thl111 wrote:derlaid wrote:tell me more about how distinct mammoths are.
Fixed my grammar. It's late and words jump around

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One thought about the alchemical table thingy. With these recent updates, it seems that getting together in a town is better to progress than before and in a town, there should be different roles,right? Why don't devs make this alchemical thing a profession? Like increasing PP and NP will give better chance and better boost when you tinker with purity on the table. So that, in the case of community, you have an alchemist with high MM, HG, PP, NP to forage and increasing elemental stats of the town's vital resources.
Hear, hear. I agree entirely. The reason I am not entirely happy about the new skill increase system is that it suggests specialization isn't an intended game feature. I had hoped that the developers would realize that, for a community game such as this is, professional specialization could add a great deal of flavor to the socioeconomic environment in-game. My thought had been that the 0 - 10,000 humor level would be reserved for the universal skills - mainly the ones that already exist - but that a 10,000 - 20,000 range could be opened up for very specific professional lines. At the 10,000 level, even with the current system, one really would need to choose a focus. I could see professional hunters, fighters, alchemists, farmers, fishermen, woodworkers, priests, witches, etc., all having unique skills to bring to the table. Thus, while one could play as a hermit, there would be an even greater incentive to form communities. Imagine a professional shipwright building ships like the one in Boston. Thoughts?