It would also be great if STAT had an indicator for if you'd already hit your tolerance-building-tic for the day (maybe just a little * next to your tolerance level once it's dinged).
You could always just highlight the line in bright colours it's something like You feel your tolerance to alchol rise
Rambling on, you say to Ilistala, an enormous leopard, "What."
Yes, that you can do, but you can't target denizens or players that way. Like you speak to someone while you target someone else. Something I try to use every once in a while and can't :-|
You can do all of those except maybe the last one with mmf (which I assume you're using)
Network latency makes client-side timers inaccurate and inconsistent. It is an especially notable issue when you are trying to test small modifiers. Even after a thousand reproductions, you can only approximate an average and then make an assumption on the true time based on ping.
Maybe not a simple idea, but could we do one of the following:
1) Make wooden spikes inriftable
2) Make wooden spikes groupable
or
3) Condense decay messages
Getting a decay tick for 300 wooden spikes (which is not entirely unreasonable for a tracker), and subsequently getting 300 emails rate-limited to five per minute by either Lusternia's SMTP server or Gmail's (I'm not sure which) and a phone notification for every single one of those emails is not a particularly pleasant thought.
Please let us transfer wondercrystals for free. If I buy credits on someone but want a different person to have the credits, I have to have a third person. Yes, I know I can just buy then for the second person and transfer the credits. No, I don't think I should have to do that.
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
After buying runes, give a grace period where you can move the runes around for free.
Having to wait days for a custom piece of jewellery to be approved is not ideal, and it would be nice if there was a way to use all the fancy stuff you bought while waiting.
Make harvesting less boring. Here's some terrible ideas. Feel free to support one or more. Or don't. It's all cool.
1) Allow the harvesting of more than 1 plant at a time, even if it consumes the same amount of balance.
2) Make harvesting give experience.
a) Add in 'harvesting quests' where you get experience for harvesting a quota of a certain random herb per month.
b) Make picking any herb give a tiny amount of xp.
3) Add the ability to go on 'harvesting expeditions'. You could do this via beastmastery, an artifact, or an introduction to the trade skill itself. Basically, the idea is that while you're offline/idling you will harvest X amount of herbs. Even if it's a super tiny amount and very limited, this would be amazing.
4) Reduce the base balance cost of harvesting.
5) Remove the whole overharvesting mechanic and/or make herb nodes instanced per player.
Having fun is more important than making gold imo.
Clearly on a very low chance an herb should be stuck in the ground causing multiple attempts to get it out, if you successfully do you summon a monster made of chervil which drops a bunch of herbs on slaying.
In all seriousness I think having some random events happen while you're doing trades might make them more interesting. I don't think giving xp to all the trades is a bad idea at all.
So, what. Artisans making thrones have a chance to accidently carve a second throne?
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
Comments
Clearly on a very low chance an herb should be stuck in the ground causing multiple attempts to get it out, if you successfully do you summon a monster made of chervil which drops a bunch of herbs on slaying.
In all seriousness I think having some random events happen while you're doing trades might make them more interesting. I don't think giving xp to all the trades is a bad idea at all.