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TonyLiberatto

Future of Building in tfc2

55 posts in this topic

Will the main focus of TFC2 still be co-op?  An idea for advancement in tech could be that at least one player has to reach a certain level in each skill area.  Agriculture, prospecting, smithing, etc.   A single player could still do it, but it would encourage co-op play to advance faster.   Whatever the next incarnation is, I'm sure I'll enjoy it.  Even if it is vastly different than TFC1. 

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3 hours ago, WillOfStone said:

An idea for advancement in tech could be that at least one player has to reach a certain level in each skill area.  Agriculture, prospecting, smithing, etc.   A single player could still do it, but it would encourage co-op play to advance faster.   

Isn't TFC always aimed for that?

 

By the way, how is the building physics, Bioxx? Is there no more change from what you've demonstrated?

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^True, but I was thinking make it harder to level each skill. Right now it's pretty easy for a single player to level multiple skills.   To be called an expert in a skill should mean something more than that you planted a garden two years in a row. :)

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5 hours ago, WillOfStone said:

To be called an expert in a skill should mean something more than that you planted a garden two years in a row. :)

 

So... five years in a row, then? >.>

 

I do understand your point, that specialization would encourage co-op. But, as a SSP player, I would personally value that either if I can place that burden to some NPC that would do my homework, else I'd be a little irked. But! That's when the challenge comes in, right? Try mastering all skills in singleplayer! Well, now I want that as a goal, thanks to you.

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Coming back to the original discussion, that being how building will work, I want to make sure I understand the discussion so far.

There is a possibility that building will be far less typical in TFC2? And there is a possibility that breaking/placing blocks will be restricted in certain zones until that area has been pacified? Will that also affect dirt/gravel etc.? Meaning that there will be no crafting clay items in unfriendly areas?

If building is indeed restricted by such things as encumbrance, would it make sense to make digging holes/cutting rock take significantly longer than it does now? This would mean that players are far more likely to create structures out of wood and hay (just like our real ancestors) than out of stone, or just find a nice cosy cave to live in. It would make mining take longer of course, but that could be offset by making the ore easier to find/closer to the surface, that kind of thing.

I kind of like the idea of building something out of stone being a real achievement, cos hell, it is. I like the idea of having wheelbarrows (minecarts without rails) to move heavy items around. It would make for a great end-game activity. "I've conquered all the islands in this realm and crafted myself everything that I need. I will build a monument to my own glory out of stone. The finest marble, hauled from leagues away, laid together to form a grand dwelling." etc.

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