johnthebeast86 Asks:
Seed quality does not affect the growth factor. The amount of wood depends on the height of the tree which depends on how much time it has grown. Seed quality should affect tree quality which in turn affects wood quality. Forestry skill does affect the quality of seeds you find and trees you plant.Hello, other questions for you
the quality of the seeds affects the growth factor of the trees? and if so when the tree(from high quality seeds) is felled releases more pieces of wood? so how does it works the quality of the seeds? How long it takes to grow a tree to release many pieces of wood? is there a relationship between quality seeds planted and forestry?
It doesn't grow back right now.How long does it take grass to grow? or does not grow anymore once eradicated?
This is planned for the next round of revisions (cooking, comfort, regeneration and combat revisions). I will post more details on the next round of revisions in a few weeks.when you are going to introduce comfort? and what it entails? how it will change the gameplay?
Not anytime soon. I would like to add this (and many other things!) but this is something that would take more time than what it's worth right now.you are going to include a way to see who's online among our friends and fellow tribesmen? currently you can only see a list of friends and tribe members ... will you improve this feature in the future?
Yes! We are holding off until we can further optimize rendering to support more dynamic lights.in the future will you implement public lighting as torches, oil lamps and similar?
The current priorites were listed above (and I will post these in our In Development thread). After these our priorities will include combat revisions and cooking.what are your priorities for expansion of the game,in the short to medium future, after Real Estate System and ranged combat?
Thanks a lot for responding.... and sorry if i'm annoying with all this question...also for my speaking, i hope you can understand all my question
Yamiokami Asks:
Primarily your hunting skill and associated stats (Dexterity and Perception). Tools and Luck have a minor effect.1.) What affects animal parts and bone quality? I can get anything from moderate to very high quality from the same animal. Is it just hunting? The knife quality you use? Or the part you are harvesting as well?
What we have in mind is directions (text) to follow, giving a direction where you see tracks leading to.2.) For tracking, how do you plan to implement it? Will there be an arrow pointing to the desired animal? Or will there be more of a learning curve, with different animal tracks etc?
Food, decoration and medicinal uses in addition to the current armor, tool and weapon components.3.) What are the plans for the different animal parts harvested? Will they have more than one use? Decorations etc maybe?
No plans for specific mutant recipes yet. You will be able to harvest human bones from revenants.4.) Will hunting also be used for harvesting human bones? And are there plans to include specific recipes that utilize mutants' bones as materials?
Thanks
Kegan Asks:
Thanks for this report. We will get these fixed right away.I have just discovered today that a cart will not fit through some of the gates are you planing on fixing this soon? Like the "Bamati Lagag Gate" it has two doors and only one of the doors opens up and it only opens up about about half way causing the cart to get stuck when you try to go through. The cart would fit if both doors on the gate opened and if they were to open all the way instead of half way.
Drevar Asks:
I hadn't thought of this. At first, no.When farming is implemented, will the "field" structures also be rentable/buyable via the Real Estate system?
Multiple days to harvest.Trees grow on an incredibly accelerated timescale (relative to RL). What timescale do you have in mind for farmable crops? Plant and harvest within a single play-session or multiple days to harvest?
Grushenko Asks:
Hi guys.
Yes. Skills are soft capped in groups (crafting, combat, actions) and overall. Skill gain will slow after you hit the soft cap and least used skill will decay.In the 02-22 update you talked about a skill/stat revamp. Are we going to see the soft cap/skill decay at this stage? If is it so, can you provide some information about?
If you are not going to put a form of cap with the revamp, will you in the future or you dropped the idea?There will be a cap, so I think that answers your concerns.Last question, if we are not going to have a cap, do you think that the actual crafting/economy where everybody can be, with less or more time, totally indipendent is the path the game will follow?
I can remeber that the cap was a controversial topic but also a firm point and i hope to see it soon in game.
First time i post something in the Q&A section so let me thank you for both great communication and the improvement the game is having. Hope my english is good enaugh to make my questions clear.
Boris Grushenko - Little Italy tribe
Archangei Asks:
Not for a while. We have a lot of other features to improve and introduce first.When will you start introducing us to this worlds gods and religion?
The construction progress in that video looks nice, but I'm not convinced that that is more in depth architecture. It looks like a set building plan. I am more concerned with flexibility and customization in our architecture system.Ever considered more depth to architecture thinking along these lines: http://www.youtube.com/watch?v=A_QM3EjfFvs
I have thought about the stages of construction, but it would require a lot of artwork for a bit of gain in visuals and immersion. It's not something we can afford to do.
We decided against it for now.If im out swimming and run out of stamina, shouldnt i drown?
At first only tents and complete huts. We will soon allow players to link building parts into 'rooms' that can be sold or rented through the Real Estate system.Will realestate only work with tents and finished construcitons or will i be able to apply it on houses built out of 3 walls, door and roof/floor as well.. i mean more custom houses.
All accounts.Free time with Totem Decay, will it be applied to active accounts as well or just inactive ones?
Guilds were planned as groups within a tribe that would give a boost to a specific skill. For example a bonecrafters guild and all members receive a bonus based on the combined bonecraft skill of the members.What are you planned features for guilds (not tribes) and what will be the difference between a guild / tribe
This has been suggested before and is on our list. I'd like to improve the road system now that we have carts, but it will have to wait until after this round.What do you think about the idea of having stone roads, similar to paving but you need rock in your inventory?
Thanks for the questions!