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In the A25 "era", with lots of radical changes to gameplay, features and significant improvements to concepts, one thing is mandatory.... a more clear and easy to follow gameplay. MD is deep enough to have lots of secrets and challenging tasks. Even if we try to document as much as possible and spoil every single thing, there are still lots of things to do and discover, even documentation and spoilers on their own would be considerably big and comprehensive. The new gameplay will also bring a more clear way of achieving stuff. Junior is helping me achieve this by writing very clear and beginner-proof tutorials. These tutorials will be helpful even for the most experience of you. If you already know this stuff, you might still enjoy these tutorials. The first tutorial of this kind is one for the Shmsh creature. It will take you step by step and show you in as fewer words as possible, all you have to do to obtain the creature. Please give us your feedback if you like this, or if you dont. Any suggestions or reactions are welcome. Enjoy reading! SHMSH Guide_PDF.pdf
I received this PM in-game and thought to reply it publicly because this interests all of you Right now it might seem very unfair what is going on, because you collected resources and now they became equally worthy like the tools of someone collecting them much more recently. It is true, but it would have been unfair to allow you to start with the enormous stockpiles too. I allow you to split stacks with wishpoints, its still better than nothing. Now the why this system is designed in such a way that it will actively influence grinding and turn it from a retard-repetitive action, into something that will make you think from time to time. When you gather enough resources, you could go on and collect more (pointless but possible, or not so pointless depending what you aim for, like byproducts for example). OR you could be a little bit smarter and go ahead and process those resources on one of the many ways that are now available or will shortly be through the use of fillable clickables. In this way, the gameplay accommodates grinding too but gives it a slight twist, making those that are more careful and strategic do better over those that are just repetitive and ignorant. Also, this is a representation of expiry term for some resources (true not for all). For example, you gather tree bark, but after you gather a lot, the old one will start to rot as you pile up new stacks over it. In reality, you never get 1+1+1=3 with hgih accuracy, you will get something more like 1+1+1=2.8 so to say. This is just a minor factor anyway but its supposed to make resources a concept that referrers to them in terms of "enough" or "not enough" and not as quantity. We need quantity count however because enough might be one value for one thing and an other for the other thing. Its a lot more interesting and strategic. Having things this way is unique , you can't find it in any game, yet if seen in terms of enough/not enough, it makes perfect sense. Getting byproducts only if you dont have them, allows for the careful players to gather more by passing them to an aid, and encourages cooperation. Also it puts the map in motion, people will have to migrate to different places to actually use tha gathered resources. This combines perfectly with the land loyalty system that gives points depending where you are, in other words, depending on where you perform your activity. Hope it helps understand this concept better and endure the sudden economic collapse easier