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New feature: Trade Affinity

Posted: Sat Jun 11, 2016 2:34 pm
by kollex
Due to natural Affinity every class now will become more or less efficient with different trades: mining, tree felling, fishing, building, crafting and siege mastery.
For each class 2 trades will become more natural and easy, 2 will become more difficult and taxing, 2 will remain the same.


UPDATE:
Active since 10:13 FT time 12.06
Corrected class / trade affinity table *
SS 2016-06-12 21 07 00.jpg
SS 2016-06-12 21 07 00.jpg (70.33 KiB) Viewed 14057 times
* Higher numbers mean the class is better at a trade, lower- worse, 1 = default value

Re: Upcoming changes: Trade Affinity

Posted: Sat Jun 11, 2016 5:01 pm
by blitzcraig
very nice update :)
question: does this affect how quickly a character gains the level, or how well they perform at any given level?

Re: Upcoming changes: Trade Affinity

Posted: Sat Jun 11, 2016 5:13 pm
by kollex
blitzcraig wrote:very nice update :)
question: does this affect how quickly a character gains the level, or how well they perform at any given level?
both, I guess. For mining/tree-felling/fishing/building and siege mastery it affects how often an action is performed. So, you get more product of your trade for same time spent. But each action also increases your experience in the trade, so you level them up faster too.
Crafting is different though - you get increased bonus to your crafting, so I guess leveling it becomes slower, as you get XP when you fail crafting, not succeed.

Re: Upcoming changes: Trade Affinity

Posted: Sat Jun 11, 2016 5:50 pm
by blitzcraig
thank you for answering... very thorough reply as always ;)

Re: Upcoming changes: Trade Affinity

Posted: Sat Jun 11, 2016 9:53 pm
by terminator
I like this! Could i make a suggestion on improving selling of buildings+clan kicking system?thx

Re: Upcoming changes: Trade Affinity

Posted: Sat Jun 11, 2016 11:23 pm
by RyoHazuki
Please do.

Re: Upcoming changes: Trade Affinity

Posted: Sun Jun 12, 2016 10:11 am
by Cleopatra
Sounds very interesting though I think a dwarf should be better at chopping trees. I mean an axe should be natural for a dwarf

Re: Upcoming changes: Trade Affinity

Posted: Sun Jun 12, 2016 11:49 am
by compbatant
Cleopatra wrote:Sounds very interesting though I think a dwarf should be better at chopping trees. I mean an axe should be natural for a dwarf
You are right. Increased chopping to 1.25, decreased fishing to 0.5 and crafting to 1.0

Re: Upcoming changes: Trade Affinity

Posted: Sun Jun 12, 2016 12:27 pm
by Crescent Q
;) I was just about to lvl to 7 Craft, but with 9% Gain great but lvling Craft is Super Slow now lol....I like update but wasn't ready for a big decrease in XP to take effect against Class lol.
Miss my Failure Gains, now too low to gain xp from failing. Fail to Succeed lol to lvl

Perhaps Archer Bonus in Craft without taking XP away from them and all other Classes too, only for the Craft Skill Trade.

Q 8-)
Mining going down lol by my buddies natural ability being faster regardless my lvl lol...

Interesting Building, Natural Nearly

Re: Upcoming changes: Trade Affinity

Posted: Sun Jun 12, 2016 12:34 pm
by kollex
Cleopatra wrote:Sounds very interesting though I think a dwarf should be better at chopping trees. I mean an axe should be natural for a dwarf
I disagree: a war axe differs from a chopping axe. /lore/: Dwarves live inside the mountains, where no trees grow, they are best at mining.
supposedly they are also legendary crafters. Basically, they should be good at many such trades, but we had to sacrifice something to give bonuses to other trades.