Components and Refining. QOL Improvments for crafters.

Discussion in 'General Discussion' started by Kaffien, Sep 3, 2018.

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  1. Solazur

    Solazur Avatar

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    Aye, one of many reasons. Everything takes forever in shroud. I know my RL activity has changed; I don't have tons of free time. Nowadays when I think of logging in to "play" I tend to think of how much RL progress I could be making on something else.
    After working on RL all day, I just don't feel like logging in to a 2nd job.
     
  2. Nelzie

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    This is what needs to be emphatically understood across the game development community. (I'm looking at you, Roberts Space Industries...)

    I love complexity in a game, but it doesn't have to be time consuming and tedious.
     
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  3. Elrond

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    I think everything sold by the npc should start at 5000 purchasable items .
     
  4. FrostII

    FrostII Bug Hunter

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    Oh please.... I find that argument ridiculous.
    If there's a MOB within aggro range, it's gonna attack you before, during or after that node.
    Skinning my 40 thousandth bear should never fail and be quick as a wink.
    Same with that dumb ore node.
     
  5. Nelzie

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    I often drop a half dozen to nearly a dozen mobs, including animals in some scenes. Often, by the time I am JUST completing looting the bodies and skinning the animals, the RNG kicks off some new mobs that interrupt me from skinning. It's been a bit of a challenge to build up my skill in speedy skinning to minimize that.

    I find that to be a decent part of the challenge in the game.

    I find the processing of the many hundreds of ore, skins, cotton and similar that I have been building up to be tedious. Not everyone is going to feel the same, but I do like that bit of an expediency need with skinning and other harvesting
     
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