Jos Elkink wrote:Repairs: that really is a difficult issue. I must admit that as a player, I'm also quite frustrated with it. But if we do too much to ease it, we make it pointless again, just like many other things we implemented. So I'm not really sure what to do to be honest. How to avoid that you can gather so much by just being patient - you should have staff to own a lot. That's fair enough, but the result is boring gameplay, which is bad. So I'm not sure.
repairs should be kept it's good to have them just, a little less than they are at current so they still prevent resource death but not so much they creat fun death

make people able to repair faster or reduce rot at least on iron and steel items, extreemly primitive things like bone tools should not be capable of repair they should rot away to nothing and the bone tools should keep thier current level of rot, stone hammers(with rot reduced) as well as any other stone tool should be unrepairable as well. but of course, only if we can repair faster and most rot reduced.

trust me
Jos Elkink wrote:Finding reliable staff: I think there are in-game solutions, like redundancy and tricks that you don't have to trust your staff much (e.g. pay them upon delivery of goods rather than up front), as well as starting your company in bigger towns. One thing that surprises me a lot in Cantr demographics is indeed the spread over large areas. Why does everyone want their own 10-person town to rule, instead of enjoying the benefits of large labour supply / lots of traffic / lots of trade that a big town can provide? You would expect that you can be far more powerful in a large, coastal town, than in yet another village in a forest ... So I totally agree with Marian there.
meh if someone worries about staff they have the option of storing thier good stuff out of everyone elses reach, or in more wealthy more advanced cultures, everyone owns certain things that you worry they may steal if lent out to them instead, in game issue entirely and like jos mentioned, incentive: pay after the job.
Jos Elkink wrote:40-day rule: I really want players to care about their characters. Long term players generally do, short term players less so. You see people, even those played for a long time, where the character experiences a slightly more difficult period in life, and they just give up. Or you arrest them for a crime, and instead of being sad or upset or whatever, they just stop playing. That's boring! If we were all good roleplayers, we didn't need the 40-day rule, but I think it helps.
the only reason the 40 day rule is such a problem is because it is so... indescriminate, yes it punishes those who have suicidal newspawns (which i might add i had no problem dealing with in game to begin with and gave guards something to do which helped keep the game more interesting), but the main problem is when legitimate players get penalised when something beyond thier control causes thier characters to die early, and it would be unreasonable to ask each and every case(as they are countless) to be examined induvidually, which is why i am on my knees *drops to his knees and plees* and desperatly beg for a reduction not elimination of this penalty 40 days is just...... brutal
Jos Elkink wrote:Animals that kill you: in my opinion an essential part of the game; sometimes it's just about survival. And although individuals can do little, groups certainly can fix it in this case.
animals killing you is absolutly a natural thing and totally an in game issue, and being killed by an animal i wouldn't complain about, just the 40 day penalty when one of my chars gets killed by them young is my complaint. i myself have had 2 chars manage to avoid death, one by sheer luck, one through great risk of abandoning his location. 2 points, 1 if you find a new location how did you get there? by ship or other vehicle? well then you know when project update times are by now do the prarie dog tactic, 2 if you were spawned in a settled location, in most cases there is a building material there which you could collect before or come back to collect if you find an unsettled animal filled location and swiftly pop up a shelter and therefore settle so animals are fine as is.
other things i've noticed posted, it isn't hard to do things on the old islands there are still tons of opportunities for newspawns and in a lot of areas, still a lot of freedoms like there have been for RL years. in fact, the older more develloped cultures should have more to offer newspawns in way of jobs and other various 'stuff' and easier to travel because of better roads(which i might add i see a lot of primitive roads still so there is still a lot of that to do anyways)
clicking a button and watching your project progress is more interesting than watching grass grow, trust me i've done both.
the occasional hermit may not be the most exciting thing but stumbling on the ruins of a hermit 100 years later makes for an archeological dig site
