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Toadwater Fourth Meeting Logs

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Oct 22nd, 2012
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  1. [12:55:38] <Mayer> since all of tw1 is here :p
  2. [12:56:02] <Mayer> any chance we could get some of tw2 material in tw1 once it is completed ?
  3. [12:56:11] <Mayer> not that there is anything new completed yet
  4. [12:56:14] <Mayer> but when it is
  5. [12:56:20] <[twisti]> material ?
  6. [12:56:28] <Travis> Yeah, I would be happy to move content over if people are still playing TW1.
  7. [12:56:34] <Mayer> like when carrots are are finished
  8. [12:57:36] <Mayer> and maybe the random alchemy herbs
  9. [12:58:37] <Excalibus> haha
  10. [12:59:15] <Mayer> yes
  11. [12:59:34] <Mayer> ive already lost dashertime due to twisti breaking the server
  12. [12:59:42] <[twisti]> you mean gained
  13. [12:59:46] <Nicodemus> hi Mayer
  14. [12:59:49] <[twisti]> it wasnt down as long as i gave you
  15. [12:59:51] <Mayer> you missed the tw1 portion already :p
  16. [12:59:59] <Travis> Welcome everyone to the meeting, thank you everyone for comining.
  17. [13:00:17] <Nicodemus> yay :P
  18. [13:00:33] <Travis> I'm going to be writing notes down and I'll post them in the dev suggestion board right after the meeting ends.
  19. [13:00:46] <Travis> Already wrote down that someday, toadwater 2 content should be added to TW1.
  20. [13:01:26] <Nicodemus> ok
  21. [13:01:49] <Travis> The structure of the this meeting is: none, say whatever you want, whenever you want.
  22. [13:02:09] <Nicodemus> the only rule is that there aren't any rules
  23. [13:02:10] <Crowbarella> this concludes this meeting :)
  24. [13:02:14] <Nicodemus> I can go for that
  25. [13:03:13] <Travis> I was thinking that maybe we should have some elected officals in TW2 that had minor powers but nothing like in TW1.
  26. [13:03:37] <Nicodemus> elected officials, huh?
  27. [13:04:00] <crystal31> what would their purpose be?
  28. [13:04:04] <Travis> Maybe it could help the community to have elections every few months and get players involved.
  29. [13:04:04] <Crowbarella> idk, that kind of sucked in tw1, we just had twisti, me, and a rotating third that never hung around for more than a week
  30. [13:04:26] <Nicodemus> I suppose that would work Travis
  31. [13:04:29] <[twisti]> yeah, the only use for government officials is to make people retired by electing them
  32. [13:04:37] <Mayer> i think community events > officials for player involvement
  33. [13:04:47] <Excalibus> i think both
  34. [13:04:52] <Excalibus> everything/anything you can do
  35. [13:04:57] <Nicodemus> I agree with Ex on that one
  36. [13:05:05] <crystal31> ditto
  37. [13:05:07] <Nicodemus> couldn't we work both into the picture?
  38. [13:05:11] <[twisti]> well, our resources are limited
  39. [13:05:12] <Travis> I think the gov failed on TW1, but for a few years it was pretty good.
  40. [13:05:30] <Nicodemus> It did work for a while, I thought
  41. [13:05:34] <Excalibus> yeah you could change it up and make it a more minor thing
  42. [13:05:35] <Travis> I will have more time the upcoming weeks to work on TW, midterms are over now.
  43. [13:05:50] <Excalibus> i mean come on, who remembers edict week?
  44. [13:05:55] <Nicodemus> I do!!
  45. [13:05:56] <Mayer> it was only good under emperor twisti
  46. [13:05:57] <Excalibus> that was a fun thing by an official
  47. [13:05:58] <Excalibus> coughs
  48. [13:06:01] <[twisti]> thanks Mayer
  49. [13:06:02] <Mayer> in my opinion
  50. [13:06:03] <sathen> i do :D
  51. [13:06:16] <crystal31> what is an elected official's responsibilities?
  52. [13:06:23] <Nicodemus> good question
  53. [13:06:27] <crystal31> if we were to have them....
  54. [13:06:28] <Mayer> but on the topic of government, the tree tax is not doing anything for the game
  55. [13:06:34] <Mayer> but we can get to that later
  56. [13:06:39] <Crowbarella> mostly just start edicts when an admin wasn't on
  57. [13:06:40] <Nicodemus> yeah, later
  58. [13:06:41] <Travis> Speaking of edicts, I'll try to release a few more in the upcoming months, so we can try to have them a tad more often.
  59. [13:07:26] <Nicodemus> keep on subject!
  60. [13:07:29] <Nicodemus> <crystal31> what is an elected official's responsibilities?
  61. [13:07:29] <Travis> It was pointed out that almost every edict is only paid by one person, and not a good effort. Any ideas on how to encourage more people to contribute less?
  62. [13:07:33] <crystal31> is that all, not to belittle that responsibility, of course..
  63. [13:07:36] <Mayer> i was thinking on edicts, is there any way to have half priced edicts that send a poll question to all the players
  64. [13:07:42] <Mayer> with a day of the week
  65. [13:07:50] <Mayer> and which ever wins thats when the edict is held
  66. [13:07:58] <Mayer> so you can get them cheaper but you have to rely on good votes
  67. [13:08:18] <Travis> Crystal, I wasn't sure, but maybe something to do with edict variance, about making some get cheaper faster than others.
  68. [13:08:26] <[twisti]> Mayer, that sounds like a good idea
  69. [13:08:54] <Mayer> thanks
  70. [13:08:55] <Excalibus> well only 1-2 players pay for edicts because its in secret
  71. [13:08:56] <Nicodemus> wouldn't half priced edicts been too easy to pay for?
  72. [13:09:05] <Excalibus> i honestly think players like tizzy would contribute if she was asked
  73. [13:09:14] <Nicodemus> if in fact, all the edict chests even work
  74. [13:09:20] <Excalibus> but we dont want her to use them :P
  75. [13:09:33] <Travis> With the 24 hour notice, she will use them anyway.
  76. [13:09:36] <Mayer> thats another thing, the 24hr system is broken
  77. [13:09:36] <crystal31> I think if more of us knew what it would entail, we would get more involved... and I agree Ex, I think she would also...
  78. [13:09:39] <sathen> i would contribute if i understood how ;)
  79. [13:09:42] <[twisti]> well, the whole edict system is kind of a flawed idea
  80. [13:09:50] <Mayer> we should have like tokens released or something
  81. [13:09:52] <[twisti]> the thought was that many people would put in items
  82. [13:09:57] <Mayer> that you can use on your own time within a week of issue
  83. [13:09:59] <Mayer> or something like that
  84. [13:10:04] <[twisti]> but why would anyone ever put in items if its not enough to start an edict ?
  85. [13:10:11] <Mayer> exactly
  86. [13:10:12] <Nicodemus> ^
  87. [13:10:28] <Travis> Twisti, I was thinking about a minor reward for contributing at least 5% of the total cost.
  88. [13:10:32] <Nicodemus> it is a good way to deal with excess resources though
  89. [13:10:57] <farmboy> how about when you put in items it adds the value up and you get a percentage of the vote on the edict
  90. [13:11:25] <farmboy> say the edict is 100mill and you put in 1mill worth of items you get 1% of the vote
  91. [13:11:28] <sathen> that isnt fair to smaller players
  92. [13:11:35] <Mayer> agreed
  93. [13:11:39] <Excalibus> also, edicts are so expensive that only like 4 players total can afford to contribute a reasonable amount
  94. [13:11:47] <farmboy> toadwater has never been fair on the small
  95. [13:11:59] <crystal31> how expensive is an edict?
  96. [13:12:02] <Mayer> maybe for every 10% you contribute you get a dasher like token
  97. [13:12:08] <Mayer> without the game breaking exp boost
  98. [13:12:13] <Travis> http://www.toadwater.com/TWeb/EdictPrices.php
  99. [13:12:14] <crystal31> 100 mill?
  100. [13:12:18] <crystal31> ty
  101. [13:12:22] <farmboy> that was an example
  102. [13:12:24] <[twisti]> how about every day, we hand out points to everyone who played that day, and you can trade those points for edicts
  103. [13:12:24] <Nicodemus> 100 mil was an example
  104. [13:12:38] <Mayer> The edict of Mining costs 166999 Ore.
  105. [13:12:38] <Nicodemus> 1 point a day?
  106. [13:12:39] <[twisti]> that way, new people would have a lot more to contribute than now
  107. [13:12:41] <farmboy> thats just setis all over again
  108. [13:12:43] <Mayer> that is incredibly high
  109. [13:12:50] <crystal31> that would encourage playing and getting involved- I like that.
  110. [13:12:58] <Excalibus> instead of handing out points, why not use popup points?
  111. [13:13:02] <[twisti]> or maybe we could add points depending on how much level xp someone made during the day
  112. [13:13:05] <Nicodemus> ugh
  113. [13:13:12] <Nicodemus> don't mention popup points to me :/
  114. [13:13:15] <Mayer> popup points should be spendable on no popup hours :p
  115. [13:13:26] <Mayer> every 1000 points = 2.4 hours
  116. [13:13:31] <Excalibus> that wouldnt benefit you mayer, you never afk macro
  117. [13:13:34] <farmboy> lvl xp is easy
  118. [13:13:48] <Nicodemus> well, it WOULD add more options to the popup point store..
  119. [13:13:49] <Mayer> very true
  120. [13:13:52] <farmboy> i once ran 10 mules for days with no popups
  121. [13:13:54] <Mayer> although no one should
  122. [13:14:03] <Mayer> things have changed farm
  123. [13:14:16] <Travis> Every exp gaining action, should have popups now.
  124. [13:14:16] <farmboy> they added popups to everything?
  125. [13:14:31] <farmboy> lvl xp or skill xp?
  126. [13:14:33] <Nicodemus> even washing sun fungus?
  127. [13:14:35] <Travis> skill exp.
  128. [13:14:37] <farmboy> exactly
  129. [13:14:49] <farmboy> so [twisti]s idea of level xp wouldnt work
  130. [13:14:52] <Travis> What actions give level exp but not skill exp?
  131. [13:14:58] <Travis> I know of waxing, but that has popups now.
  132. [13:15:05] <farmboy> that i cant tell you im afraid
  133. [13:15:09] <farmboy> ooh
  134. [13:15:11] <farmboy> nvm
  135. [13:15:15] <farmboy> its really been to long
  136. [13:15:26] <Milk> picking up wood/seed piles doesn't give popups does it?
  137. [13:15:32] <Travis> It does give popups.
  138. [13:15:32] <Nicodemus> it does
  139. [13:15:33] <Mayer> not on tw1
  140. [13:15:33] <Milk> never has for me at least
  141. [13:15:36] <Milk> kk
  142. [13:15:49] <Travis> Is everyone in favor of having a community event?
  143. [13:15:59] <Excalibus> sure
  144. [13:16:04] <crystal31> yes
  145. [13:16:05] <Nicodemus> aye
  146. [13:16:14] <Ziek> i think we liked that idea last time :)
  147. [13:16:14] <farmboy> no
  148. [13:16:34] <Ziek> lol you do this everytime ex
  149. [13:16:40] <Tizzy> Well it was in the middle of breakfast
  150. [13:17:04] <Excalibus> anyways
  151. [13:17:09] <Excalibus> elected officials yes plz
  152. [13:17:45] <DeadlyInsane> Every one vote Yes for Deadly Insane as an elected official!
  153. [13:17:49] <Travis> Yes
  154. [13:17:52] <Mayer> fuck that shit deadly
  155. [13:17:58] <DeadlyInsane> :)
  156. [13:17:58] <Nicodemus> why him?
  157. [13:18:08] <Travis> So tree tax...
  158. [13:18:11] <Ziek> yes
  159. [13:18:17] <farmboy> YES
  160. [13:18:18] <farmboy> YES
  161. [13:18:27] <Travis> I was thinking about maybe changing it so it doesn't go to pay off trees, but instead goes into a general fund that could be used for edicts.
  162. [13:18:40] <Excalibus> it sucks for "younger" players
  163. [13:18:43] <Travis> Perhaps elected officals could choose where it goes, and when it hits 0 for the edict, it automattical starts.
  164. [13:18:51] <Luaan> Darn it! Foiled again!
  165. [13:18:57] <Excalibus> ive had to send gold many times to players just so they could pick up their wood piles
  166. [13:19:08] <Ziek> just a thing here travis, you stated earlier that only a few people pay for the edicts
  167. [13:19:10] <Travis> What level of trees are they growing?
  168. [13:19:17] <Ziek> it'll still be that way with the tree tax
  169. [13:19:28] <Luaan> The best I'm planting now is L32
  170. [13:19:37] <Nicodemus> I am at 16 or 17
  171. [13:19:43] <Travis> Ex just claimed that noobs are planting high level trees, so that means they would contribute a tad.
  172. [13:19:45] <Excalibus> im on 43! :P
  173. [13:19:53] <[twisti]> maybe we could add bonuses for contributing to the edict funds
  174. [13:19:54] <Travis> I was thinking the tax was really weak for level 11-20.
  175. [13:19:55] <Ziek> not really
  176. [13:19:56] <Excalibus> they are, for example i sent reapster 500k
  177. [13:20:01] <Excalibus> so he could pick up black tupelos
  178. [13:20:07] <Ziek> i mean i plant and pickup 20k trees a week
  179. [13:20:09] <[twisti]> like, if you pay 5% or more, you get 110% of the bonus xp instead of 100%
  180. [13:20:36] <Nicodemus> does the tax differ according to what level wood?
  181. [13:20:37] <Ziek> upto been less lately but eh 7-10k
  182. [13:20:41] <Excalibus> yes
  183. [13:20:45] <Nicodemus> ah
  184. [13:20:45] <Excalibus> and how much is in the pile
  185. [13:20:56] <Excalibus> last time i gathered my high shit, i was paying 700 gold per pile
  186. [13:20:57] <Excalibus> crazy
  187. [13:21:01] <Ziek> yep
  188. [13:21:04] <Nicodemus> that is high
  189. [13:21:15] <Travis> I think like the noobs picking up the piles isn't an issue, because they could sell 10% of the wood to pay for picking up the piles.
  190. [13:21:32] <Excalibus> newbs cant sell wood, they need it
  191. [13:21:35] <Excalibus> but anyway
  192. [13:21:41] <Travis> Why do they need level 15 wood?
  193. [13:21:44] <Excalibus> i agree the tree tax should go to something else
  194. [13:21:51] <Ziek> i agree with that
  195. [13:21:53] <Excalibus> sorry, dont take newb literally
  196. [13:22:01] <Excalibus> i mean everyone who isnt in the top 10 :P
  197. [13:22:07] <Mayer> newb is anyone not top 10
  198. [13:22:07] <Nicodemus> how would a noob get level 15 wood?
  199. [13:22:08] <sathen> erm
  200. [13:22:20] <Mayer> sry sathen :p
  201. [13:22:21] <sathen> i plant 14 and can afford to pick it up
  202. [13:22:21] <Nicodemus> someone would have to give that to them
  203. [13:22:25] <crystal31> auction
  204. [13:22:28] <Mayer> statues
  205. [13:22:43] <Excalibus> and i send out 1000s of seeds to people
  206. [13:22:47] <Nicodemus> crystal: yeah, but we are talking about picking up wood piles
  207. [13:22:48] <Excalibus> way too often, i should stop that
  208. [13:22:58] <crystal31> yes, but you can get the seeds....
  209. [13:23:00] <sathen> no ex you shouldnt ;)
  210. [13:23:13] <Excalibus> :P
  211. [13:23:30] <Mayer> you make a point though ex, part of the deal of you giving seeds away is them planting beyond their ability
  212. [13:23:37] <Mayer> its a sacrifice thing
  213. [13:23:42] <Travis> If the gold went automatically to edics, would anyone complain?
  214. [13:23:52] <farmboy> yes
  215. [13:23:54] <Excalibus> where else could it go?
  216. [13:23:55] <Mayer> how do you equate gold to items travis?
  217. [13:24:00] <farmboy> there is always someone complaining
  218. [13:24:05] <farmboy> normaly the bible bashers
  219. [13:24:13] <Nicodemus> keep on topic
  220. [13:24:21] <Ziek> depends how they goto the edicts
  221. [13:24:21] <Travis> Mayer, what?
  222. [13:24:30] <Mayer> tw2 edicts are item based not gold based
  223. [13:24:34] <[twisti]> i have actually a question for all of you
  224. [13:24:34] <Excalibus> gold doesnt pay for edicts, so how would it contribute?
  225. [13:24:34] <Mayer> unless you make a whole new list
  226. [13:24:47] <[twisti]> Travis and i were arguing about the way the forum looks
  227. [13:24:54] <Excalibus> it looks shitty and old
  228. [13:24:55] <Nicodemus> and, gold is harder to get..
  229. [13:25:01] <[twisti]> do you guys think it looks fine ? or does it look old and dated and should be replaced by a newer look ?
  230. [13:25:02] <farmboy> let me guess
  231. [13:25:05] <Travis> Ohh, Mayer I was thinking gold/1000 or something.
  232. [13:25:09] <sathen> yeah it looks old ;)
  233. [13:25:13] <Excalibus> old and dated, ive always thought that
  234. [13:25:17] <Travis> It looks great.
  235. [13:25:17] <farmboy> [twisti] wanted more swasticas Travis wanted more cocks?
  236. [13:25:18] <Nicodemus> I don't have a problem with how the forums look
  237. [13:25:23] <Excalibus> i was very turned off the first time i saw it
  238. [13:25:24] <crystal31> it's difficult to manuveur at times...
  239. [13:25:26] <Travis> Represents Toadwater very well.
  240. [13:25:35] <[twisti]> Travis: and here i went out of my way to not say which of us wanted what
  241. [13:25:39] <sathen> true lol
  242. [13:25:41] <Excalibus> you can represent tw a lot better
  243. [13:25:47] <[twisti]> because everyone always agress with me because they know im always right
  244. [13:26:03] <Travis> You are the better admin, I can't argue with you.
  245. [13:26:06] <Excalibus> shit, even like an epic forest background would be better
  246. [13:26:19] <[twisti]> of course you can, its just that in the end, you should always lose! :p
  247. [13:26:27] <Nicodemus> I still like sicari's splash page though..
  248. [13:26:38] <Mayer> can you make the old look an option?
  249. [13:26:40] <Excalibus> you gotta keep up with the times, make tw cool again
  250. [13:26:49] <[twisti]> i think kakashi could probably make us a decent looking forum theme thats also modern, and hes a hobo so he probably wouldnt charge much
  251. [13:27:00] <Travis> Lies! TW is still cool.
  252. [13:27:02] <[twisti]> and yeah i like the splash page too
  253. [13:27:07] <Nicodemus> kakashi :D
  254. [13:27:07] <Excalibus> it is to the people playing it
  255. [13:27:09] <farmboy> make it a competition
  256. [13:27:17] <farmboy> with 1 months free sub or some shit like that
  257. [13:27:30] <farmboy> for the best forum design
  258. [13:27:30] <Nicodemus> no, don't make it a competition
  259. [13:27:41] <Excalibus> you make all these games to promote forum activity to attract new players, but im pretty sure 70% of the people who find the page leave it the second they see how it looks, disregarding how much activity there is
  260. [13:28:12] <Travis> I would argue the players that leave right away, wouldn't get past step two of the tutorial.
  261. [13:28:14] <Ziek> the front page before the forums looks really rough too
  262. [13:28:18] <Nicodemus> I agree it dosen't look great, or even good
  263. [13:28:21] <Nicodemus> but
  264. [13:28:39] <Nicodemus> couldn't we have an option where we could choose that look, if someone wanted it?
  265. [13:28:44] <Travis> Change is bad!
  266. [13:28:49] <[twisti]> not easily
  267. [13:28:49] <Nicodemus> supposing we had a new look for it, that is
  268. [13:29:02] <Excalibus> [twisti] or an elected official, should promote activity on the toadwater facebook group
  269. [13:29:10] <Excalibus> that is the most valuable promotional tool we have
  270. [13:29:12] <[twisti]> any change to the forum would mean switching to something new, which would mean a lot of work, and we couldnt reasonably support two different ones at the same time
  271. [13:29:31] <[twisti]> tbh i dont really know shit about facebook, all i do is look at the new companion there
  272. [13:29:39] <Excalibus> i mean activity
  273. [13:29:44] <Nicodemus> well, if thats the case, then I would go for a new look
  274. [13:29:51] <farmboy> [twisti] link
  275. [13:29:53] <Nicodemus> it could draw more players
  276. [13:29:58] <Excalibus> there was one time we posted on it, and then a shitload of old players started chatting on facebook chat within 5 minutes
  277. [13:30:07] <Nicodemus> ^
  278. [13:30:08] <[twisti]> https://www.facebook.com/groups/17777870840/
  279. [13:30:11] <Mayer> that was at the tw2 reboot
  280. [13:30:16] <Excalibus> no it wasnt
  281. [13:30:18] <Mayer> i dont think that happened since
  282. [13:30:19] <Excalibus> many months after
  283. [13:30:24] <Excalibus> luaan was there i remember
  284. [13:30:30] <Mayer> the anniversary?
  285. [13:30:36] <Excalibus> no, like 5 months ago
  286. [13:30:40] <Mayer> regardless, it didnt bring anyone back i dont think
  287. [13:30:52] <Mayer> not to stay anyways
  288. [13:30:56] <Excalibus> it did, ill go through my logs if i have to
  289. [13:31:09] <Tizzy> not that stayed
  290. [13:31:10] <Excalibus> maybe not staying, but it served a purpose and that was only 1 day we did that
  291. [13:31:20] <Nicodemus> I think spider returned, and azentner, among others when tw2 was announced on facebook
  292. [13:31:21] <farmboy> i meant the souffle girl link you fud
  293. [13:31:37] <[twisti]> i think the ongoing lag also drove a bunch of casual players away, but luckily thats finally fixed
  294. [13:31:50] <Ziek> yay!
  295. [13:31:56] <Travis> New server!
  296. [13:31:56] <Nicodemus> thank you Travis, for the new server :P
  297. [13:32:01] <Travis> Thank Twisti, he did all the work.
  298. [13:32:18] <[twisti]> yeah, it wasnt a problem with the old server, it was a settings issue
  299. [13:32:29] <Excalibus> twisti made me feel like i was special in tw2 when he found i was the only person getting lag at one time :P
  300. [13:32:31] <Nicodemus> so do we all agree on a new forum look, someday?
  301. [13:32:33] <[twisti]> not that im not glad we have a new server, because it satisfies my OCD need for things to be proper
  302. [13:33:05] <Nicodemus> I have noticed an improvement in the lag
  303. [13:33:12] <[twisti]> Nicodemus: this is more of a time to get impressions and opinions than making final decisions
  304. [13:33:18] <[twisti]> and yeah, the lag is fixed
  305. [13:33:32] <Nicodemus> ah, ok
  306. [13:33:33] <[twisti]> and along the way i fixed a bunch of different stuff
  307. [13:33:44] <[twisti]> so now tw is better than ever
  308. [13:33:52] <[twisti]> which is still pretty bad.
  309. [13:34:22] <Travis> Next topic someone?
  310. [13:34:36] <Excalibus> sap
  311. [13:34:40] <Travis> Thank you.
  312. [13:34:43] <Nicodemus> yeah, what he said
  313. [13:34:43] <[twisti]> yeah, stop nerfing sap!
  314. [13:34:48] <Tizzy> just what i was thinking...lol
  315. [13:34:51] <Travis> Hard to stop if you never started.
  316. [13:34:56] <Nicodemus> don't nerf sap!
  317. [13:35:03] <[twisti]> sap is super nerfed compared to tw1, isnt it ?
  318. [13:35:04] <Mayer> you did with tap tower
  319. [13:35:10] <Mayer> very
  320. [13:35:10] <Travis> No, it's way more powerful.
  321. [13:35:10] <Ziek> nerfed sap right off bat travis :P
  322. [13:35:20] <Travis> Blasam fir sap is 5x the price then TW1.
  323. [13:35:31] <Mayer> but it collects 10 times slower
  324. [13:35:35] <Ziek> but taps suck now shrugs
  325. [13:35:37] <Travis> I don't think it does.
  326. [13:35:37] <Excalibus> sap in regards to the mass amounts of gold its pouring into what was supposed to be a controled economy
  327. [13:35:41] <Mayer> it does
  328. [13:35:48] <Nicodemus> but things are more expensive in tw2 though
  329. [13:35:55] <Mayer> and the price is caped
  330. [13:35:58] <Nicodemus> such as garden seeds
  331. [13:36:06] <Excalibus> nothing is more expensive
  332. [13:36:16] <Excalibus> it just seems that way because you have billions of gold in tw1 :P
  333. [13:36:22] <Mayer> due to the power being on a steep exponential curve
  334. [13:36:26] <Nicodemus> oh I do not
  335. [13:37:14] <Travis> So hopefully read my toadwater gold logs that I posted, I know Mayer did because he posted but no one else did, I assume you guys were too busy.
  336. [13:37:15] <Excalibus> travis had an idea of capping the amount of sap gathered on a tree based on tap level
  337. [13:38:02] <Mayer> thats not a bad idea
  338. [13:38:03] <[twisti]> that would be good, it wouldnt hurt people with medium sized farms that could collect every other x
  339. [13:38:14] <[twisti]> and it would force people to put some work into getting their money
  340. [13:38:29] <Ziek> sounds like an option
  341. [13:38:29] <Travis> I was thinking 1. Lower sap gold inflow a ton, but offer mini quests when doing random activities that ask you to go make a level 12 plank in the next 3 minutes, or something random. In return you get a bunch of famring items such as seeds and poo. 2. Just cap taps to only collect like a x drops * tap level.
  342. [13:38:56] <Nicodemus> poo would be a reward?
  343. [13:39:03] <Mayer> if we want to be like runescape, the rewards need to be huge
  344. [13:39:04] <Travis> Poo is always a reward.
  345. [13:39:35] <Mayer> the 2 or 3 min it takes to go get the needed material could be spent whittling/construction which can get you thousands of gold
  346. [13:39:36] <sathen> off topic.. how do i remove a tap from a tree?
  347. [13:39:40] <Mayer> axe
  348. [13:39:41] <Ziek> both are good ideas, the details will be the issue
  349. [13:39:41] <Excalibus> axe
  350. [13:39:44] <Nicodemus> sathen: axe
  351. [13:39:49] <sathen> thats what i thought
  352. [13:39:51] <sathen> it wont let me ;)
  353. [13:39:54] <[twisti]> dont make those things too important
  354. [13:39:59] <Ziek> unclick workers?
  355. [13:40:00] <[twisti]> i think a lot of TW players like the monotony
  356. [13:40:02] <Mayer> unselect your worker
  357. [13:40:11] <sathen> oh duh thanks mayer ;)
  358. [13:40:13] <Mayer> agreed twisti
  359. [13:40:16] <Nicodemus> I don't mind the monotony that much
  360. [13:40:17] <Mayer> we want exp
  361. [13:40:19] <Mayer> not difficulty
  362. [13:40:22] <sathen> i always forget about the workers :p
  363. [13:40:24] <Travis> I was thinking on the random quest, you could just ignore it and there is no penality.
  364. [13:40:25] <[twisti]> i know i wouldnt have liked to do random shit every few minutes when all i wanted to do was farm for an hour
  365. [13:40:38] <Excalibus> im half and half, if i dont feel like playing, i make planks. if i feel like playing, i work on advanced skills
  366. [13:40:54] <Ziek> yeah
  367. [13:40:59] <Mayer> again travis, its a cool idea, but like everything else, if its not worth it, no one will do it after the novelty wears off
  368. [13:41:24] <Excalibus> i think itd be good to add value to taps
  369. [13:41:29] <Excalibus> tap level is worthless now
  370. [13:41:44] <Ziek> yeah taps need love
  371. [13:41:49] <Nicodemus> maybe we could up the tap level a smidgen
  372. [13:42:00] <Ziek> difference between lvl 1 taps and 28's is next to nothing
  373. [13:42:12] <Excalibus> yeah, barely a few seconds faster
  374. [13:42:14] <Travis> It sounds like people perfer the sap change where tap level caps how much sap a tree will collect.
  375. [13:42:27] <Mayer> ide go with that
  376. [13:42:27] <Excalibus> that or nerf sap sell value
  377. [13:42:40] <Mayer> ther eis no need for millions of sap ingame
  378. [13:42:42] <sathen> I like the quest idea travis... I love poo :p
  379. [13:42:43] <Mayer> i think the value is ok
  380. [13:42:44] <Ziek> depending on the details that would be fine
  381. [13:42:50] <Travis> I still think farming seeds need to be reword a tad, so you can cycle through more.
  382. [13:42:56] <Nicodemus> but the construction sites are so expensive
  383. [13:42:56] <Ziek> make sap more useful would be an idea too :)
  384. [13:42:58] <Travis> Hemp should fully cycle, making free seeds/poo.
  385. [13:43:04] <Nicodemus> how could anyone save up enough to afford one?
  386. [13:43:12] <[twisti]> i was considering adding some more underground stuff
  387. [13:43:12] <Excalibus> construction
  388. [13:43:16] <Mayer> travis
  389. [13:43:22] <[twisti]> like maybe another layer of mines
  390. [13:43:24] <Mayer> to do that with hemp, each field should be done 10 at a ttime
  391. [13:43:34] <Mayer> so instead of 100 hemp, do 1000
  392. [13:43:44] <Mayer> that should make the return a bit closer to how much you farm
  393. [13:43:47] <Travis> Nico, I'm trying to make it so no one needs to buy tinkering sites, but if they are really rich they can.
  394. [13:44:00] <Nicodemus> ok
  395. [13:44:00] <Travis> Are you saying that hemp gives 10x too many seeds?
  396. [13:44:03] <Mayer> no
  397. [13:44:12] <Excalibus> nico has a rich roommate, so he shouldnt complain :P
  398. [13:44:15] <Mayer> im saying instead of retting 100 hemp at a time, each square should be 1000
  399. [13:44:19] <Nicodemus> oh I should too
  400. [13:44:23] <Travis> Ahh, and 10 rewards?
  401. [13:44:23] <Nicodemus> you never give me any gold
  402. [13:44:29] <Mayer> 10x yes
  403. [13:44:36] <[twisti]> why
  404. [13:44:38] <Mayer> that should make the amount you farm and the amount you ret comperable
  405. [13:44:42] <Travis> So only 10% of the work from the current system.
  406. [13:44:43] <[twisti]> hemp has been like that for ten years
  407. [13:44:50] <Mayer> yes
  408. [13:45:08] <Travis> Maybe that could be an edict thing.
  409. [13:45:11] <Travis> Or a cool buff.
  410. [13:45:17] <Mayer> and hemp has been broken with grade 300 tools and supers for 6
  411. [13:45:30] <Nicodemus> yeah, but thats tw1
  412. [13:45:34] <Mayer> you ret for 4 hours and have enough rhf to spin for a year
  413. [13:45:34] <Travis> Both of those have been fixed in Tw2.
  414. [13:45:42] <Ziek> well if you plant 500 fields to ret it all , oyu need to ret for 5ish hours
  415. [13:45:50] <Mayer> ^
  416. [13:45:59] <Mayer> and it takes less than 1 to pick
  417. [13:46:00] <Ziek> takes 20 minutes to plant
  418. [13:46:04] <Ziek> 45 to pick maybe
  419. [13:46:08] <Excalibus> god i hate scutching. when you start you know that you will be there for an hour to do 100 fields
  420. [13:46:09] <Ziek> 4 hours to process ...
  421. [13:46:19] <Ziek> and thats just to get seeds
  422. [13:46:20] <[twisti]> wouldnt that lead to huge new gold influx ?
  423. [13:46:31] <Nicodemus> possibly
  424. [13:46:32] <Mayer> no
  425. [13:46:36] <Excalibus> can we have workers prep and scutch? :D
  426. [13:46:40] <Ziek> lol
  427. [13:46:41] <Nicodemus> seeds are 50 gold each
  428. [13:46:51] <Mayer> you get the same amount per stalk though
  429. [13:47:12] <Mayer> you get 10x the yields, but 10x the imput as well
  430. [13:47:14] <Mayer> minus time
  431. [13:47:15] <[twisti]> <Excalibus> can we have workers prep and scutch? :D
  432. [13:47:21] <[twisti]> that sounded like an interesting idea
  433. [13:47:26] <Ziek> mayer is saying the processing time from hemp to fiber and seeds needs to be lowered
  434. [13:47:27] <Mayer> ide go for that
  435. [13:47:28] <[twisti]> until i realized it involved touching worker code
  436. [13:47:36] <Excalibus> yeah, like when you assign them, the job is prepping AND scutching
  437. [13:47:45] <Excalibus> and obviously yields based on management adn worker skill
  438. [13:47:50] <Nicodemus> I would go for that too
  439. [13:47:53] <[twisti]> we could add two jobs
  440. [13:48:04] <[twisti]> one to prep and one to scutch
  441. [13:48:07] <Mayer> uugh a new skill for workers...
  442. [13:48:10] <[twisti]> no, that wouldnt work, they would expire
  443. [13:48:15] <[twisti]> yeah, lets not touch workers
  444. [13:48:19] <Excalibus> i say prepping and scutching, because just prepping leads to fields going bad
  445. [13:48:35] <Tizzy> i was just thinking that twisti, how would you deal with the timer on retting
  446. [13:48:37] <Excalibus> it could take a long time, like with fences
  447. [13:48:52] <Excalibus> elimate the timer, make each job one long prep and scutch
  448. [13:49:00] <Excalibus> youd get lower yields, but hey, you arent doing any work
  449. [13:49:12] <Mayer> depending on worker's textile level it would mature faster
  450. [13:49:12] <Ziek> and make the managment xp really low too
  451. [13:49:22] <Ziek> but i'm for not touch workers :)
  452. [13:49:35] <Nicodemus> then management would have nothing to do with it then
  453. [13:49:41] <Excalibus> its time for the administration to stop fearing worker code
  454. [13:49:50] <Excalibus> ;)
  455. [13:49:52] <Mayer> i think it should be redone seperately
  456. [13:50:01] <Mayer> then once the bugs worked out impliment all at once
  457. [13:50:08] <Nicodemus> the worker code?
  458. [13:50:11] <Mayer> ya
  459. [13:50:20] <Travis> Vetoed.
  460. [13:50:24] <Mayer> :p
  461. [13:50:25] <Travis> I'd rather not commit sucide.
  462. [13:50:28] <Ziek> lol
  463. [13:50:29] <Nicodemus> maybe not. we don't know how horribly hard that is
  464. [13:50:31] <Travis> Maybe Twisti will do it.
  465. [13:50:36] <Mayer> so pawn it off on twisti
  466. [13:50:48] <Excalibus> give twisti a raise too
  467. [13:50:49] <[twisti]> maybe we can find someone crazy enough to touch the worker code, i think id rather not
  468. [13:50:50] <Travis> If he dies, then I can't pawn off other work.
  469. [13:50:59] <Mayer> but thats the thing, its a fresh start, not a revamp
  470. [13:51:02] <Ziek> ^
  471. [13:51:15] <Travis> Toadwater was not made with the idea of workers.
  472. [13:51:20] <Travis> And it fails horribly.
  473. [13:51:21] <Mayer> do it the right way from the start instead of ducttaping a leak
  474. [13:51:34] <Travis> We are using marshmellows right now.
  475. [13:51:43] <Travis> And they keep disolving, but we keeping putting more in.
  476. [13:51:49] <Excalibus> we need to throw the whole idea of the old towater out the window. keeping it vegan is enough
  477. [13:51:51] <sathen> yummy
  478. [13:51:52] <Ziek> toast them first they will lat longer
  479. [13:52:06] <Travis> Next topic?
  480. [13:52:23] <Mayer> whats the decision on sap
  481. [13:52:32] <Tizzy> New crops and cooking items
  482. [13:52:32] <Nicodemus> tier 2 herbs
  483. [13:52:34] <Travis> Going with the tap level max thing.
  484. [13:52:40] <Travis> Yeah, teir 2 herbs!
  485. [13:52:49] <Nicodemus> they just sit there on SWI
  486. [13:52:49] <Mayer> will that revery all sap collected
  487. [13:53:05] <Mayer> or will it be grandfathered and just stoped where they are at now
  488. [13:53:09] <Mayer> because they are past max
  489. [13:53:21] <Excalibus> next topic: different types of fert, how to acquire and what will the benefits be
  490. [13:53:24] <Ziek> what is the max what are we looking at for a range?
  491. [13:53:28] <Travis> Grandfathered in.
  492. [13:53:30] <Mayer> nico got herbs first ex
  493. [13:53:34] <Tizzy> Maybe we should discuss max the trees will hold
  494. [13:53:35] <Nicodemus> yeah
  495. [13:53:35] <Mayer> willt hey keep collecting
  496. [13:53:58] <Travis> If they are over the limit, they will just stop.
  497. [13:54:20] <Excalibus> how about herbs get some love when more than 3 people bother with them? :P
  498. [13:54:27] <Ziek> i'd say need to warn people at least a week before then OR, make it so they will accumulate upto the new max More
  499. [13:54:53] <Nicodemus> I say that we should finish teir 2 herbs, so that way it isn't sitting around unfinished
  500. [13:54:55] <Ziek> herbs/alchy needs lots of love new potions herbs etc
  501. [13:54:55] <Excalibus> everyone wants a warning to get one last good sap collecting in :P
  502. [13:54:57] <Tizzy> Will it be like each tree hold 1000 sap, or will it depend on the tap lvl, so each higher tap would hold an extra 1000?
  503. [13:55:42] <Excalibus> i say whatever cuts gold income from sap farms by at least 60% works
  504. [13:55:50] <Excalibus> the economy is getting so fucked up from them
  505. [13:55:55] <Excalibus> itll be tw1 again in another year
  506. [13:56:01] <Mayer> only for people who dont farm :/
  507. [13:56:05] <Mayer> im down to 1m
  508. [13:56:14] <Mayer> and i have a large farm
  509. [13:56:15] <Nicodemus> farming is expensive, due to cost of seeds
  510. [13:56:16] <Excalibus> so? tinkering is a bitch to level up
  511. [13:56:27] <Mayer> back to herbs
  512. [13:56:30] <Excalibus> if no one has money to mass farm, itll still be a close race
  513. [13:56:33] <Mayer> stop tryin to steal the show
  514. [13:56:56] <Travis> I agree, I think we are ready for the next teir of herbs.
  515. [13:57:08] <Tizzy> Yeah!
  516. [13:57:10] <Nicodemus> the only thing I can see for tier 2 herbs is to make them harvestable
  517. [13:57:12] <Travis> And there should be more a range of herbs, with mre tonics.
  518. [13:57:13] <Mayer> and tier 2 and 3 random need to be more common
  519. [13:57:29] <Mayer> gr tonics need to get thrown out as the only tonic to make
  520. [13:57:31] <Travis> On the found herbs, I think they are fine how they are. Keeps a little value.
  521. [13:57:48] <Ziek> yeah using herbs themselves the not island ones are not really worth the trouble
  522. [13:57:50] <Travis> What do you think about tonics that give 5-10% more exp for a skill for a few minutes?
  523. [13:58:06] <Ziek> don't we already have that?
  524. [13:58:09] <Excalibus> thats sounds great, but i dont think itd be worth the work
  525. [13:58:10] <Mayer> whittle mastery I
  526. [13:58:13] <Ziek> yeah
  527. [13:58:16] <Travis> Yeah, wanted to expand that.
  528. [13:58:25] <Nicodemus> in tw1 we had crimson giant tonics, I think
  529. [13:58:26] <Mayer> if they stack then it would
  530. [13:58:29] <Ziek> maybe if they are slightly easier to ermm make
  531. [13:58:39] <Mayer> so you could drink 10 and get an hours worth of bonus
  532. [13:58:58] <Travis> What's the general feedback on the tonic making system?
  533. [13:59:05] <Mayer> that as well, anything with a lemon basil herb is not worht the time to make
  534. [13:59:06] <Ziek> lame
  535. [13:59:07] <Travis> Not the tonics themselves.
  536. [13:59:11] <Mayer> i like it
  537. [13:59:20] <Mayer> its not very grindeable
  538. [13:59:22] <Excalibus> the system is fine
  539. [13:59:25] <[twisti]> before Travis took over TW, we had a few cosmetic things, like flowers, plush birds, etc, would you guys care for anything like that ?
  540. [13:59:36] <Mayer> flowers are a bitch
  541. [13:59:38] <Nicodemus> plush birds would be nice :P
  542. [13:59:46] <[twisti]> hah, i used flowers as base defense
  543. [13:59:49] <Mayer> make them rewards for community events
  544. [13:59:57] <Nicodemus> they multiply though
  545. [13:59:58] <Ziek> the non grindable part is good, the lame part is multiple people can't do it at one time
  546. [14:00:00] <[twisti]> half of the SWI noob world is still covered in a checker pattern :p
  547. [14:00:03] <Nicodemus> IF we had pumpkins
  548. [14:00:06] <Excalibus> yeah, i replaced all my ingame images with nicer looks things :P
  549. [14:00:12] <Mayer> tinker our own alchemy sets
  550. [14:00:30] <Travis> What do you guys think about having image packs? That could easily be changed in the client.
  551. [14:00:33] <Ziek> ^
  552. [14:00:38] <Nicodemus> sure
  553. [14:00:43] <[twisti]> we would need someone to make them though
  554. [14:00:54] <Mayer> quick question on the herbs
  555. [14:00:54] <[twisti]> which reminds me, new statue later tonight
  556. [14:00:56] <Travis> The images yes, but we could get the feature in the client first.
  557. [14:00:57] <Excalibus> give qill a few bucks
  558. [14:00:59] <Mayer> i proposed this idea before
  559. [14:01:02] <Ziek> if were gona be on looks, can we get some color coding in the inventory? :)
  560. [14:01:12] <Nicodemus> don't look at me, I'm busy with school work
  561. [14:01:28] <Mayer> instead of having basil herp plots on swi, could we pick the tier 1 herb patches and get random tier 1 herbs every pick-and the same for tier 2 and eventually tier 3
  562. [14:01:32] <[twisti]> ziek: yes, that would be doable
  563. [14:01:38] <Mayer> get rid of basil and purple whatever herbs all together
  564. [14:01:38] <[twisti]> in fact, i can make that client configurable
  565. [14:01:49] <Ziek> awesome i love you .. in a you know .. ermm nm
  566. [14:02:02] <Mayer> and use any tier 1 herb as the 5 tier 1 herbs needed to make the tonic
  567. [14:02:03] <Nicodemus> everyone loves twisti
  568. [14:02:08] <Excalibus> its ok, twisti is down with man love
  569. [14:02:09] <Ziek> 1 year later woot :)
  570. [14:02:12] <Travis> Mayer, I want to add a few more herbs to the tier 1 patch, but I like the idea of keeping basil the basic herb for tonics.
  571. [14:02:36] <Mayer> what is the use of the thousands of tier 1 random herbs then?
  572. [14:02:47] <Nicodemus> thousands?
  573. [14:02:49] <Excalibus> the fight for rank 1 in alchemy, duh
  574. [14:02:53] <Mayer> when used, they kinda pay for themselves
  575. [14:02:58] <Ziek> mayer is talking about tumeric etc
  576. [14:03:00] <Mayer> the random herbs ex
  577. [14:03:07] <Nicodemus> oh yeah, those
  578. [14:03:14] <Excalibus> dont they give alchemy xp when found as well?
  579. [14:03:19] <Ziek> 1
  580. [14:03:22] <Mayer> negligable
  581. [14:03:23] <Travis> They do, they give their level in exp.
  582. [14:03:26] <Nicodemus> they do, but very little
  583. [14:03:50] <Ziek> being able to turn them into a tonic would be cool
  584. [14:03:56] <Mayer> ^
  585. [14:03:57] <Excalibus> then figure out a way to apply all those skill specific herbs to that particular edict
  586. [14:04:17] <Mayer> and tier 2 and 3 herbs need to be worth the use
  587. [14:04:22] <Travis> Maybe you could add them to the coorsponding edict chest?
  588. [14:04:25] <Excalibus> yes
  589. [14:04:27] <Mayer> they are so fucking rare its rediculus, especially the tier 3
  590. [14:04:42] <Nicodemus> they are really really rare, for sure
  591. [14:05:15] <Excalibus> just have the herbs be worth more than the raw materials required for the edict
  592. [14:05:25] <Ziek> by far
  593. [14:05:45] <Excalibus> that will help the farming edict a bit, the worm req is ridiculous
  594. [14:05:57] <Travis> What kind of tonics would you guys use?
  595. [14:06:08] <Nicodemus> but statues help in the worm sink
  596. [14:06:11] <Mayer> 1 drink hour buffs
  597. [14:06:33] <Mayer> so the tier 2 herbs could be like gr buffs for normal skills
  598. [14:06:34] <Tizzy> 1 click farming buff!!
  599. [14:06:44] <Nicodemus> seeing inactives, unless we already have that from the gambling thing
  600. [14:06:49] <Mayer> we have one
  601. [14:06:51] <Ziek> yeah we have that now
  602. [14:06:56] <Mayer> but you need a tier 3 herb to make it
  603. [14:07:07] <Excalibus> how about a tonic that gives your staff magic fence refreshing powers?
  604. [14:07:10] <Mayer> unless you want to blow a shit ton of gold on the gambling table
  605. [14:07:15] <Excalibus> people would def use that
  606. [14:07:21] <Mayer> ya, with fence refreshing
  607. [14:07:26] <Nicodemus> no one gambles at that table
  608. [14:07:37] <Mayer> the sap nerf will make it so you NEED to replace rather than refresh
  609. [14:07:38] <Ziek> not really worth it
  610. [14:07:54] <Nicodemus> I agree with Mayer
  611. [14:07:56] <[twisti]> maybe we could make replacing more expensive :D
  612. [14:08:07] <Mayer> i cant even do my outer 1 layer without droping 3 or 4 mil
  613. [14:08:08] <Travis> That reminds me, I want to add fence refresh credits again.
  614. [14:08:17] <Mayer> cool
  615. [14:08:18] <Ziek> ?
  616. [14:08:22] <Ziek> what are those?
  617. [14:08:23] <Nicodemus> so we would have peas again?
  618. [14:08:25] <Mayer> its a tw1 thing
  619. [14:08:29] <Mayer> and please no peas
  620. [14:08:37] <Nicodemus> I agree. no peas please
  621. [14:08:37] <Mayer> unless it is more organized
  622. [14:08:45] <Nicodemus> peas were confusing as hell
  623. [14:08:52] <Travis> I liked peas.
  624. [14:09:04] <Mayer> i think set exp instead of range
  625. [14:09:22] <[twisti]> what was wrong with peas ?
  626. [14:09:26] <Mayer> and a rank designator as a name rather than player named
  627. [14:09:34] <Mayer> so we know progress when we get a new strain
  628. [14:09:41] <Nicodemus> there were too many strains
  629. [14:09:43] <[twisti]> but that would be so boring
  630. [14:10:00] <Mayer> twisti, hate to pull the you dont play card but...
  631. [14:10:02] <Mayer> well...
  632. [14:10:02] <Travis> I think there would only like 20^20 different strains in TW1.
  633. [14:10:03] <Mayer> you dont play
  634. [14:10:08] <[twisti]> so what!
  635. [14:10:24] <Mayer> its not fun when you have to trach each action for athousand or so attempts
  636. [14:10:29] <Travis> 104857600000000000000000000 only that many different peas.
  637. [14:10:35] <Mayer> to get a clear picture of wether or not your strin is useful or not
  638. [14:10:48] <[twisti]> nobody made you do it
  639. [14:10:49] <Nicodemus> I didn't even bother with peas on tw1
  640. [14:10:54] <Mayer> and i didnt
  641. [14:11:00] <Mayer> which is why peas died
  642. [14:11:03] <Mayer> except ispep
  643. [14:11:05] <[twisti]> peas seemed to be very popular
  644. [14:11:10] <Mayer> for a month
  645. [14:11:12] <Excalibus> there are so many other things that need work (carrots, tinkering) dont even bring up peas
  646. [14:11:13] <Nicodemus> *seemed*
  647. [14:11:17] <Mayer> the novelty wore out
  648. [14:11:20] <[twisti]> maybe peas would need a better handling method
  649. [14:11:21] <Mayer> and they wernt used again
  650. [14:11:30] <[twisti]> like a dropdown menu where you could pick what strain to plant
  651. [14:11:43] <Nicodemus> carrots and tinkering, please
  652. [14:11:47] <Ziek> speacking of drop downs, can we have that for our hanglider list? :)
  653. [14:11:48] <[twisti]> and then only have one item to hold them
  654. [14:11:56] <[twisti]> sure
  655. [14:12:03] <Mayer> we could start a peas thread
  656. [14:12:08] <Mayer> and discuss it there
  657. [14:12:09] <Mayer> thats a huge topic
  658. [14:12:15] <Ziek> indeed
  659. [14:12:18] <Nicodemus> too huge
  660. [14:12:33] <Mayer> ill make one, then wait a few days for the vets to comment
  661. [14:12:37] <Mayer> then open it up to new players
  662. [14:12:41] <Travis> That'd be cool Mayer.
  663. [14:12:50] <Nicodemus> bah humbug
  664. [14:13:28] <Excalibus> soo can i bring up tinkering now?
  665. [14:14:07] <[twisti]> sure
  666. [14:14:14] <Mayer> done
  667. [14:14:36] <Excalibus> its cool that it was added, but compost bins have zero affect on the tinkering skill, which is odd
  668. [14:14:45] <Mayer> http://www.toadwater.com/index.php/topic,29684.0.html
  669. [14:14:50] <Ziek> the problem i have with tinkering is its not useful its just another rank skill
  670. [14:14:57] <Mayer> please dont admin censor that link out :p
  671. [14:15:08] <Mayer> its not useful yet
  672. [14:15:09] <[twisti]> you dont like workbenches and whittling tables ?
  673. [14:15:17] <Excalibus> they arent in yet
  674. [14:15:17] <Mayer> not in tw2 yet twisti
  675. [14:15:19] <Ziek> haven't seen one
  676. [14:15:20] <[twisti]> ah
  677. [14:15:23] <[twisti]> my bad
  678. [14:15:27] <Excalibus> only compost bins, and you get no tinkering xp for making them
  679. [14:15:28] <Mayer> and shake machines damnit
  680. [14:15:33] <Mayer> ive been waiting over a year now
  681. [14:15:39] <Excalibus> and only 1xp for that .000001% chance that they need to be repaired
  682. [14:15:40] <Nicodemus> hoard locks don't work either
  683. [14:15:40] <Mayer> for something other than god damn ghost peppers
  684. [14:15:51] <Nicodemus> and that was a tinkering item
  685. [14:15:57] <Excalibus> ghost peppers > shakes
  686. [14:16:14] <Ziek> problem isn't that you get so little xp, problem is tehre is nothing to do atm
  687. [14:16:30] <Mayer> low exp, high exp its all the same really
  688. [14:16:32] <Excalibus> well yeah the rest of the tinkering items need to be released
  689. [14:16:33] <Mayer> rate of exp is what matters
  690. [14:16:52] <Mayer> which is why i dont understand why travis is trying so hard for low exp skills
  691. [14:17:02] <Ziek> again doesn't matter how much xp we have if we can't do anything with it
  692. [14:17:12] <Mayer> especially since people like big numbers :p
  693. [14:17:16] <Excalibus> we COULD make higher level work benches
  694. [14:17:29] <Excalibus> i want a work bench again!!
  695. [14:17:34] <Nicodemus> me too
  696. [14:17:35] <Mayer> so do i
  697. [14:17:41] <Mayer> and a table!
  698. [14:17:46] <Excalibus> right next to my hog :P
  699. [14:17:48] <Nicodemus> yes. tables!
  700. [14:17:48] <Ziek> basically tinkering needs to do something, have a benefit other then rank
  701. [14:17:57] <Mayer> agreed
  702. [14:18:04] <Excalibus> it does do something ziek, the rest of it just isnt released yet
  703. [14:18:14] <Ziek> atm in the game it does nothing
  704. [14:18:15] <Ziek> i understanfd
  705. [14:18:18] <Nicodemus> it should tie into some other skill
  706. [14:18:21] <Ziek> understand IT DID in tw1
  707. [14:18:21] <Mayer> there is a shit ton of unfinished content
  708. [14:18:24] <Ziek> this is tw2 though
  709. [14:18:40] <Excalibus> yeah, just saying release the rest of teh content thats already there
  710. [14:19:04] <Mayer> but tinkering skill doesnt effect the making of those things now
  711. [14:19:17] <Mayer> making a table and workbench is a construction thing
  712. [14:19:22] <Excalibus> yeah but it could, like skill affecting the lvl of workbench you can make
  713. [14:19:23] <Mayer> fixing them is tinkering
  714. [14:19:24] <Ziek> i think what TW2 needs overall atm is content ported from TW1 and some minor bugs here and tehre and some purtyfication
  715. [14:19:36] <Mayer> bad idea
  716. [14:19:47] <Mayer> due to things being game breaking in tw1
  717. [14:19:53] <Ziek> not all content
  718. [14:19:55] <Excalibus> well tinkering skill is so low
  719. [14:19:58] <Mayer> the slow implementation is to keep that from happening
  720. [14:20:03] <Excalibus> how would leveling a skill to make better items be bad?
  721. [14:20:11] <Ziek> think he is talking to me
  722. [14:20:18] <Nicodemus> what is going to happen if anyone ever gets their skill up into the 100-200 range?
  723. [14:20:19] <Mayer> ya
  724. [14:20:26] <Nicodemus> not that that will happen
  725. [14:20:33] <Nicodemus> but it would take way more xp to level up
  726. [14:20:48] <Mayer> i have a lvl 190 workebench
  727. [14:20:53] <Nicodemus> I do too
  728. [14:20:57] <Travis> I'd like to point out that the higher your skill level, the better the hoard label you can make in TW2.
  729. [14:20:58] <Mayer> that gives 11%boost in skill
  730. [14:20:59] <Travis> So that's one use.
  731. [14:21:06] <Ziek> ...
  732. [14:21:08] <Mayer> ex, whats the highest you can make yet
  733. [14:21:22] <Nicodemus> we can't make workbenches yet Mayer
  734. [14:21:26] <Nicodemus> or tables
  735. [14:21:28] <Mayer> i mean saped plank
  736. [14:21:40] <Mayer> your at 43 tree
  737. [14:21:49] <Nicodemus> just do the math mayer
  738. [14:21:55] <Ziek> 91 + ageing
  739. [14:21:56] <Mayer> which is 91 waxed plank
  740. [14:21:57] <Nicodemus> 43 + 43 = ?
  741. [14:22:09] <Mayer> plus 5 for the top tier ore
  742. [14:22:14] <Mayer> currently
  743. [14:22:18] <Mayer> so we are half way there after a year
  744. [14:22:24] <Excalibus> i dont have red oak sap yet
  745. [14:22:26] <Mayer> tw1 is 10 years old
  746. [14:22:29] <Mayer> but you could*
  747. [14:22:36] <Excalibus> keep in mind mayer, the first 6 montsh was before forestry nerf
  748. [14:22:38] <Ziek> assuming travis kept the same system
  749. [14:22:42] <Travis> There is no end to trees on TW2.
  750. [14:22:45] <Excalibus> i moved up 35 trees in a few months, now im lucky to move up 1 a month
  751. [14:22:47] <Travis> It's set up to use over level 1000+.
  752. [14:22:58] <Mayer> but thats what im sayin ziek, it may seem like you can transfer it over, but its broken still
  753. [14:23:07] <Mayer> most things in tw1 are like that
  754. [14:23:14] <Ziek> i'm not saying a direct move
  755. [14:23:23] <Excalibus> im on the level 43 tree, the level 50 tree is another 7 MONTHS of work away
  756. [14:23:29] <Ziek> please don't cut and paste code travis :)
  757. [14:23:43] <[twisti]> all tw code is cut and pasted
  758. [14:23:49] <Ziek> I KNOW :(
  759. [14:23:56] <Nicodemus> has anyone made a hoard label yet?
  760. [14:23:59] <Ziek> thats why its a mess
  761. [14:24:05] <Mayer> im saying that in order to move stuff from tw1 to tw2 a lot of consulting needs to be done
  762. [14:24:07] <[twisti]> no, its really not
  763. [14:25:28] <Mayer> so as far as tinkering
  764. [14:25:34] <Mayer> has anyone read my combost bin thread
  765. [14:25:46] <Ziek> yep
  766. [14:25:49] <Mayer> there are tinkering ideas in that
  767. [14:26:07] <Mayer> in that instead of poof breaking, you get a tinkerable break
  768. [14:26:11] <Mayer> but you need a particular level
  769. [14:26:35] <Mayer> if you cant fix it, you can mallet it to nothing...wait till you can...or bring in someone else with the skill
  770. [14:26:52] <Mayer> that way leveling tinkering has a purpose
  771. [14:27:04] <Mayer> tables/workbenches/shake machines can also have similar method
  772. [14:27:19] <Ziek> true, however that'd mean compost bins would have to be worth it :), you've al;ready stated they arn't
  773. [14:27:34] <Mayer> yes
  774. [14:27:39] <Mayer> thats another topic though
  775. [14:27:48] <Mayer> as far as tinkering is concerned
  776. [14:27:55] <Mayer> i think thats a pretty good idea if i do say so myself
  777. [14:27:59] <Ziek> point is if he makes that change to tinkering, its still useless really
  778. [14:28:00] <Nicodemus> what about making it so that textile / weaving machines are self made?
  779. [14:28:04] <Nicodemus> to raise tinkering xp?
  780. [14:28:10] <Ziek> i agree it'd be a nice change if bins were worth it
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