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  • dolomiteX

    Its possible they look the same? or similar? I have been maxed gathering for a long time. I didn't know the shovel trick either...could have saved tons of time while gathering. haha Live and learn!

    posted in Questions and Answers read more
  • dolomiteX

    hmmmn I will have to check mine...I thought it was high since I can find honey and everything that is rare....maybe that is gathering skill instead?

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  • dolomiteX

    Are Large Nodes still only on PvP server?

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  • dolomiteX

    I received the quest. It was to harvest pumpkins. I noticed that my launcher for the game in steam updated before launching as well. Maybe try to update your game and see if it shows up?

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  • dolomiteX

    That sounds great! thank you for the prompt reply!

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  • dolomiteX

    I agree that it is not realistic. That said however, the way the system is set up right now, if you are hunting to eat the meat by itself, it is just meat, but each type of meat has other purposes. For example, some are used in recipes, and others are used to make traps and lassos. It may be difficult to make the change in quantity of meat obtained from deer and large animals because then the other systems would need to be reworked. Also, the way the game is set up right now, the reasons for hunting deer, predators and other large animals is not for the meat but for the hides, heads, etc., a piece of meat is just a bonus.

    Lastly, I think increasing the meat from large game may have an affect on balancing issues within the game and make hunger and survival less important which is a major part of the game. I could see maybe 2-4 pieces dropped from large game, but any more would make a very important part of the game trivial. As it stands, there is plenty of food in Wild Terra.

    Thoughts?

    posted in Ideas and suggestions read more
  • dolomiteX

    So I was thinking that the implementation of animal carcasses (dead bodies) would be a good thing. These would allow for players to have access to hides and things that are impossible to obtain solo (Bear hide, etc.)

    My idea is based off the fact that in the real world, animals fight each other over things such as territory, food, etc. Alphas especially are very aggressive towards other animals and often kill the weaker animal/intruder.

    I was thinking that if this could be implemented, it could be done like Godsends, and be a rare find. Also the loot could be based off a percentage. For example, only having a small percentage chance to get a hide, meat, bones, animal heads, wool, skulls, etc.

    To go along with this, time could also be a factor and the longer the carcass/body has been in the world, the less chance there would be any salvageable items like hides and meat due to rot. This could also open up another dynamic for "Roving" mobs. Basically some or all mobs could/would no longer be static and would move around. Possibly/occasionally the player could walk up on a fight between animals and wait to claim the spoils at a high percentage chance of getting items since it would be a fresh kill?

    Not sure if this could be implemented, just an idea. Keep up the good work!

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  • dolomiteX

    I just have to say that this is great!!! I was a bit worried when my quest for the day was to build a sling since I do not have a need for them, but the reward for completing the quest was worth it! The Beginner tutorial is also a nice touch! You guys have really stepped up this time! :) Thank you for all of the hard work!

    Just a few questions for curiosity sake:

    1- Are the quest rewards the same across the board no matter what level your skills are, or do they scale?

    (Just for a bit of fun, and yes this mob exists. Took me an hour to heard them all away from multiple corpses to retrieve my stuff...hahaha)
    2-Did you really have to put that "Mob of Instant Death" right in my foraging path where no mob existed before? SURPRISE!!!!
    3- Were the 2- Gigantic Bear, 1- Ferocious Bear, 2- Bear cubs, 1- Alpha Wolf, 1-wolf, and 2-Wolf pups really necessary? Talk about an express lane to hell! hahahaha

    Hope you get a laugh. Keep up the good work! The polish is really starting to shine!

    posted in General Discussion read more
  • dolomiteX

    I do not know if it is possible, but here is my 2 cents on a system that may work and keep the economy the way it is but better.

    Instead of only using spice for currency, make ALL materials/items currency and expand the selling and buying options in the market/auction house.

    For example: Lets say I need a Bear Hide. I get on the auction house and search for Bear Hides. Now instead of only seeing spices as payment, I will see all sorts of payment options., based off the sellers need. Lets say the seller wants/needs clay or spices or honey. Viewing the item I would see something like this

    Bear Hide Qty: 1

    Payment Required:

    Clay Qty: 50 (Check box to select as payment method)
    Spices Qty: 100 (Check box to select as payment method)
    Honey: Qty: 20 (Check box to select as payment method)

    (Buy Button)

    When listing an item, I would see something like this:

    (Drag item here) Qty: (Type qty here)

    Payment Desired: (Drop-down menu with item types) Qty: (Type qty here)
    Payment Desired: (Drop-down menu with item types) Qty: (Type qty here)
    Payment Desired: (Drop-down menu with item types) Qty: (Type qty here)
    Payment Desired: (Drop-down menu with item types) Qty: (Type qty here)
    Payment Desired: (Drop-down menu with item types) Qty: (Type qty here)

    (Submit Button)

    As you can see, this type of setup would offer different buying/selling options based on need, and could also possibly allow for multiple types of items to be used to buy a single item. (I would limit any of this to 5 different types or less.)

    I cant speak for any of you, but I know that for me there have been several occasions I would have traded anything I had for some clay, building materials, hides, honey, etc., and this type of system would have been a nice option/possibility. I also think that it would allow players to specialize more. Maybe in the above, one of the items the seller will accept is a Purple cloak. The buyer sees this and is able to craft one with items on hand and make the trade.

    Sure, you will still have the players that will want and try to drive the economy, but a system like this could limit that to premium items only (Event items, chest keys, etc. Items that basically players can not get on an every day basis.)

    Again, I am not sure this type of system is even possible, only the Dev's can answer that. But all that aside, what does everyone think? I welcome the feedback!

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  • dolomiteX

    Agreed! I remember my first character on PVP server...I made enough bronze armor to outfit a small army! Was nice once I got the forge though, I could just break it all back down for half my resources back. Then I was worried about coal....bad mistake to load up on it, now I have more than I know what to do with! haha

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  • dolomiteX

    @Pinochle

    I do not think that having more characters would be a problem. It may actually open up some interesting game play. For example, you may be able to create your own "Town" where each character specializes in something, etc.

    Other than that, I hope you have more than 24 hours in a day and 3 coffee pots! hahahaha

    Cheers!

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  • dolomiteX

    @Angrrrry

    I stumbled onto this trick by accident due to a storage shortage. I can verify that it works amazingly well!

    @Dilligaf

    Another trick that will help, and many do not think about this, but plant trees!!! Lots of them close to your Dominion. Yes forests will come back slowly on their own, but if you plant trees it is far quicker. This will bring the Deer and Game closer to you and the bigger the forest the more animals will be there to hunt. This will make obtaining small and large hides much quicker!!! Try not to plant to thickly though or you will have a hard time seeing, hunting and moving through it all.

    On top of the above benefits, you will also be getting a significant boost to your farming skill and if you throw a few apple trees in the mix, another food source!

    Cheers!

    posted in Ideas and suggestions read more
  • dolomiteX

    I think the chat window isn't a priority. For me, just being able to see that there are messages now without having to have the window open is a big help!

    Also, having both crafting and construction under the same command/menu is really nice as well!

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  • dolomiteX

    Gentlemen all I can say is you have outdone yourselves! Love the new interface! So far I see no issues or bugs...it really shines and is very easy to utilize!

    I have already graded this game a 10, I wish there was a higher rating I could give!

    Keep up the good work!

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  • dolomiteX

    Thank you for the quick reply Angrrry!

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  • dolomiteX

    I finally was able to build the Herb Drying Rack. I am currently experimenting with the various wild flowers and on top of getting seeds, I am also producing "Dried Field Flowers". I know what to do with the seeds, but the "Dried Field Flowers" do not seem to have a use that I can find. I tried the Wiki and Google, and all I can find is an old Developer Note about a holiday event to build "Wreathes" that do not exist in any of the crafting menus, and there is no entry in the Wiki.

    Is there a use for these or is there going to be a use for these in the future? Thanks in advance!

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  • dolomiteX

    This is mostly a reference post for any that are wondering the time required to get good enough to smith with iron. As I am not to steel yet, I cannot comment on that.

    I finally made it to where I can start producing beginning iron gear and materials at the 251 hour mark. This said, I probably could have gotten to this point faster but I would have had to specialize in it exclusively. (I DO NOT RECOMMEND THIS in Wild Terra unless on PVE server!!!) If I would have done this, I estimate anywhere from 100-150 hours of game time to get to where a player would be at 100% to smith ingots and nails. Its hard to pinpoint the actual time investment because each player will find/discover ore at different rates, and skill failure and success rates will all be different.

    As stated above, I expect this time frame to be about the average for a player that is trying to be well rounded and focusing on all skills and full game experience. The process could be completed quicker if a player were to exclusively focus on blacksmithing, but I do not recommend this on any server except PVE however because the player will not be able to protect their Dominium effectively on PVP. In order to survive and thrive in Wild Terra, players need to build all skills up in order to build the proper fortifications and gear. On top of it all, its fun to work on them all and breaks up the monotony of only focusing on one thing.

    This may seem like a long time to work and wait, but the game experience from it is amazing and immersive!

    Keep up the good work!

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  • dolomiteX

    @ZhaoKuro

    I agree with you on this. That said, maybe the solution here is not so much about changing everything in-game, but maybe the game just needs a better description before download so that any prospective player understands what they are getting into before trying it. Sure this may prevent some from trying/playing/etc., but would prevent many bad reviews because someone didn't fully expect what they were getting themselves into when they tried it.

    @Angrrrry

    I do think a casual server is a good idea for those not wanting the full experience or to test the game and to get their feet wet, a training server if you will with a guided tutorial. But I think caution needs to be used so that all that Wild Terra is, isn't destroyed. As stated above, a better explanation of the game and its difficulty level/realism for those that do not want to put in the leg work of researching it before playing, I think would help tremendously in preventing negative reviews as well. Doing this might also make your job easier as you may not need to change as many facets of the game because the player would be more informed before playing and would have the help they needed in game to get started and understand how things work.

    Hope this helps!

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