Para secar el lino, debe ir en el menú de construcciones y crear un montón de linho. Se debe construir en el suelo como cualquier estructura. Lo montón de linho es inicialmente del color verde. Después de unas horas, quedará amarilla y podrá ser cosechada nuevamente.
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.
- 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.
Sólo tiene en portugués e inglés, pero creo que con la información que he dado ya consiga entender.
Oh noes! It's him again with some - not so - new crazy idea!
Yea bois, skill cap.
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.
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.
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.
I have a 100% cash mount myself so I don't even bother to use other mounts stored in my stable - have more than 20 horses and a wolf.
Hopefully, the new taming mechanics will give us the chance to train animals, so we might have other uses of different animals, like a "tanky" mount vs. a faster one. It would require some thought in choosing a mount.
Also, this post gave me an idea. Pretty simple, actually. Check here if interested.
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.
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.
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.
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. :)
Tomei a liberdade de traduzir seu post para que os devs possam entender melhor. Se não quiser por alguma razão, mande uma PM que removo.
Boa noite, gostaria de saber se vocês já tem essa proposta de um sistema de suserania e vassalagem para o futuro. E gostaria de saber, eu não só, mas a maioria dos jogadores, quais são as novidades que estão por vim, já que a comunidade cresceu bastante. Fiquei sabendo que vocês são fãs do período da idade media.
"Good night, I'd like to know if you guys have plans to implement a suzerainty and vassals mechanics on future. Not only me but most players also want to know what the incoming features will be, as the community grew a lot recently. I've heard that you guys are very fond of middle ages."
É algo que seria realmente legal ver no jogo, ainda mais com castelos agora. Iria acrescentar bastante imersão e dinâmica social ao jogo. Acredito, porém, que deva demorar para ser implementado - se for - por conta da prioridade de outras atualizações que estão a caminho, como housing, cooking, pets e "quests". De qualquer forma, eles sempre salvam as ideias, então acredito que seja totalmente possível ver isso implementado no futuro.
It would be a definitely cool feature to have, even more now that we have castles. It would add lots of immersion and social interaction to the game. I think, though, it's gonna take a long time to be added, since there are other priority changes and updates down the road as housing, cooking, pets and "quests". Anyway, they always take notes of our ideas and suggestions, so I believe is quite possible to see this feature added sometime in the future.
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)
- 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?
- Do the masters influence the damage or any statistics? For example the mastery of spears, does that do more damage?
Each 1 point in a weapon skill will increase 1% of the respective base weapon damage. Combat skills caps at 50 points. You can see how much your damage is improved checking your buff icons, at top-left corner of your screen.
Also, Strength stat can increase - or decrease if below 5 - damage.
Perception stats affects critical chance and critical damage the same way.
You can check stats influence HERE.
Reaching level 15 and 25 in a weapon skill allows you to use a special move (Shortchut: V). Drag the icon to your toolbar.
At level 20 in Light or Heavy Armor and Shield Mastery, you will learn a new special move aswell.
Like weapon skills, every 1 point in skill will improve your defense and/or absorption/dodge chance.
Soy brasileño y mi español no es muy bueno, pero voy a intentar ayudarte
Las semillas existentes en lo juego son:
*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.
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.
SUMMONING STONE AND SCROLL FRAGMENTS
- Some hard mobs drops "fragment of summoning scroll" when killed (low drop rate).
- After player gather X (let's say 50) pieces of said item, he can craft a "restored summoning scroll".
- Other "rare" items might be needed aswell to create the scroll, like BONES or HEADS dropped from killed players? Time to some headhunting!
- Once in a week, the Summoning Stone will "awake" during "Summoning Time", becoming available. It will always be on the same place, very similar to the mine concept. A static stonehenge-like structure that always will be there, but can only be used when "Summoning Time" is available.
- A player must use the scroll on the stone. The interact action should spent 1 entire minute without move/attack or being attacked, meaning the player will HAVE to be protected by other players. A LOT of action could happen here, I think I don't need to explain this :)
- After using the stone sucessfully, the creatures would spawn and the event will occur like my initial idea.
To add more awesomeness to this already awesome idea, there would be various types of scrolls. Each one would allow players to summon a different boss type when used on the Summoning Stone.
- A "pirate" boss would drop leather armor pieces and daggers;
- A "knight" boss that would drop plate armor pieces and mauls;
- A "archer" boss that would drop bows and arrows;
- and go on and on...
OR you could use the creatures already existing in the game. Each creature drops scroll fragments that will summon their respective boss type. Barghest would drop "barghest summoning scroll fragments" for instance, allowing players to summon the strongest Barghest ever, that would need like 5-10 guys to beat it.
Share your thoughts about this one. :)
What happens if they spawn near someone's house killing house owner inside.
Maybe you can use the same mechanic that prevents players from respawning inside other players houses, creating an exclusion area; OR make portals only spawnable inside Disputable Lands.
Or some newbie don't even understand what is going on will be killed just passing by.
Could be a description window, like a pop-up similar to what we see when entering a new area:
Danger, you are near a summoning portal and monsters can kill you. Take care!
We had mass complains that even treasure mobs are making game inconvenient because they threat to players. A lot of different events were canceled due to players complain that they don't want it and need it especially if they can be killed. I know sounds horrible but most population on servers with big online like Paceum against all ideas like that.
As I said, maybe making portals/treasure chest only spawnable inside Disputable Lands would solve this. Or reduce the time to creatures despawn, like 10 minutes.
Also, I think I have a better yet version of this idea, right in the post below (for formatting purposes):