Civilian Artifice: One for All, All for One?

Forum for suggesting changes to Salem.

Should Civilian Artifices give small Bonus to ALL Civ Types

I want my Civilian sets to give a small bonus to the other trades.
28
44%
I think Civilian sets should specialize ONLY in the trade they are slotted for.
36
56%
 
Total votes : 64

Re: Civilian Artifice: One for All, All for One?

Postby Cheena » Mon Jul 21, 2014 3:59 pm

RonPaulFTW wrote:
Kandarim wrote:What about a boost category called "Productivity", or something? Something that adds to all civilian stats, but having it in a single name does not clutter the overview as bad, and kind of makes sense I suppose.


+1 this is very analogous to common combat power.


Absolutly, and this is indeed a great idea in my opinion.
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Re: Civilian Artifice: One for All, All for One?

Postby Procne » Mon Jul 21, 2014 4:59 pm

Make some more specialised and some more general. I don't think it requires some special rule - don't make the game generic.
But if you have to then more specialised gear is better imo - if players want to have a bit of everything then they can slot stuff in a more varied way.
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Re: Civilian Artifice: One for All, All for One?

Postby Feone » Mon Jul 21, 2014 5:06 pm

Cheena wrote:
RonPaulFTW wrote:
Kandarim wrote:What about a boost category called "Productivity", or something? Something that adds to all civilian stats, but having it in a single name does not clutter the overview as bad, and kind of makes sense I suppose.


+1 this is very analogous to common combat power.


Absolutly, and this is indeed a great idea in my opinion.


Agreed. If artifices are to give bonuses to everything it should be similar to the common combat stuff.
Just don't add too many of them, from the roadmap specializing is going to be useful, artifices should extend this.
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Re: Civilian Artifice: One for All, All for One?

Postby Mereni » Mon Jul 21, 2014 6:25 pm

I have a question, what are the consequences of the bonus? Like you showed an abandoned cobweb doing one thing in the first picture, but you didn't show an abandoned cobweb in the second picture, you showed something completely different, so no one can make an intelligent decision.

If you have an artifice giving a main bonus and a CCD bonus OR giving those things, plus extra to the other civilian skills and that's the only change, I say why would we give up bonus skills for no reason? That would be stupid. I want those bonus civilian skills.

If the bonus civilian skills have some negative effect, like you're going to add a lot to the difficulty of slotting, then maybe I don't want those bonus skills. I'd rather have a better chance of actually getting useful clothing.

Until this question is answered though, how does anyone make an intelligent vote?
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Re: Civilian Artifice: One for All, All for One?

Postby JohnCarver » Mon Jul 21, 2014 7:05 pm

Kandarim wrote:What about a boost category called "Productivity", or something? Something that adds to all civilian stats, but having it in a single name does not clutter the overview as bad, and kind of makes sense I suppose.


Yes I like this solution. It would behave similar to the common combats.

jesi wrote:

I mean that Villagers & Heroes takes the idea of specialization in civilian or warrior proficiencies and carries it out to great lengths. Thus, if you are strictly a tailor, you have to rely on others, like smiths, to supply goods needed to complete armor or other items. Then fighters buy the armor and do the battling. The world is highly inter-dependent, not independent. Hermiting is discouraged. My interpretation fo the current Dev plan is that they are aiming for more a Villagers & Heroes type crafting game.


We would like to see players who play casually or are in their first few months in the game forge these kinds of reliances. However, we in no way want to hardcode a player out of being able to do anything and/or everything if he puts in the year(s) to do it.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

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Re: Civilian Artifice: One for All, All for One?

Postby jesi » Mon Jul 21, 2014 7:31 pm

JohnCarver wrote:
We would like to see players who play casually or are in their first few months in the game forge these kinds of reliances. However, we in no way want to hardcode a player out of being able to do anything and/or everything if he puts in the year(s) to do it.


As long as you don't pursue a path which has the effect of impeding casual players to simply enjoy the game as hermits, advancing at their own pace. Not everyone wants to have the "best", "optimal" or the "most shiny" bit of clothing. I enjoy the sandbox nature of the game allowing me to create when and what I want. I prefer not to be forced into any categories or "alliances" in order to create my little weird garden. Come to think of it, forcing people to join alliances to advance, even for just the first few months, sounds alot like the Tribe.
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Re: Civilian Artifice: One for All, All for One?

Postby JohnCarver » Mon Jul 21, 2014 7:48 pm

jesi wrote:As long as you don't pursue a path which has the effect of impeding casual players to simply enjoy the game as hermits, advancing at their own pace. Not everyone wants to have the "best", "optimal" or the "most shiny" bit of clothing. I enjoy the sandbox nature of the game allowing me to create when and what I want. I prefer not to be forced into any categories or "alliances" in order to create my little weird garden. Come to think of it, forcing people to join alliances to advance, even for just the first few months, sounds alot like the Tribe.


Advancement is relative. Surely a hermit can advance regardless of what systems we put in as again we have no intentions of hardcoding out any one or multiple choices when it comes to profession paths. However, a hermit should in no way be afforded the ability to advance at the same pace as a group working in tandem or as a team (without being a raiding hermit and all the risks that come with that).
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Civilian Artifice: One for All, All for One?

Postby Thor » Mon Jul 21, 2014 10:35 pm

And really often, if not always, a group of people will always beat a hermit in about everything. That's not unfair, that's just statistics.
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Re: Civilian Artifice: One for All, All for One?

Postby RonPaulFTW » Mon Jul 21, 2014 10:37 pm

Thor wrote:And really often, if not always, a group of people will always beat a hermit in about everything. That's not unfair, that's just statistics.


Even darwoth "supposed Zerg hater" is now part of a group.
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Re: Civilian Artifice: One for All, All for One?

Postby jesi » Tue Jul 22, 2014 7:38 am

Thor wrote:And really often, if not always, a group of people will always beat a hermit in about everything. That's not unfair, that's just statistics.


My point is that not everyone playing is trying to "beat" anyone else. THis is not a race. It's a sandbox.

JC's comment strikes the right note. I just hope the implementation is consistent with it.
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