Terms of Service Changes
Posted by Mat on 6 Jul 2016, 12:37 am
We have altered our Terms of Service to clarify and address two points of concern raised to our support channels by players.
1) The Terms no longer forbid "exposed female nipples" and "exposed female breasts," but instead all exposed nipples and all exposed breasts.
2) Players hold the copyright to their user-submitted content (such as forum posts), and provide Furvilla with an industry-standard license to use that content to display it to other Furvilla players.
3) Furvilla owns the copyright to its bases, as well as all derivative works of them. However, players retain the copyright to their characters and designs.
Thank you for your feedback and we hope these changes address the concerns.
Riverweasel Oof, yes. Seconded! If we can't have a buyback button, maybe we can have a confirmation pop-up, at least. No idea if there's any sort of confirmation pop-up when you abandon a pet, either, but I would definitely recommend that one be put in place!
Zanibar
There's a reason as to why they have skill levels for different classes (new, basic, intermediate, artisan) and it's because you generally only get the mats necessary for the more advanced job off of what a crafter (anyone who uses the explorer's raw materials) can make. My doctor needs plants to make his potions, but explorers only find seeds. Therefore, you need a middle man, in this case an herbalist, who can plant those seeds and harvest them as plants.
Going from explorer (0 star skill level) to tailor (3 star skill level) was an unwise move on your part. Not much of that blame falls on them in this case.
The new minimum durability/potency options in the stall search are brilliant! Thank you! C:
Now that I'm seeing the new comments, it reminded me of something I would like added.
An "undo" button or "buyback" button for those times when I meant to sell just 10 icehands, but wound up selling all 50 or so of them. For now, with stall sales being almost identical to their merchant value, it's not a big issue, but once the economy balances out, that's going to become a much more painful mis-click.
So I've hit a roadblock. After getting a good deal of fc from exploring I decided to make a crafter/tailor. Turns out the materials I need (skycoins) don't appear to be gatherable by exploring. The ones in user stalls are absurdly expensive. I think it's a warrior drop, but the first monster I came across killed me in two hits. I'm frankly getting frustrated at only being limited to hitting a 'explore' button constantly because the resources for anything else are too expensive or don't drop for explorers.
The wow factor is wearing off fast.
Is it just me or is it darn near impossible for a Blacksmith to do his job -3-
Great clarification changes. :)
I'm interested to know if we will ever be able to move our villagers to a new area? Maybe 1ce per x amount of time, or pay a fee to move to a new village? I would love to be part of the other villages. I didn't know my village choice would be permanent.
Another quick suggestion since I've seen others mention this as well: Could you please make the discard button a different color than the sell back button, and/or move the "abandon pet" button away from the "set pet as active" button? I'm concerned about mis-clicks. Thanks!
I find that the time that I've been playing that my villagers are 99% of the time sick.
And once I've cured a villager after about maybe an hour or two they get sick again.
Maybe add that villagers that have been cured have a cool down period before they can get sick again?
I think 24 hours would be a bit too long. Mostly because you'd only need to cure villagers once per a day.
Maybe 6 to 12 hours cool down would be somewhat more reasonable? Or even an 4 hours cool down period would be great!
Plus I have villagers whom get sick with one illness then obtain another. Causing my efforts in making medicine to cure the first sickness a little bit worthless for that villager. Though it is an interesting system to change one illness for another.