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    Space Cowboy

    Thank you for your reply. It was exactly what I was expecting to read.

    I see, so allowing all players to level up all skills is just for testing purposes. Makes all sense.
    This way, you can have feedback of all skills from all players.

    Hopefully we'll see a skill system similar to what you guys did with stats at the official release. It surely will make the game better for all reasons I stated in my post.

    posted in Ideas and suggestions read more
  • S
    Space Cowboy

    Another useful and quick to implement awesome idea:
    Put on your MSGA hat and read this topic.
    It will make spices useful even without the new cooking system. Better yet, it's very easy to do.

    A delicious cup of tea A delicious cup of tea

    Simple recipes:

    • Soothing tea = Water + dried field flowers + chamomile + cup*. -- Requires: Fire source + teapot*) -- (Effect: recovers Energy/ gives Energy regen)
    • Recovering tea = Water + dried field flowers + cornflower + cup* -- (Requires: Fire source + teapot*) -- (Effect: recovers Health/gives Health regen)

    Rare recipes (requires SPICE - cinnamon):

    • Hasty tea = Water + dried field flowers + poppy + cinnamon + cup* -- (Requires: Fire source + teapot*) == (Effect: increases gathering speed by 30%)

    • Hot tea = Water + dried field flowers + madder root (?!) + pepper + cup* -- (Requires: Fire source + teapot*) == (Effect: increases movement speed by 15% while on foot)

    NEW ITEMS:

    Teapot*
    It's required to made tea like a saw is required to make boards. It's NOT lost in the process, but lose durability. It's made out of metal (copper, bronze or iron). Better the metal, better the teapot (durability/crafting chance %).

    Cup*
    It's used in the recipe like a clay plate/clay pot is used in food recipes. It IS lost in the process. It's made out of clay (3 clay) near a potter's wheel and need to be cooked in the oven like its parent objects (plate/pot).

    ========== Possible future ideas using this one as base ==========
    Coffee beans and Cup of Coffee (various types of coffee like hot coffee {pepper] or even coffee cake [dough + coffee beans])

    posted in Ideas and suggestions read more
  • S
    Space Cowboy

    Hola!
    Soy brasileño y mi español no es muy bueno, pero voy a intentar ayudarte

    SEMILLAS
    Las semillas existentes en lo juego son:

    • Ajo
    • Calabaza
    • Cebada*
    • Cebolla
    • Frijoles
    • Lino
    • Manzanas
    • Trigo*
    • Uvas
    • Zanahoria

    *Si no se cosecha en hasta 12 horas después de crecido, la planta se secará y se convertirá en heno.

    La mayoría de las semillas arriba se deben regar sólo una vez, al ser plantadas en la tierra. Hecho esto, pueden ser cosechadas después de 12 horas.

    La excepción son el ajo, la cebolla, el manzano y las uvas:

    • Ajo e Cebolla - Se deben regar al plantar y, después de las 12 horas, deben tener el tallo cortado con un cuchillo. Hecho esto, después de 12 horas podrán ser cosechadas los ajos/cebollas. Si el tallo no se corta, después de 12 horas usted cosechará semillas en lugar de ajos/cebollas.
    • Manzano - Se debe regar al ser plantado y nuevamente después de 12 horas. Hecho esto, no necesitará regar nunca más y va a dar manzanas cada 24 horas.
    • Uvas - Se debe regir al ser plantado. Después de 24 horas dará frutas. Después de cosechar las uvas, en las 24 horas, las hojas se quedarán rojas y secas. Usted debe podar las hojas secas con una tijera para que la planta no muera y continúe fructificando. El ciclo se repetirá.

    HERRAMIENTAS
    Las herramientas para cosechar y plantar son la pala, la hoz, el cuchillo, la tijera y el cubo. Cada planta necesita una y, algunas veces, a pesar de no ser necesaria, usted puede cosechar más frutos usando una.

    posted in Comunidad hispana read more
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    Space Cowboy

    Another idea for horses. This one concerns balance.

    I had an idea after see this post saying that cash mounts - reffered as "rare" - are kind of overpowered and ruins the horse trading since when you have one, you're pretty much sitting on it forever without never bother getting a new one.
    Also, on PvP, kill someone's horse is a valid tactic to prevent enemies to flee, switch positions fast, scouting, zoning, etc. Cash mounts turns this strategy into just a waste of time and resources (stamina, arrows...).

    So, here's my idea:

    DEAD MOUNT RESPAWN TIMES:
    When a cash mount dies, it would need to wait some time on cooldown in order to be summoned again as a message "Your mount is recovering for the next XXX seconds" pops up.
    Waiting time could be like 10 minutes and every point in Animal Taming skill would decrease it by 1% (so a player with 50 in Animal Taming would half the time).

    Bulky, armored and high HP horses would be more useful now, therefore more expensive, so every horse would have a chance to shine under different circumstances,

    Better yet, every cash mount has its own cooldown, so a player with multiple cash mounts would still be able to summon his/her other mounts while the dead ones are waiting to respawn. It would allow players that invests money to still having an advantage without being broken/OP. Also, now it would make sense to have more than one cash mount besides being a collector.

    That's it.

    posted in Ideas and suggestions read more
  • S
    Space Cowboy

    You use spices as currency - black pepper, cinnamon and salt. Each spice worths 1.

    posted in Questions and Answers read more
  • S
    Space Cowboy

    Here we go.

    Riding skill would be a skill that improves your mounted performance in and out combat. To level up the skill, you simply should use your mount, moving around the map. It would be an extremely hard skill to maximize, taking lots of time and travels.
    As most skills, it caps at 50 points.

    Every 1 point in Riding gives you:

    • +0.4% bonus (max. +20% at level 50) on mounted Movement Speed, on top of base mount speed. So a 100% mount would move at 120% move speed while a 80% mount at 96%.
    • +0.2% bonus in Defense and Dodge chance . Dodge chance is capped at 80% as usual.
    • +0.2 bonus in Damage using spears (max. +10 at level 50) New items (spears)/Spears skill should be added first so this could work properly, though, so you might forget this last part for now.

    Two usable moves:

    • At 15 skill level - "Tireless Gallop" - For the next 7 seconds, your sprinted movement will not use horse's/rider's Stamina.
    • At 25 skill level - "Horse Charge" - Runs 20% faster in a straight line, for the next 3 seconds. You can't switch direction and colliding with anything but a player will end the effect and put the skill on cooldown. If collides with another player, hits an instant blow with the weapon player have equipped doing regular weapon damage +50%.
      As a side-effect, player might got stunned if stumble on something.

    Also, I'm quite sure that you guys are already working on a similar idea of my following suggestion, but here it goes nonetheless.

    Mount types/breeds:
    It divides horses under 3 categories.

    • Beligerant - Improves rider's mounted damage.
    • Bulky - Improves rider's mounted Absorption and Defense.
    • Fast - Improves mounted Movement Speed and Dodge chance.

    All above horse types would have 5 levels, like tiers (such as equips: copper, bronze, iron, steel and noble), each rank giving a +1% bonus on the relevant skill.
    For instance, a Beligerant horse tier 5 would give +5% on players mounted damage while a Bulky horse tier 3 would give +3% on rider's mounted Absorption and Defense.
    A player will increase the animal level through breeding and training.

    Horse equipments:
    A horse of any type could be equipped with horse armors, light or heavy, saddles and horseshoes.

    • Saddles - Gives a bonus in Riding skill, depending on the quality. Saddle is needed to mounted combat, otherwise the player will get a penalty.
    • Horseshoes - Gives a bonus on mounted movement speed over pavimented tiles (it would add some functionality/utility to player made roads).
    • Light/heavy armor - Increases mount's HP/Defense, gives some bonus Defense and Absorption to the rider and reduces speed. Maybe -10% speed to light and -20% to heavy.

    Well, that's it for now. I'll wait and see the incoming taming patch before suggesting more awesome stuff. :)

    posted in Ideas and suggestions read more
  • S
    Space Cowboy

    • Vino: hacer jugo de uva con 50 usando uvas en una prensa para uvas; después, deje el jugo de uva en el barril por 12 horas.
    • Cidra: hacer jugo de manzana usando 50 manzanas en una prensa para uvas; después, deje el jugo de manzana en el barril junto con 1 uva pasa por 12 horas.

    Después, puede hacer vino caliente a partir del vino tinto si lo desea.

    https://wildterra-pt.gamepedia.com/Cidra_de_maçã
    https://wildterra-pt.gamepedia.com/Vinho_tinto
    https://wildterra-pt.gamepedia.com/Vinho_quente
    Sólo tiene en portugués e inglés, pero creo que con la información que he dado ya consiga entender.

    posted in Comunidad hispana read more
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    Space Cowboy

    Brilliant! This is the patch I was waiting since ever. Good job!

    Just to complement and help to identify each house; they are, in order of appearance:

    • Half-timbered smithy with patio (8x13. 260 slots. "blacksmith shop" buff)
    • Half-timbered warehouse (6x8. 400 slots. no buffs)
    • Half-timbered twin inn (5x9. 110 slots. "cozyness" buff)
    • Timbered house (5x5. 80 slots. no buffs)
    • Timbered warehouse (5x7. 300 slots. no buffs)
    • Timbered hunting lodge (7x11. 200 slots. "hunter's lodge" buff)

    Missing screenshots:

    • Basic shelter (3x3. 10 slots. "cozyness buff")
    • Basic warehouse (4x4. 50 slots. no buffs)
    • Basic carpentry workshop (3x6. 15 slots. "carpentry workshop" buff)

    @Angrrrry Could you please add this information to your main post or create a new fixed topic so other players could see?

    posted in General Discussion read more
  • S
    Space Cowboy

    Oh noes! It's him again with some - not so - new crazy idea!
    Yea bois, skill cap.

    What's it?
    Simply put. Skill cap limits the amount of skills a player can have. A very known concept used in every game now and then, including Ultima Online and Star Wars Galaxies.
    UO, for instance, had a 700 skill cap while having more than 50 skills - 55 iirc. So you could master 7 out of 55 skills. A good chance to specialize in a role and be rewarded/recognised for it.

    Why?
    Right now, everyone can max all skills, ruining the economy and teamwork potential, since everyone can create his own gear, food, houses, etc. Pretty much, every player, including myself, is a self-sufficient lone wolf. The only reason to tag along with other players is to zerg/siege/defend/attack.

    The Stats were a good start to add a "class/role" feel into the game, but something deeper is needed to create immersion, socialization and market/economy demands.

    Nobody will ever buy wood from other player when he can chop 20 trees down by himself. Now, a full warrior with a limited choice of skills would definetely be in need of assistance to gather some timber and other materials/items.
    The same principle applies even to full crafters who might need charcoal/iron from miners or leather from hunters. After all, it's dangerous to go alone out there to hunt and mine in red zones being a crafter with no/low combat skills.

    Some thoughts
    Lets remind some points about the actual skill system that we know so far before we start:

    • There are 12 crafting skills (including Gather, Survival and the recently added, Taming) and 9 combat skills.
    • Farming, Lumberjacking and Mining caps at 40 points.
    • Gather caps at 20 points.
    • Survival caps at 10 points.
    • Combat moves unlocks at 15 and 25
    • Armor (light/heavy) and Shield Mastery moves unlocks at 20.

    NOW... the idea - 450 skill cap
    To prevent players to be self-sufficient and promote cooperation and commerce between them, I suggest the following changes:

    • 450 skill points cap.
      This should be more than enough and would work just fine.
      It would allow one to have at least 9 maxed out skills out 21 skills existing in the game; one could be a full crafter, a full fighter or a hybrid. Also, one player could invest only 15-25 points in a skill to unlock a move or specialize in creating specific items at lower skill levels.
    • There should be an option to lock, increase or decrease skills, in a similar way to Stats, but only taking skill points in consideration, not XP points.
    • [OPTIONAL] Inteligence stat should influence skill cap.
      -/+10 points of skill cap to every 1 point in Inteligence below/above 5, A Inteligence 13 guy could essentially have 530 skill points (10 skills at 50 plus one at 30) while an Inteligence 1 dumb warrior would only have 370 points (7 skills at 50 plus one at 20).

    These changes, imo, have the potential to create a desirable balance and sense of purpose and role as it would require more thought and planning from players about what they want to do and who they want to be in the game.

    A guy with only a few crafting skills will have to choose very wisely what to level up. Therefore, full crafters would have a lot of space to shine, but having no combat skills/combat Stats means that they would be in need of escort, protection and assistance from other fighter players to gather/defend themselves.

    That's it for now. Please share your thoughts.

    posted in Ideas and suggestions read more