Add player and item customization
complete
Juliana Sorale
1)Add crafteable and upgradeable tools for every profession. Tools would provide effects like reducing crafting times, gathering energy, increase the amount of items received, harvesting a special resource, etc..
2)Add different buffs to food and wine. Could be as simple as 10% increased speed for 1 hour or small chance of 2x items when crafting.
3)Having a high lvl skill should have a meaning and provide benefits. Skillwise a player that started a year ago and one that started 2 weeks ago are almost the same.
Nelliel
Merged in a post:
Crafted tools
M
Musteti Cristian
Crafted shears & axe:
- bonus % chance to harvest xN
Crafted watering can:
- bonus % to reduce harvest time by N%
Apply to both of the above:
- chance to break down after 1000-ish uses (similar to bees, chicken and slugs, but at least 1000, not 100), maybe higher for axe (probably 10k since it takes 10 chops to completely cut down a tree)
- quality of item depends on quality of mats used to craft it; better quality item we can either have higher durability or better bonus (can affect either chance of bonus occuring or its strength (N))
NEW ITEMS:
- New tools to use with crafting vocations (ceramicist / cooking / granger / textiler / winemaking / woodwork).
- New tools for coop / apiary / huch / mine, additional to chicken / queen bee / silk slug / drill, to be used at every harvest (i.e. use of apiary would require a beekeeper suit, which could be crafted by textiler).
- WEN FISHING!
In general, crafting the tools should require materials harvested by players only, no more "cooking mix" crap.
The most basic of them (ones with lowest bonuses) could be available by default, but better quality ones should require recipes. Recipes for higher quality items could be sold for $Pixel and installed by land owners on their buildings.
Nelliel
Merged in a post:
Tools should be only crafted
Guilherme Micelli
I would like that all products should be only crafted, and then, regulated by the Market.
Mining Tools, Chickens, Queen Bees, Seeds, etc.... all those should be only traded on market.
Of course, we would to have some initial items to get for free, just for the kick-off purpose. But the crafted ones, with tier levels, should provide some benefits, like lesser energy cost and other kind of things. I think this could help the game economy as well.
Nelliel
Merged in a post:
Skill Balancing
xathanus gamer
xathanus gamer
Pick, axe, and shears must be non-tradeable inorder to balance the skills. A player must craft his/her own item so that it will force them to level up their skills not focusing on certain skill only. Implement item durability to destroy all existing items.
Nelliel
complete
#2 is probably not going to be in the works but the other 2 have been completed