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Show new changes starting from 23:10, 26 July 2026
 
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26 July 2026

N    20:20  Designing Skill System 2 changes history +758 [Admin (2×)]
     
20:20 (cur | prev) 0 Admin talk contribs Tag: Visual edit
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20:13 (cur | prev) +758 Admin talk contribs (Created page with "= Core pillars = == Specialization == This whole modpack is about specialization, so rewarding it is of utmost importance. Specializing can happen inside of a profession too, for example one miner can focus on harvesting resources, while another can focus on crafting gear: this specialization should be rewarded by the skill system == Easy to catch up == If a new player joins some time after the server started, they shouldn't feel useless because they lack experience an...") Tag: Visual edit
N    20:12  Designing Progression diffhist +489 Admin talk contribs (Created page with "Progression has three components: * General technology knowledge * Individual players' skills * Infrastructure = Core pillars = == 3-10 players == Minimum of 3 players is required to fill each profession, 10 players is a sane limit for a medium company == 20-50 hours to achieve the end goal == Playtests show that iron tier is achievable in ~4-5 hours == Progression structure similar to vanilla == This means a similar resource ladder: wood, stone, copper, iron, diamo...") Tag: Visual edit
N    20:11  Designing Mining diffhist +1,653 Admin talk contribs (Created page with "Why is mining fun? * Excitement when discovering rare resources * Relaxation, no need to think * Micro decisions and resource management * Exploration * Long expeditions * Overall sense of progression I think there should be two types of mining: * Production, just breaking blocks in a sequence (similar to stripmining), yields basic resources * Exploration with constant decision making (do i have enough torches/durability, where should i go) (similar to caving), but no...") Tag: Visual edit
N    20:11  Designing Interactions diffhist +580 Admin talk contribs (Created page with "I distinguish between three types of cooperation: == Asynchronous cooperation == * Shops * Request boards * Shared storages * Maps * Infrastructure == Synchronous cooperation == * Cooperative expeditions == Strategic cooperation == * Determining long-term tasks and priorities = Core pillars = == A given profession should be self-sufficient in the short-term == == Handoffs == Benefits from other professions shouldn't be just passive bonuses, instead they should b...") Tag: Visual edit
N    20:08  Designing Farming diffhist +1,435 Admin talk contribs (Created page with "Why is farming fun? * Relaxing, seamless gameplay * Constant sense of progression * Structured, clear tasks * No predetermined route * Creating, decorating yourself * Watching your efforts = Core pillars = == No external forces == Players do not expect something to break anything in their farms while they are away == Clear goals and available actions == Maybe the exp/skill system can help with that == Mechanics integrated with decorating == This may be hard to execu...") Tag: Visual edit
N    20:08  Designing Combat diffhist +994 Admin talk contribs (Created page with "Why is combat fun? * Thinking about each action you take * Adapting to different mob behaviour * Weapon variety * Enemies that react to your actions (for example don't see you if you are crouching) * Making mistakes has a tangible cost = Core pillars = == Rewarding exploration == == Variety == Different situations should facilitate different approaches, both in gear and actions you take in combat (taking wrong gear should not guarantee death, however) == No harsh pu...") Tag: Visual edit