Rule Clarifications and MOD Updates
Posted by Mat on 12 Jul 2016, 12:26 pm
We have been consolidating and reviewing a lot of feedback on various rules we have, and are happy to announce that all of the updated rules have been released.
1. The Terms of Service no longer forbids breasts, but instead focuses entirely on nipple exposure. Breasts are now allowed on Painties as well as artwork posted on Furvilla provided they follow the nipple rule. We feel this best represents a SFW environment while also not implying sexualization of people with that body shape.
2. The Terms of Service clarify our position on game asset trading with other browser games. The short answer is, we are fine with trading, however, we would like you to wait until the game is out of beta before doing so.
3. The Code of Conduct now indicates that CSS should not be used to cover or alter game stat information, including hiding or altering your or your villager's stats, or replacing your villager's image with CSS.
4. Our Forum Rules have now been updated to indicate that the phrase 'illegal drugs' refers to United States federal law, as there are discrepancies between the laws of different countries regarding what is an illegal drug, as well as individual states within the US.
5. Finally, after taking in all feedback with Painties and speaking with our Paintie moderators, we have completely revamped the Painties rule page in a way we hope clarifies everything regarding Paintie rules. We have been struggling with the inventive ways that players are creating some Painties, but unfortunately some are created in ways we did not intend for our bases to be used. We hope that this guide clarifies what we consider permissible for the use of our bases and helps clear confusion.
That now covers all the rules that have been changed thanks to your feedback. We also wanted to let you know that moderator applications are now closed. We received over a thousand applications and have hired our team. We do not yet have an ETA on releasing the forums as the moderators are occupied with ironing out issues with Painties. We will provide you an update when we have an idea of when the forums will be ready to re-release.
Last, here are a list of changes that have been implemented since Monday, the majority of them from suggestions e-mailed to us:
- grayed out Change Career button when idle
- destroy unwanted recipes from career page
- removed white gradient on long Private Messages
- Transfer Currency / Transfer Item on user page
- horizontal scrollbar appear in the message box when needed
- view all recipes/their reagents for reference: searching items in the museum now provides a list of reagents (for recipes), or a link to the recipe that crafts the item, or links to all recipes that use the item
- placed a button in the blacksmith career page that straight away takes you to repair requests
- Villagers page indicates which villagers are sick and with what
- item pages now include links to NPC shops if the item stocks there
- Paintie Removal button to strip a Paintie from a villager at the user's request
- the following items can now be used from the inventory on villagers who are not the active villager: medicines, pets, recipes, costumes, species potions, hp potions
I've noticed from my own experiences and from those of others venting on other sites that costumed villagers are judged FAR more harshly for base-matching and whatnot than default villagers, and I really don't think it's fair. If we spend a day and a ton of money grinding to get a costume to use its pose, shouldn't we have more freedom with the design, not the other way around? You're seemingly not even allowed to change a costumed villager's species at all, which means your OC better be one of the six that can wear costumes.
Thoughts?
Kitty XD Haha, IKR? The battle system could use some refinement that's for sure, given the sort of reward vs effort sort of thing.
I noticed my warriors getting a lot more diseases if they run from battle. It's somewhat hilarious- "You ran away, eh? Well now you're diseased. That's what you get for being a coward."
Battle system is too cruel
Mononoke I had no problem with it before, when I wasn't experiencing getting sick as much as I did today (6 times in an hour???) I do just buy them straight up, but having it happen so frequently and sometimes catching something only to have it overlapped by another disease at the same time? It feels a bit clumsy to me. But it may be that I just ran into a bad luck streak, but I can easily say that it was really frustrating considering past experiences with it wasn't so bad.
i don't personally feel the disease system needs any more toning down; medicines sell for dirt cheap now. so cheap that i find my doctor practically useless to me in terms of profit making. i'm better off saving my plants for brewing wickerbeast potions or selling them themselves and just buying the potions i need from user stalls since, well, time is money. 9 times out of 10 an 80% potent potion will do the trick and those go for ~400-800FC usually, with one stray costing ~1400FC, as far as dragon's maw manor goes. and that's on top of one free cure a day. i think it's fairly affordable... but that's just me.
mwalimu I have one as well, they grow quite a lot and I get a lot of excess. Because I have gotten sick over 6 times in the last hour, I am now investing in a doctor and will probably do the same. I'm just hoping they reconsider things a bit as 6 times in one hour is really a bit much in my opinion. I'm not sure if they were trying to make doctor's a more prominent choice by upping the RNG on diseases, but it's certainly not fun by any means :l
mwalimu - yeahh omg i totally feel you, exactly why i suggested what i did! :o
Riboo - I've got an herbalist growing all the common, uncommon, and rare seeds my explorer collects (and it took probably less than a day to get at least the commons and uncommons to 100%) and a Doctor who needed perhaps a week to get all five potions to 100%. I now keep two of every potion in my inventory and anytime I a villager gets sick I use one and make another. Always plenty of the plants in my inventory; in fact I'm up to over 100000 FC mostly from selling the surplus plants.
In Tigereye Peak it's Frosted Tokens that are such a rare drop, and the crafter career is next to useless because of it. For a crafter to make anything requires 100 Frosted Tokens and after a week of battling I've only got 25 (which is also about how many mammoth tusks I have and the reason I'm still using beginner swords), Granted, I haven't had my warrior out doing battle as much as I could, but if I did I'd be wearing out weapons and shields a lot more and as it is I'm just about breaking even on collecting steel as fast as I use it up making those repairs. I suspect the developers had figured I could fight a hundred battles as easily and at the same rate as I could do a hundred explores, whereas I can easily do ten times as many explores.
due to me seeing a lot of people complaining about the drop rate of, in my village, sand dollars to craft the outfits and helmets and such, i present a simple solution as i am in the same boat: 1) since it's not about the drop rate of sand dollars but instead the spawn rate of rare/super rare mobs which drop the sand dollars, 2) my warrior still gets common mobs that they can kill in one shot, so 3) there must either be, once your warrior hits an x number of won battles, an increase of the percentage of the rare/super rare mobs spawning or a complete outlaw of common mobs. Simple solution to everyone's worries and struggles! :)