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It does one thing right and that's not allow you to accidentally cancel an action when it's like 90% complete, but it even goes too far on that one and making an interaction basically impossible to cancel at all, even if you're 1% into the animation.
Fishing has like Manta Rays unlock at 50, and then Chef lets you cook Manta Ray Wings at 50, so they clearly do want to lash two skills together...but then after a certain point I guess they figured it didn't matter anymore.
There's so many gaps between things beyond 200 so, I guess it was just really hard to keep stuff matched against other skills without making huge gaps in skill unlocks. Maybe.
Now obviously I'm just punishing myself where I could and probably should change to stuff like chicken and leek pies, and chef bounties would also help cut down the time, and I could just keep doing bacon sandwiches or vegetable stew into insanity, but still, my point is that some skills having all that bonus XP and then the production skills having no bonus XP also further messes with how skills are meant to mesh together as well, lol.
I'm not really asking for bonus XP to be removed, or that bonus XP get added to the production professions, just y'know, pointing out a further discrepancy.
Trading would definitely build bridges over these potholes, but still. I feel sorry for "Iron" players, and it's one of the reasons I'm probably not going to stay "Iron" when trading comes along - I'm happy to source all of my own crap and probably still will, to a point, but still, when gaps like this come up I'm definitely going to be tempted to just bypass it with trading.
So maybe it's 300 IQ genius design that only 30 years of MMO design can plan ahead and implement, lol - all of this, simply to stimulate the economy and grease the wheels of commerce between players
Do you think I'm not doing Chef bounties? I do ones which don't require trekking out to the Dwarves or elsewhere that wouldn't be a waste of XP I could earn in the time it takes me to grab the stuff, cook the food and then deliver them. I don't factor in Chef bounties into my calculations for levelling up because they're random and you can only do 4 (6?) an hour - and because it's better to overestimate than underestimate.
None of this even matters though because, once again, like you always seem to do, you cling to my random examples that I use for the points I make, and in this case the point I was making wasn't my delightful Fishing and Chef experience it was a random thought that popped into my head being that on top of the level discrepancy we see with profession skills that clearly work in tandem with each other, producers and consumers, we also have to deal with the fact they gave us bonus XP on our gathering tools but didn't give us bonus XP on our production skills to compensate for an even further level gap the bonus XP causes.
You didn't even mention it! You never do! It's like you hang around here just to whine about other people posting lol. Get over yourself
This discrepancy caused by XP boosts from tools is quite a common problem with Woodcutting and Carpentry, so I hear - and Carpentry itself further has level issues where you can cut down a tree long before you can use it to gain Carpentry XP, so you end up hanging around lower tier trees instead of moving on, as Woodcutting just moves so fast. Something like that anyway, I confess I don't have firsthand experience with this myself, I've only seen what high level carpenters talk about while I've been sawing in silence.
It's not a problem I'm not sitting here screeching and pissing myself in rage and terror, I'm just talking about a thought I had which also lends itself to the topic, at least I feel like it does.
Maybe it's something a passing developer might consider, who knows? They said they were going to look into all player haunts, including the Steam discussions, so maybe this information will be useful. I hope so!
Do yourself and me a favour and just block me if you're not going to read what I say. I make a habit of not blocking anyone because I do actually like to read stuff, lol. I'm not going to respond to any more of your posts if you're just going to fixate on a single thing. Cheers!
I came in here to express my own opinion on the matter, thoughts and feelings, once again in the hopes a developer might see the discussion and consider doing something about it, and because I can relate to other people. I don't enter threads with the express intent to start complaining about what other people have posted, or to try and argue or whine about them directly, because that's not the point of the topic itself.
If you've got a problem with me or what I post, you know what to do
Try to not derail the next topic you enter next time, by the way.
I feel like the intent is to make it more difficult to skill profs that work together simultaneously in order to incentivize trading, but since we don’t have that yet it’s a bigger headache than they mean for it to be. Ironman characters are just gonna have to suck it up, the inconvenience is part of the challenge 💪🏻
As for the ‘past action’ issue, from my (infrequent) experience with it, the game keeps the item rank you select, if not for the episode/playsession then at least while you remain in the same area. Am I misremembering?
Less of a problem for say, Fishing where all of the fish are in the same room, you can change one fish and then fill your boots and then go and bank them (or drop them, in the case of Flounders etc) before having to swap them back again when you return. For things like Mining and Woodcutting though where there's potentially only half of a loop worth of nodes in one room, you're constantly swapping them back to the lower tier as you move back and forth.
Ideally they'll make the game remember the exact resource you picked from "Past Action" and then never swap them back to the default, highest resource you've unlocked, until you log out or something.
The only issue here is lowering hostile enemies (I.E Tentacles to their level 0 version if you were level 500 Minefighter) to make them permanently non-threatening, but considering the most threat these enemies represent is wasting your time anyway and they'd do that at level 0 or level 500, it's not much of an issue - and they could just be made exempt from being remembering once you leave the room or something anyway, right?
It's something they ought to change when they get the time, it'd make everyones lives a whole lot easier for sure.
>,>
It’s not often one finds themselves responding to ghosts…