or not they are completed, is a completely different story. Yes, you can put up your tribal totem. You can also put down tents in your tribal land and build walls/structures. Do they, however, do anything? No they do not.

So while they are technically in, I'd say that on average about 14% of the content expected for them is not present. That might be a little too generous. I'm not complaining, as I realize this takes time, but saying that everything is included in the current game state is ridiculous. It is simply not.

Vadio
12-18-2010, 11:34 AM
unfortunately agree

>) i sense game dont rdy for release mid january sorry xsyon but is truth ( except you make thousand gb in patch )

MrDDT
12-18-2010, 05:55 PM
Hmm ok, perhaps you haven't played the game recently.

Resources

-Constantly changing resources can be renewed or depleted. Its working
-Resources can be claimed by tribes. Its working
-A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items. Its working
-Scavenged items such as books can introduce knowledge of new crafts and skills.
Its working

Environment
-Accumulating snow. Its working
-Volumetric and dynamic layered cloud system. (where's the volume ? they are 2d to me , ugliest part of the game) Its working. I don't know whats your problem with the clouds, they look very nice and 3d for me, perhaps its your comp.

-Creatures react to adverse and favorable weather. I have no idea if they do or not.

Basic Actions
-Different swim strokes are available based on skill. Its working

Skills
-Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering. Its working

Crafts
-Inspiration allows characters to gain crafting patterns similar to those already known, without the needs to find these or learn them from other players. Its working
-Patterns require a minimum skill level, but most are available to mid level craftsmen.
Its working
-Craftsmen are limited to the number of patterns they learn, gaining the ability to add more patterns to their knowledge base as they advance. I don't know, perhaps we are limited, never noticed that.
-Object quality and durability depends on materials used and the craftsman’s skill.
I think its working, but we can only check it if we try out all of the stuffs.
-Craftsmen depend on tools and supplies from other craftsmen. Its working

Objects
-Found objects can be sorted for material and color Its working

-Creatures are a primary resource for crafters. Its working

Tribe hierarchy, market and quests are on the way, they will be added in the next big patch if I remember well.


Lets go with you are guessing with all or most of these than anything.

Ive not seen resources grow back, but maybe Im not watching the right stuff. Some things do others dont seem to deplete at all. (Fishing is one, Limestone, sand, water, etc)
Please show me how items differ in stats?
Please show me the swimming strokes differ with skill gain?
Please show me the things you can make with different colours based on the items you put in it.

I can go on but I think I made my point.

Jadzia
12-18-2010, 06:36 PM
Lets go with you are guessing with all or most of these than anything.

1. Ive not seen resources grow back, but maybe Im not watching the right stuff. Some things do others dont seem to deplete at all. (Fishing is one, Limestone, sand, water, etc)
2. Please show me how items differ in stats?
3. Please show me the swimming strokes differ with skill gain?
4. Please show me the things you can make with different colours based on the items you put in it.

I can go on but I think I made my point.

1. If you gather somewhere a resource (let's say leather) may deplete after a while, if you wait a bit it will renew.
2. I don't know where did I say that items differ in stats...the feature list doesn't say it either, it says some properties of the used materials affect the crafted item and its working, they do affect its look.
3. There are different swimming strokes, I meant that, didn't noticed the 'with skill gain' part, I'm sorry.
4. 2 days ago I crafted 2 Freel Jackets. 1 of them was made of white cotton cloth, it turned out to be greyish. I made the other one out of orange cloth, that jacket became orange. I can show them to you if you like.

MrDDT
12-19-2010, 04:04 AM
1. If you gather somewhere a resource (let's say leather) may deplete after a while, if you wait a bit it will renew.
2. I don't know where did I say that items differ in stats...the feature list doesn't say it either, it says some properties of the used materials affect the crafted item and its working, they do affect its look.
3. There are different swimming strokes, I meant that, didn't noticed the 'with skill gain' part, I'm sorry.
4. 2 days ago I crafted 2 Freel Jackets. 1 of them was made of white cotton cloth, it turned out to be greyish. I made the other one out of orange cloth, that jacket became orange. I can show them to you if you like.


4) I knew that about clothing some clothing but what about others?
3) =P
2) Look isnt a stat.
1) Yes like I said some, but did you see the list of the ones that done? Fishing, Limestone, sand, water, etc.

Many things on that list are not even in, many are not even complete. Saying that those things you listed are because 1 or 2 items does it doesnt mean crap.

So you made a cotton shirt that can be orange. What about armor? What about baskets? What about tents? What about tools?
1 item? Doesnt make it working. When the system is in place working at least 80% then maybe we can talk.

Jadzia
12-19-2010, 06:21 AM
4) I knew that about clothing some clothing but what about others?
3) =P
2) Look isnt a stat.
1) Yes like I said some, but did you see the list of the ones that done? Fishing, Limestone, sand, water, etc.

Many things on that list are not even in, many are not even complete. Saying that those things you listed are because 1 or 2 items does it doesnt mean crap.

So you made a cotton shirt that can be orange. What about armor? What about baskets? What about tents? What about tools?
1 item? Doesnt make it working. When the system is in place working at least 80% then maybe we can talk.
I'm not sure what are you complaining about. Who said that baskets will change color if you use different materials ? Or tools ? If you mean a dying system, its on the feature list and its not in game yet.
The feature list says the materials affect the properties of the crafted item. Property can mean color, look, weight, size, whatever, it doesn't exactly mean stats, its only how you interpreted it. Actually it can even affect its stats, but since there isn't any feedback about the stats of an item we have no idea about if it does or not.

Don't get me wrong. I'm not saying I'm happy with everything that is ingame yet and I'm not missing any features. All I'm saying is that we shouldn't mix our expectations with the feature list. If you don't like the way a feature has been implemented that doesn't mean it doesn't work, it means you don't like it.

When I first read about depleting and renewing resources I thought we would have mines which can deplete and it sounded great. Now we have junk piles which do deplete when we gather too much in the same spot. Do I like it ? Not even a bit, its boring. Does it work? Yes.
No one ever said fishing and water or sand will deplete, and it wouldn't make any sense IMO. You mean you fished out all of the fishes from the lake with a single fishing rod ? Or you drank out all of the water from the lake or a river ? Lol.

Please show me which feature listed by Revhka that I signed as working doesn't work (apart from swimming) if you read it literally, and don't read your expectation into it.

MrDDT
12-19-2010, 10:57 AM
I'm not sure what are you complaining about. Who said that baskets will change color if you use different materials ? Or tools ? If you mean a dying system, its on the feature list and its not in game yet.
The feature list says the materials affect the properties of the crafted item. Property can mean color, look, weight, size, whatever, it doesn't exactly mean stats, its only how you interpreted it. Actually it can even affect its stats, but since there isn't any feedback about the stats of an item we have no idea about if it does or not.

Don't get me wrong. I'm not saying I'm happy with everything that is ingame yet and I'm not missing any features. All I'm saying is that we shouldn't mix our expectations with the feature list. If you don't like the way a feature has been implemented that doesn't mean it doesn't work, it means you don't like it.

When I first read about depleting and renewing resources I thought we would have mines which can deplete and it sounded great. Now we have junk piles which do deplete when we gather too much in the same spot. Do I like it ? Not even a bit, its boring. Does it work? Yes.
No one ever said fishing and water or sand will deplete, and it wouldn't make any sense IMO. You mean you fished out all of the fishes from the lake with a single fishing rod ? Or you drank out all of the water from the lake or a river ? Lol.

Please show me which feature listed by Revhka that I signed as working doesn't work (apart from swimming) if you read it literally, and don't read your expectation into it.


I already listed them.
Totems are working then, so is combat, animals, so is all crafting. So is energy, food, cooking. I mean cooking skill is on the list, thus its in game. Great feature.

Come on lets not be like a child here. Look (colour, size are LOOKS so you listed it 3 times) is NOT a stat. Stats have effects. Weight is a stat. Guess all the items have stats they have weight.

We all know what stats mean when it comes to an MMO's its not is it red, or is it 2 feet long. Its about how they have effects because of what is put into them. We are not talking about taking a red cloth and making a shirt and now you have a red shirt. We are talking about taking a metal handle, instead of a bone one, and now you have a stronger hammer.
Im not mixing, Im telling it how it is.

Please dont get me wrong, the game hase a lot of hope, but a lot of the way to go. Stop trying to tell people things that are not true, ro skewing the truth. You dont say they have a healing system, when the healing system is standing around doing nothing. Healing system is something more, like first aid skill, resting, spells, herbs, bandages, GOD walking over and fixing your arm etc. Not oh you will heal as time goes on. CHECK healing system in and working.

Animals? CHECK, they are in. Sure devs and guides have to spawn them, but heck lets check that off the feature list.

You telling me that you make a small pond (with teraforming) that you cant use that water up?
You telling me that you cant out fish an area?
You keep taking sand from a spot, it doesnt lower? Or use up the sand? Yes you can run out of resources. No you cant run out of limestone, but heck you can run out of ore in mines? Isnt limestone a resource like a mine? Normally they call them quarries.

Clearly the WHOLE lake wouldnt run out, but Im sure areas can be out fished.

Jadzia
12-19-2010, 12:03 PM
I already listed them.
Totems are working then, so is combat, animals, so is all crafting. So is energy, food, cooking. I mean cooking skill is on the list, thus its in game. Great feature.
Again,what are you talking about ? Who said combat, animals,food, cooking is working as intended ? I copy the features from my original post that I said are working, to help you.

-Constantly changing resources can be renewed or depleted.
-Resources can be claimed by tribes.
-A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items.
-Scavenged items such as books can introduce knowledge of new crafts and skills.
-Accumulating snow.
-Volumetric and dynamic layered cloud system.
-Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering.
-Inspiration allows characters to gain crafting patterns similar to those already known, without the needs to find these or learn them from other players.
-Patterns require a minimum skill level, but most are available to mid level craftsmen.
-Craftsmen depend on tools and supplies from other craftsmen.
-Found objects can be sorted for material and color
-Creatures are a primary resource for crafters.

These are the ones that I listed as working features. Which of them doesn't work in your opinion ? Tell the ones that doesn't work, not the ones that doesn't work in the way you would like them to.



Come on lets not be like a child here. Look (colour, size are LOOKS so you listed it 3 times) is NOT a stat. Stats have effects. Weight is a stat. Guess all the items have stats they have weight.

We all know what stats mean when it comes to an MMO's its not is it red, or is it 2 feet long. Its about how they have effects because of what is put into them. We are not talking about taking a red cloth and making a shirt and now you have a red shirt. We are talking about taking a metal handle, instead of a bone one, and now you have a stronger hammer.
Im not mixing, Im telling it how it is.


You are absolutely right about all of this, you defined how stats of items work. The problem is that the feature list doesn't mention stats, and you keep overlooking this fact. It says properties, and properties can be color, weight, look, anything. It can as well be stat, but not necessarily.




You telling me that you make a small pond (with teraforming) that you cant use that water up?
You telling me that you cant out fish an area?
You keep taking sand from a spot, it doesnt lower? Or use up the sand? Yes you can run out of resources. No you cant run out of limestone, but heck you can run out of ore in mines? Isnt limestone a resource like a mine? Normally they call them quarries.

Clearly the WHOLE lake wouldnt run out, but Im sure areas can be out fished.
You can never fish out an area with a fishing rod. With ships and huge nets perhaps you can, but they are not in game. You can fish out a small terraformed fishing pond, so we shouldn't be able to fish in them at all IMO.

Show me how you clear the sand from a sandy beach without machines.
Mines deplete in like 30-50 years of hardcore mining. Let's see what will happen with limestones after 20 ingame years:p

You can never drink out of a river or a lake, lol. Let's see the case of a small terraformed pond. Remember, you have no bucket, you get some water in your hand and drink it, you don't even have a glass, you are not watering plants, only drink from your hand. Let's take a pond of 2x2 meters, 1 meters deep, I guess we can agree that its really small. That's 4 m3, which is equal with 4000 liters. 1 person drinks like 2 liters daily. Let's say your whole tribe, 20 person drink from it every day, so they drink out 40 liters. It would take 100 days to empty it, but rain and snow fill it back much faster.

VeryWiiTee
12-19-2010, 01:36 PM
I applaud this. Finally we got some basic of what is in the game and what is not. Gj Revh.

Don't turn it into a discussion on relatively stupid matters - MrDDT. The fact is Jadzia is right and you are not. Accept it please. Those that she/he has listed (sorry, your name sounds like a she :P) is in fact working, whether you like it or not.

Weapons and how they look is a property.. Look it up in an encyclopedia if you doubt it..
Cooking is implemented, but not working. There is a big difference on implemented and working as intended.
Fire's that extinquish are as far as I know, in the game but it is not activated due to testing. Making it implemented but not working.
Animals are in the game. They do attack you don't they? At least I got jumped by 3 Raccoons last night. Check it's working.
Their respawn/giving birth cycle is not. It isn't implemented and certainly not working.

Those were all examples.

MrDDT
12-20-2010, 06:42 AM
Ok Willy then the features list is all in.

Because its ALL in, just some are not turned on or working.


Jadzia

LOOK = SIZE, COLOUR. Saying it Look, Size, Colour. Its all 1. Plus you telling who would you talk to that you would say. "If I use red cloth when making a shirt, it will change the property of the shirt" and you man it will change its colour to red. HAHA NO you wouldnt ever say that.
Now you could and likely say "When I use red making the shirt, it could change the property of it" and mean like it makes you warmer in the day, or makes bulls attack you, or makes you mad, or makes you faster, or makes you happy. If you didnt know which "property" of it.
On top of it, you are talking about "effect" which yes could be a change in colour. But really? Are you really trying to say thats what he is talking about there?


You can clear out a pond, and lake with fishing poles. You dont need nets. Try looking it up, I used to camp at a lake every year, and they would have to "restock" the lake. LAKE!!! because people would fish it out. They restocked the lake about 2 to 3 times a year.
Plus I know tribes that have 1000s of fish in baskets. Im SURE that at this lake I was at people were not pulling out 1000s of fish.

You talked about depleting mines that take 20+ years, well first thats not true, second is YOU listed how you thought mines should deplete. But in your head now its not ok? Plus if mines can deplete why cant a quarry of limestone?

Plus we are NOT talking about a mine here, or a quarry. We are talking about the edge of a river, and taking 1000s of bricks worth of limestone away and NO effect on anything.

Anyways. Its going to appear even though Im not that Im just fighting here or upset. So Im just going to stop.
Yep all features are in. haha.

Kinslayer
12-31-2010, 01:15 AM
/rep +1 Rev. The best advice I can give Jooky is dont cut corners. Implement the entire feature list, as was the deal, and implement it entirely, not just bullshit little bits of it and claim its done on some interpretation of the text. MO, DFO, they both insisted on interpretations of the text in the feature list, and both games suck, and both games failed.

I skipped over the petty little bitching bout between Jadzia and DDT, Im really not interested in whether its in because of this persons opinion or its not cos of that persons opinion. If its in, it should be indisputably in, not by interpretation. If the feature list is not in at release, as promised, Ill be first in line for a full refund.

Jooky... dont fuck it up!

VeryWiiTee
01-01-2011, 06:52 PM
x -Constantly changing resources can be renewed or depleted.
-Availability dependent on season and weather conditions.
x -Scavenged items such as books can introduce knowledge of new crafts and skills.
x -Found objects can be sorted for material and color
x -Creatures are a primary resource for crafters.
x -Manual defense tactics including dodging, parrying and blocking. (this needs major revision, very bad system) I DON'T FUCKING CARE. It's in-game and present :), making it a valid feature.
x -Hierarchical political system for towns (It comes in the form of ranks with different power level and available actions)
-Town leaders have special abilities to assign quests and perform leadership actions.
-Towns serve as centers for quests, trade, crafting, storage and interaction.
-Tribes can choose tribal colors and emblems to be displayed in tribal clothing, banners and flags. (Bold is present)
-Trade between individuals and towns.

I find it that you should remove those that I have x'ed and remove the underlined score part in those without an x..
Those are now present in-game.