View Full Version : Questions of Week 11/07 through 11/13

11-07-2011, 10:06 AM
Please post your Questions to the Developers below...

Thank you.

11-08-2011, 10:05 AM
We cannot dismantle a built structure item when it interlocks with others. Some players have requested a guide’s help to remove the item(s) and I assume they lost the resources in the process. Is this working as intended? If so, would you consider changing this so we can dismantle the targeted item of the 2-3 interlocking items and not lose the mats? Would it be a PITA to change this?

11-08-2011, 11:07 AM
because my comment was removed to this, I'll ask it more direct.

NorCalGooey Asks:

What plans do you have, if any, to balance larger characters with smaller characters?

As of now, advantages for being smaller = being lighter, smaller hit box, and faster (because of being lighter), so uses less stamina as well as being faster

I think it would be fair enough if you could give taller characters a larger base range with all weapons. Taller characters do have a bigger attack range. This should be working and I've taken a note to have the testers check this again.

Please tell me there is more advantage to being large than just this un-noticable 'reach/attack range' of which you speak. Are you going to turn this into another Darkfail with midgets ruling the world ?

I know all the small badasses will speak up here, telling us all how they are stronger and kick ass on the big bad dude in their hometowns, but we all really know different. If they do indeed do this, they are the exception...not the rule.

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Are Canopys considered roofs? Do they offer same protction, or some protection? Can they be placed over floors?


11-08-2011, 11:59 AM
Currently leveling up crafts mean that you will make a huge amount of items that you will never have room or use for. What are your thoughts on the massive amount of crafted items that will just be discarded that everyone has to make to level up their crafts? Will you eventually impliment a mechanic that makes these items more than just trash?

What are your thoughts on making the menial gahthering and crafting less clicky and less attention demanding?

Thurgond on the forums posted an idea about dynamic resource- and creature spawning. I find that something like this would add some much needed substance to the game, what are your thoughts on this idea?

11-09-2011, 06:40 AM

I am writing because I have just come back to your game to see the changes.
I left the village in our project and I saw a few things still annoying.


1. When adding or removing dirt it would be to have a benchmark.

example: if I get seeing the field at a height of 540.50 on a large area, it's really complicated! (my area is 300mx300m: ().

Placement of buildings:

1. When you place the object and that the moves that it deselects itself.
2. To rotate the object that we have 45 angles not great! A color circle as in 3DMaya (horizontal movement) would be to move top!
3. The reference point of the object when it is placed, the height is at the center right? when I place and the ground is not overgrazing are not entitled to the same height! making it very ugly. Height adjustment of the object is planned?
4. we can ask an object to another object without the cross?

Those are my questions for now, I would not be others later.

ps: I do not screen for me to understand better now, no worries!

Bye Ushi

11-09-2011, 07:47 AM
1. When will we see agricolture on test server? And how will it work? Should terrain be plow before?

2. About terrain: many tribes used terraforming to create walls by raising terrain very much. Is this considered like a brick wall by creatures pathfinding AI? What about mutants? Will they climb those "walls"?

11-10-2011, 09:58 AM
1- Once barrels are implemented can we create our own ponds, lakes, etc? I mean can we carry water and drop it in an area?

11-10-2011, 10:38 AM
1. Is it possible to put General Obejct Decay, Tougher Animals/Mutants/Revenants and Skill Decay on top priority as soon as a spot of already top priorities comes along?

2. How are you doing on ranged combat :)?

11-12-2011, 07:50 AM
Is their any plans for a full character reset (all stats, skill points) , and if so, any idea on how you plan to implent it, and what will be needed for the reset to happen?

11-12-2011, 12:04 PM
1. If you opt to turn off your safe zone will non-contested tribes be able to attack you on your tribe area? (I think they should not be able to, if they want that experience they need to turn off their safe zone as well)
2. Have you thought about structure (asset damage)?
3. Will you be able to beat on a wall with your axe to break it, or will there be some type of equipment like catapults, battering rams etc to take down structures? (should only be able to do it with equipment)
4. If there will be asset damage will it be allowed 24/7 or only during a siege? (In darkfall you can do it 24/7 but you have to use siege type equipment that uses rare/expensive mats, which makes people think twice before bringing them out to do damage just fun)
5. Will there be ladders that can get you over a wall, so you can raid tribes that turn off safe zones without having to do asset damage? (you may just want some pvp but not want to destroy someone's walls to do it.)
6. How will a structure's HP be determined? (will quality + durability give it however much HP it can withstand)
7. Once a structure is destroyed will it be like when it's dismantled, will there be some salvage in materials?
8. Will there be a ghost wall left behind when a wall is destroyed?
9. Would a limestone brick wall have less hp then say a basalt brick wall but more hp than a log wall? (not sure if there is basalt brick wall in game, but we can make basalt bricks so I assume there will be an option at some point)

11-14-2011, 06:02 AM
I'm planning a new tribe land layout with a need to provide area for crops once they are patched in the game. Can you tell us the approximate size of the crop "tile"? Will it be an architectural item, similar to a floor tile? Movable and/or flat?

Or will the crop be placed like the road feature in the teraform functions?

Will crops be required to be placed on flat land or will we be able to grow them on hillsides?

11-14-2011, 07:06 AM
I have a couple of questions:

1.) WIth recipes having various "qualities" now, must they be learned in order? I.e.: If I scavenge a Master quality Water Barrel recipe, (assuming my skill level is high enough) can I learn it without having previously learned "lesser" quality recipes?
1.a.) What advantage is there to learning lower quality recipes (aside from the obvious "you don't have it yet")? Should I be relearning already known recipies since there are now higher quality ones?
1.b.) I noticed there are now 6 Masonary schemes/recipies & I only know 5. Did you sneak one (new recipe) in on us?

2.) In the developer feedback for waterskins forum topic, someone (sorry - forgot who) posted a terrific idea for wells (that one of the admins/guides/devs liked as well) posted an idea for a "Well" recipe for masonary. Are there any plans to implement this?
2.a) Following on the idea of a new recipe, when is the Masonary skill gonna get some attention?

3.) Safe Zones: Could you possibly give a quick list of ideas that are being bounced around for advantages/disadvantages of making a tribal zone safe/un-safe?
3.a) What's going on with expansion totems?

4.) Agriculture: We've been waiting for a while for this. You've stated that it is basically done (only needing tweeking). What's going on with this?
4.a.) Could you give us a general "this is how we plan on (subject to change) agriculture working & being used in game"?

5.) Where's the carts? Haven't heard anything for a while (other than they're in the test server).
5.a) Mounts were mentioned with carts a couple of months back. Any update on this or have mounts been put off?

6.) Where's the ranged weapons? Haven't heard anything for a while.

I think that's it for now. Thanks in advance.