MagicManICT wrote:Have to address a few things here:
Yeah, crafting here is pretty much identical to HnH. The difference is in getting the materials, and, as I think it was Coles that pointed it out, the constant quality grind encouraging you to rebuild nearly everything. To note, I do like the garden pots cutting down the need to forage as much. I'd like to see more things like this. Otherwise, some of the industries are just entirely too slow for the amount of materials produced.
While, in theory, quality isn't capped in HnH, it becomes so slow and the gains so marginal, you could say the cap was around 250. I'm not sure if anyone has ever hit this number on anything, anyway.
Yes few people had 250+ q

As for purity vs quality, having 100% purity of crops for farmer is boring, because you can only make more farms and produce more food, but then you will just burn out.
On other hand now large and small factions are more equal when they both reach 100% purity in HnH small factions never got chance to have same quality crops like large. And factions that wanted to be number one in crops quality were botting as hell to keep it grow! in Salem you need to focus in purity for some amount of time.
Both purity and quality got pros and cons :/
I think purity in crops should be capped by character profs and should be much slower that it is now, seen someone had 100% cereal in 2-3 weeks on roanoke!
Imho purity jumps shouldn't be random!!! It should be slow progress and more s&c you have faster it goes and different crops types should have different speeds.
Like when you get 100s&c you get 50% purity cap for all crops and progress:
cereal +0.5% per harvest
cabbage and pumpkin +0.3%
corn +0.4%
cotton 0.6%
Same with gardening higher profs higher bonus and higher cap.
Same with food, we should have cap for our cooks, so even if you have 100% purity materials noob character won't make 100% food from it.
Baking should require different set of profs, same for salads, meats etc etc different, of course base prof should be pots&pans, but then for each food-group-in-menu should be one more prof to slow production of high purity food. Like to make better food with meat you need high pot&pans and hunter&gathering, for baking food p&p and sugar&spice, for salads p&p and s&c. It should give purpose in character development to many people around here.
MagicManICT wrote:I'm going to (shock!) agree with Darworth here. Loved the addition of the mining system in w4 of HnH. I had some defense designs I just never got around to creating and would have loved to seen how they worked out.
Yeah I am whining about mining since for months

If I would ever be miner I want to MINE not turn-on-zombi-mode and walk!!!
MagicManICT wrote:I could be wrong, but I'm of the belief that purities got out of hand during earlier testing. Without a world reset, there's really not much to be done at this point, and I don't think this one thing is worth the huge headache of a world restart, especially now that many people have invested actual cash into the game and would create a headache with making sure they had proper funds/items returned to them.
Also, I'm of the opinion that 90%+ should be highly improbable for anyone to reach. 100% should be near impossible. In theory, one could find a 100% pure mine and it'll produce the same thing forever. In reality, there should be some sort of refining process to get this number up similar to the way you could randomly get steel at a higher quality by constantly reworking the wrought iron.
I would love to have wipe for all servers, but in month or two, not right now.
I like your idea of reworking iron, this is really needed here and again I would add that it should depend on profs.
Right now every noob can buy 30% rod and walk around after that he will break iron prices selling good purity lockets cheaper than other people who started from 0%.