Testing 168: Tweaks, Fixes and Performance!

How bout when a settlement reaches X prestige, the mayor can craft “THE GONG”. The gong can be placed showing a communities willingness to participate in raid events. On raid day the gong could resonate a tone, lulling nearby mobs. The mobs will gather around the gong which will have an indicated time for the start of the event. This could allow players to build arenas and such.
Gong should have it’s own beacon effect that protects a large enough area so players can’t build structures that exploit the effected area.

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Agree! In-game mechanic would be better than announcements.

Change in weather would be great also. It’s like their full moon version of werewolves. :joy:

If we go with the markings in the creature, I believe a better one would be to have the NPCs do a warcry on a certain area indicating that they are calling their brothers for a battle! Might give more impact on how grave the situation is just by hearing their cries outside the city’s wall. I kind of imagine foreign explorers visiting the city running around screaming “I heard angry spitters on my way here!” haha

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My general idea for the creature extreme spawning or raid
Would be to have it be set both as a player activated event and random occurrence, both of them will have the same effect, but to varying degrees. I will further explain my points above them below.

What do I think should happen when the event occurs?
Features I would like to see implemented when the event occurs would be:

  • Distinct weather
  • Distinct ambient sounds
  • Distinct creatures cries for help or war
  • Distinct tinted creatures
  • Mark on the compass to indicate where the event is happening

It could be all of the above a mix or just one, which would be determined by the engine and dev’s decision.

Player controlled event
It would work like a Gong like someone mentioned above, producing a sound that reverberates, it could be stronger or weaker according to the shout skill or the settlement’s or guild involved (with prestige or something else). Difference would be, we could have a visual representation of the state at which one could activate the event, we could have a big gem in the sky (shining brightly while the event is happening, and having a pale look after, and looking charged while it’s not filled), get charged, and when it’s filled, the major or someone or importance within the settlement could activate it.

The gem will be charged by player interaction within the city, be it through footfall generated or the tax collected, having a max activation of once a week and having the need to not only be charged, but have a minimum amount of players nearby or signed in for the event. The event happening inside the settlement or nearby is something I’m not sure about yet.

Depending on how prestigious or big a settlement is, the event will have higher rewards and creature spawning, making a better settlement and more active economy much more important.

Random Ocurrence
It could be produced at random intervals and be more prone to occur on highly active areas, with an active economy.

It would hold special prizes that player activated won’t have and have a special call to players nearby, hunters and explorers could have a wider radar, making it so they’re much more prepared to go and participate.

This will help cover the need for single players to participate, while they could always join player activated ones this is another option to have on the table.

Mobs
We could have varying creatures, ancient variations and bigger versions that drop collectible resources to make displays or furniture out of. Purely cosmetic items that could be well valued by traders, crafters and hunters, making trading and economy much more important.

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I’ve noticed that on the Testing, distance to worlds in warping is mentioned as parsecs.

But if we can see a world in the sky of another world, then that distance would likely be closer to a few light-seconds/minutes? If any planet was even half a parsec away, we wouldn’t even see a dot… :cold_sweat:

(And yes this is a bit pedantic but thought I’d mention it :bow:)

Edit2: Also found this https://en.wikipedia.org/wiki/Oort_cloud :grin:

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I’ll bug it - I did do an astronomy degree so did wince bit at that :slight_smile:

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So wait, we can effectively bookmark our home/favorite mining location ect.? Awesome!

Edit: I think bookmark is a poor choice of words… more like a “Return” or “harthstone” ^^

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i think he’s talking about how the portal that you select a destination from in the sanctum will close if you don’t walk through it within the allotted time frame :slight_smile: they changed it so that it will remain open indefinitely while you are in the sanctum, but once you leave you’ll have to still go back to the sanctum and reopen it the same way :stuck_out_tongue:

Aww =( but they said permanent!

Lol oh well… would be a cool feature xD

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One thing I noticed on the testing was that pretty much all crafting xp was 1 per output item. But surely it could at least be partially proportional to the complexity of the item? Making a copper hammer for example could give 4 or 3… that would make it 30 if you mass crafted; not a whole lot for the time/resources it takes, but certainly not as insignificant as 10.

My point is that if crafting xp for more complex items is the same as for less complex items, people will still feel incentive to just mass craft a lot of cheap/high-output items, if they want to be grindy with their xp. Crafting a stack of stones will still give 50 xp in the current testing environment, but will take only 40% of the time to make 10 copper hammers, not taking into account the resource complexity and the time to gather that.

I guess you could argue that the components of the hammer in this case also award xp, to an amount that in the end is greater than 50 xp from the stone, but the total time invested and thought required vs a simpler spammable item (like sticks, even!) will not feel rewarding, in regards to xp.

Before, was crafting xp too high in general? Most certainly. Should it be so low across the board? Probably not…

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Goorts are tougher than spitters to kill now. They also do hella damage compared to spitters. Is this the future of goort-kind?

What the heck is a goort 0.o

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I assume he means the Wildstock? Oort Goats? Goorts?

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Even cooler, they break dirt blocks when they charge now! :smiley:

The “Wildstock” look like (two-legged) goats. Goat + Oort (because this was once “Oort Online”) => Goort. “Wildstock” is, with all due respect, kind of a bland and flavorless name. Nothing Oortian about it at all.

So, as I am a cranky old cuss of a curmudgeon, for me they’re “goorts” and that’s how they’ll stay.

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For consistency I should be calling the splitters “Gaardvarks,” I suppose. It’s just that much harder to type, so I don’t.

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I think they’re perfect names!

Hoppers hop, Spitters spit, Roadrunners run and Wildstock are wild.

The Stone Throwers will no doubt throw stones, the Ground Bashers will bash the ground, Hunters will hunt and…

Yeah okay, Cuttletrunk seems to be the exception, other than the fact they’re basically flying Cuttlefish with shells.

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Technically everything there is wild. (Even the rocks, apparently, because it says so when you’re smacking a block.) Since we can’t differentiate the creatures on the basis of being wild, we’d have to say it’s a perfect name because they’re “stock,” and, well, stock means “ranching” to me–and we’re not doing that. (Yet. That would be cool, especially if we get mounts with which to herd them.)

I’m-a gonna stick with “goort,” because it’s shorter. And I like it.

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Maybe they should be renamed Rammers or Chargers?

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Have you also noticed how they like to nest on the tops of trees?

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