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Rule Clarifications and MOD Updates

Posted by Mat on 12 Jul 2016, 12:26 pm

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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

Write a comment 1760


    • Kijame Technically, it's adding injury to insult. :P


    • Quagthistle Well, thus far I haven't played with smithing for more than repairs since I only was in the warrior career for about two days and didn't have any reason to make weapons or armor from Oceandome. But I do believe you. Same with the others, though I think my issue is that while they may not be profitable at least most of them don't actively lose you money, except well. Doctors. But once my doctor finally, finally can 100% their medicines I'll be if not profitable at least self sufficient. Alchemist is...Well, it could be profitable. At least, the exclusive morphing potions. I've only seen them sold a good deal above the cost line so far.

      I agree though, explorer is by far the most profitable career. We could certainly use more besides it, especially considering you're limited to two and a half explorers, tops.


    • I think the biggest issue isn't the fact that the durability change happened (but that is terrible), it's that it happened with no communication. Any change that can cause loss if a player continues with established behavior should warrant a news post.


    • Why did you change the point loss on weapons?
      Now with every strike all the weapons my warrior is wearing loses a point. I find this really frustrating, as it means my blacksmith will have to fix my weapons even more often than before. :{


    • I'd argue the idea that things aren't very profitable by saying that the game is fairly new, but suffers from having a small pool of items. Nothing is really that valuable at the moment, save for maybe costumes, Furdollar items and some hard to get animals. The issue is that everyone is able to make everything themselves, and people on the site are slowly becoming more and more self-sustaining.
      I hope that the site doesn't stay static as far as the release of new items until the beta ends. I would like to see new stuff released on a regular basis to keep the economy fresh.


    • Mutiny It's adding insult to injury, eh? XD

      Quagthistle And the fact that so many people sell their medicines and shields and whatnot for even lower than what it costs them to make is not helping! D:


    • Mutiny Actually, I'd say that very little on FurVilla is ever profitable. Blacksmithing is nigh worthless (except for the best weapons, whch my town doesn't have access to directly) because what you make is worth far less than the materials used to make it. Tailoring, Alchemy, Carpentry, and Crafting are all too rescourse-expensive to ever make anything. Warriors cost more to arm than the drops they get are worth. Herbologists are on the fence, since their seeds only barely sell for as much as you could "Sell Back" their produce for. Doctors are a giant money sink, since the medicines are worthless, and cost so much to make per dose, meaning that most users likely just save them for personal use.

      The jobs that are profitable are very limited in their profits. Animal Husbandry has a VERY low percentage rate of success, but since it has no costs, it's profitable. Exploring is severely limited, but it is profitable.

      In short, any profits you make are largely eatten by Doctors and Warriors or saved up for bigger crafting projects, which makes playing feel kind of pointless. It's a pretty site, but they need to think about their reward structure. Player-based economies are difficult to control and can break games quite easily. (Puzzle Pirates, I'm looking at you right now.)


    • So I'm puzzled by the new paintie rules, and the email I sent has thus far gone unanswered. But looking at the rules, I understand that you can't put costume pieces on a normal skin... but the rules clearly state that you can put normal body parts on a costume skin. So I can't for the life of me understand why my friend's mythic costumed skin keeps being rejected for having normal body pieces when the new rules clearly state that this is acceptable. Can anyone help me with this? It says right under costumes:

      "Tip: If you’re designing a Paintie for a rare species or a costume, you are welcome to put “basic species” body parts onto it. Therefore, you’re allowed to put a fox tail onto a Manokit, but you couldn’t put a Manokit tail onto a fox. All the same, you could place a fox tail on a Sorcerer Wolf, but you could not put an Aquatic Wolf tail on a Sorcerer Wolf."

      So putting normal body parts on a costume is fine by this rule, right?



    • Xylichio Well I don't have two of my warriors in Dragonsmaw's Top 10 for naught! (Used to be 3 but I'm not the only one grinding XD) In addition to the 400 I'm keeping for the helmet, I also earned 300 to make one each of the costumes! It was super grindy but it really felt like an achievement to get them all.