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Showing results for tags 'balance'.
Found 2 results
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(I failed to notice the recipe that lets you craft 1 cloth for 2 wool. Which amounts to 9 cotton/flax mix saved, oops. Please disregard the following haha) Currently, it takes approx sub 2 seconds to plant and harvest cotton/flax (without travel time). It can be done en masse, which means returns are nearly exponential. It takes about 3ish seconds to harvest a single wool from sheep. This doesn't account for actually going to the sheep and attempting to connect in order to line up the tool tip with the shears, which are needed to craft beforehand. Once that is all said and done, you only get a single wool from a sheep. It takes two cotton/flax/wool in order to spool a single yarn. Which means, inherently, you're putting in tons more effort into wool for significant, almost unbelievably poor gains in comparison to the plant options. I propose an increase in order to balance out this. A 1-10 wool/yarn would be a great starting point. Considering how many sheep you'll likely have, maybe a herd of 10ish, that means at the end of a days work, you'd end up with 100 yarn, or 33 cloth. Which is about what you'd get from a day planting and harvesting. Cost for time and effort would be balanced. Thoughts?
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Ship Health Points are way too low, and cannons need tweaking
Quimerse posted a question in Suggestions & Feedback
Ship hulls are pretty weak, i know, they are "relatively cheap" to build, but they can have pretty high amount of built stuff and cargo on them. The cannons do really high amount of damage on single blocks, but it lacks any kind of aoe, which should be tweaked a bit. A 1x1x1 plank block wall is more durable, than a wooden beam wall, even if the beams are actually more costy to build, and they are the same materials, etc. It needs 2 cannon shots to sink a ship, which is pretty fast, if you spot a ship on the horizon, you sink it as fast, that you can't even get close to each other. The seawaves also don't affect the aiming that much that it would make it risky to shoot from far away risking the extra wasted ammo. This removes any kind of tactics in naval combat, there are no boarding, no way to kill a crew, then overtake their ship, etc. You can't even siege a port properly, since ships are easily sniped down from a cannon tower before they can do anything. It would be more fun to have a high health ship body, and involve some kind of "skillplay"... aiming for cannons in closer range, to reduce its dps, or aim onboard crew to prepare an overtake, destroy masts to hinder movement, etc. Widening the time window by raising ship hull hp, would open up opportunity to have some "tactics" in the combat, rather than two shot sniping. Also, if i remember correctly, you can't destroy a ship's mast. Hindering the enemies movement for boarding would be a fun addition.