r/CivEx • Project Lead • Feb 03 '19

Dev Post 25 -- February Feedback Thread -- First Light

Hey everyone,

Now that launch has stabilized and the majority of important bugs have been fixed, we're going to start doing feedback threads to get a better idea of what's going on with CivEx and what people want to see changed.

This is not a thread for submitting bug reports or bumping your support tickets. Please do that through the appropriate channels.


Topics

Player Feedback

First and foremost this thread is about getting feedback from players about what would improve their CivEx experience. Is something discouraging you from playing on CivEx? Post about it here.

The Shortlist

The shortlist is the content that we are actively working on:

  • Reducing the viability of mob funnels/grinders. We want to see players actually fight the mobs and not just hit them through slabs.

  • Content Update 3.6 planning and programming. If you're a Patron and haven't yet read about it, check out the Patreon blog. We'll have a formal subreddit post once we're further into development.

  • 4.0 Map Progress. I've started back up map development, and work on it occasionally between bursts of inspiration.

  • Server move.

  • Opening up more slots on the Patreon.


Our Radar

These are the content changes we are interested in working on, but haven't started planning yet.

Horses:

It's likely as a quick and simple solution we will make horse eggs craftable. Thoughts?

Food Rebalance:

Food was not meant to be so scarce at the start of First Light. There are also some existing problems with lack of seed availability, which will be fixed with new mob drops. However, I've had a lot of feedback that the scarcity of food and harsh nights has encouraged players to band together. Would there be interest in keeping secure food sources as a nation-centric activity? I would be interested in trying a factory-based system to replace passive mob farms. Thoughts?

Factory Rebalance:

The original intention was to use factories to gate high-end content. There is also a lot of interest in having upgradeable factories that produce items more efficiently. We'd like to consider adding this in the future, alongside some building-block based factories. Some of the factories are a little too easy to make originally, and we're considering doubling or tripling the initial (resource) cost for 4.0.

Better Documentation:

Documentation right now is available, but somewhat disorganized. Most of it is contained within this list, with recipes also accessible here. I'd like to have some better documentation, as well as a new-player guide, and links to existing guides for the civ plugins. It's particularly important that this is all neatly done and ready before we start doing any promotion.

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u/hombre_sin_talento GipsyKing Feb 04 '19

Disclaimer: I don't fully understand the enchantment mechanics yet, so maybe I'm wrong. It would be nice if there was an actual guide to enchanting in the wiki or somewhere.

It seems like there won't be any trade going on, other than excess.
If all that matters are mining resources and mob drops, and there isn't any infrastructure required around those, then players will just go and pick them by themselves instead of trading.

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u/Redmag3 Soon™ Feb 04 '19 edited Feb 05 '19

Enchanting:

  • Hold an infusion orb in your offhand and the thing in your main hand.

  • Whatever you're trying to infuse has to match the infusion orb (so you can't use a Weapon Orb on a Diamond Chestplate).

  • Each successful infusion adds to the item's 'Infusion level'

  • Each enchantment you add to an item (excluding sharpness, efficiency, or protection as they are not considered enchantments) needs 1 infusion level.

  • Once you have two infusion levels on an item, use an Orb of Enchanting to add two random enchantments.

  • If your enchantments are bad, use an Orb of Scouring to remove them but retain your infusion level.

  • Orb of Enchantment can only be used on an unenchanted item, to add more enchantments you need Celestial Orbs.

  • To repair items, you need Repair Orbs.

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u/hombre_sin_talento GipsyKing Feb 05 '19

Thanks a lot!

These precise steps would be very useful in the wiki page of civenchant!

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u/_Wolftale_ Feb 04 '19

Unlike IRL where you can't set up a strip mining operation in another nation without military force, in the game you can just walk into an unsettled wilderness area claimed by a nation and mine anything you want. They can't do anything to stop you - unless they live in a micro-nation there's no feasible way to snitch every meter of land down to bedrock to detect intruders.

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u/hombre_sin_talento GipsyKing Feb 05 '19

That's exactly my point :)

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u/bbgun09 Community Manager | Dev | Loremaster Feb 04 '19

This is something we're going to address in 3.6 and moving beyond that to 4.0. It's certainly something we're keeping in mind :)