+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 25 of 50

Thread: Regrowing Vines/Rocks Ruining Natural Beauty

  1. #1

    Default Regrowing Vines/Rocks Ruining Natural Beauty

    I don't know when the vines and rocks started being able to grow back but I logged on after two days to my once pristine city now overrun with levonium and snagvine. Needless to say I was more than annoyed that after all my hard work, I was quickly returning to square one.

    I understand that this was implemented so that endgame players did not run out of resources to use if they want to build more buildings. This issue was something that I've pondered previously. However, I don't believe that this is the way to solve the problem.

    The whole purpose of RavenSkye is to be able to customize your own city the way you want to. Therefore, there shouldn't be a requirement to have an object occupying every singly block just to stop your city becoming re-infested.

    I have two suggestions:

    Number 1 - A Snagvine Forest
    This would work just like the levonium quarry and allow a small concentration of snagvine to grow there every day. This would allow a balance between cluttering and convenience of resources.

    Purification Stone / Anti-Vine and Rock Totem
    So I don't really know how this item would look but I think that something should be able to be placed that has an effect radius and any unoccupied block within this radius would not be able to grow snagvine or levonium on it. If it were a stone it would still blend in while allowing players to control where they do and don't want vine/rock deposits to spawn. I personally wouldn't mind a section of my farm devoted to growing said resources... but only in that one spot.

    What do you all think? Give me some responses with your own suggestions and we'll see if we can get some attention to this problem that I feel could ruin RavenSkye

  2. #2

    Default

    Quote Originally Posted by Ryan WallRun View Post
    I understand that this was implemented so that endgame players did not run out of resources to use if they want to build more buildings.
    Not just late-game, I'm afraid. You also need to chop down vines to get a variety of items that only appear once you need them. Snagvines must be able to re-grow somewhere, or else there must be a tectonic shift in how the game works (which would take quite a lot of effort I suspect).

    Quote Originally Posted by Ryan WallRun View Post
    The whole purpose of RavenSkye is to be able to customize your own city the way you want to. Therefore, there shouldn't be a requirement to have an object occupying every singly block just to stop your city becoming re-infested.
    They now have patches of turf for you, which may look enough like the "natural" grass of the city that it'll do for your purposes. Try it out.

    Having to beat back the encroaching vines was intended to be part of the feel of the game, as evidenced by a number of the story snippets you get as you increase in level and city rank.

    Quote Originally Posted by Ryan WallRun View Post
    Number 1 - A Snagvine Forest
    That's certainly something worth considering. It looks as if there will be expansions for the inside of the island and for upstairs, and there could be something like a dedicated snagvine patch in either or both of those areas once they're done.

    Quote Originally Posted by Ryan WallRun View Post
    Purification Stone / Anti-Vine and Rock Totem
    Active totems already prevent re-growth in their immediate vicinity. It's such a good idea that they already thought of it! I think that the effect could use some widening, though. It doesn't seem to go out as far as the monster-walloping effect, as I recall.

  3. #3
    Super Moderator Cordelia's Avatar
    Join Date
    Jan 2011
    Location
    Toronto, Ontario, Canada
    Posts
    9,948

    Default

    The purpose of Ravenskye is to balance the city with the growth so that you can continue to gather the resources you need; not to show up and pave the island.

    They have already said they are going to add a forest area like the quarry. And that the totems not blocking regrowth within their circles is an error which will be fixed.
    There are only 10 types of people in the world: those who understand binary, and those who don't.

  4. #4

    Default Re:itcamefromthedeep

    Quote Originally Posted by itcamefromthedeep View Post
    Not just late-game, I'm afraid. You also need to chop down vines to get a variety of items that only appear once you need them. Snagvines must be able to re-grow somewhere, or else there must be a tectonic shift in how the game works (which would take quite a lot of effort I suspect).

    They now have patches of turf for you, which may look enough like the "natural" grass of the city that it'll do for your purposes. Try it out.
    Been there. Done That. Make a 5x5 square of grass patches and then compare it to the original ground. You'll notice that the original ground is interesting and has many different features that break up the monotony. In comparison, the grass patches are the same thing the entire time. They don't tile well because you can see the edges which make an ugly grid and they don't smoothly connect to the edges of the island like the ground does.

    Quote Originally Posted by itcamefromthedeep View Post
    Having to beat back the encroaching vines was intended to be part of the feel of the game, as evidenced by a number of the story snippets you get as you increase in level and city rank.
    I believe that my opinion that more satisfaction is found in beating back the vines and stones without fear of them coming back than having to constantly go over previously cleared areas. The story line suggests that the previous inhabitants were greedy and the current inhabitants are not (bar the hawk pirate who's changed his ways). Even so, I'm fairly sure that reaching the end of the current story line does not yield a cure to the curse and therefore an end to the regrowth.

    Quote Originally Posted by itcamefromthedeep View Post
    That's certainly something worth considering. It looks as if there will be expansions for the inside of the island and for upstairs, and there could be something like a dedicated snagvine patch in either or both of those areas once they're done.
    Why wait for an entire realm expansion when they could just place a snagvine forest on the mainland now and possibly move it later. If people are having issues with harvesting snagvines at the current time, then I agree that the problem must be addressed, just not in the way it has been.

    Quote Originally Posted by itcamefromthedeep View Post
    Active totems already prevent re-growth in their immediate vicinity. It's such a good idea that they already thought of it! I think that the effect could use some widening, though. It doesn't seem to go out as far as the monster-walloping effect, as I recall.
    Even if the totems did what they're supposed to, they sacrifice their range of effect to be able to perform two different actions. I'm talking about a new set of items devoted solely to preventing the spawning of vines and rocks without the ability to destroy enemies. A wider radius for a single purpose would prevent the cluttering that would occur if I were to cover my island in totems.

    I have also seen in previous posts that people have suggested covering your island in the 'range of grounding,tree,building etc.'. However I reiterate that the tiling does not look flattering in comparison to the natural ground so this isn't really a good option.

    Thank you for the feedback

  5. #5

    Default

    Quote Originally Posted by Cordelia View Post
    The purpose of Ravenskye is to balance the city with the growth so that you can continue to gather the resources you need; not to show up and pave the island.
    What balance is there in having masses of roots pop up over night and ruin your hard work?

    Quote Originally Posted by Cordelia View Post
    They have already said they are going to add a forest area like the quarry. And that the totems not blocking regrowth within their circles is an error which will be fixed.
    Maybe they should have fixed that before they made the invading materials grow so profusely.

  6. #6

    Default Thanks

    Thank you both for the feedback. I was expecting this post to be ignored and for it to fall back into obscurity.

    Anyone else got any thoughts on the matter?

  7. #7
    Super Moderator Cordelia's Avatar
    Join Date
    Jan 2011
    Location
    Toronto, Ontario, Canada
    Posts
    9,948

    Default

    Quote Originally Posted by Ryan WallRun View Post
    What balance is there in having masses of roots pop up over night and ruin your hard work?


    Maybe they should have fixed that before they made the invading materials grow so profusely.
    Why is regrowth "ugly", there's no roots in this game just many kinds of vines and rocks. Why do you have to get rid of everything that grows that is random? You hate the grass patches because they aren't varied, so why would you want nothing but crafted trees that don't benefit you?

    What challenge is there in everyone having a set quarry and a set forest, and no strategy at all. Moving pretend buildings and decorations around to make a pretty picture isn't a very interesting game.

    Regrowth isn't some new feature of the game, this is the way the game was always intended to function. Regrowth is one of the only parts of the game that was consistent from the first day of testing to the day the game launched. It doesn't ruin your hard work, it allow you to continue playing the game. Sure you can use your neighbours vines and rocks, but only if they do not pave their cities.
    Yes, some players have asked for less regrowth but the number of people asking for more and faster regrowth is higher.

    I live in a city, a huge one, and it is absolutely chock full of trees. And yes it's somewhat annoying when they sprout up in the crack between your house and the fence but I would still rather have trees, than a land of plastic and concrete.
    There are only 10 types of people in the world: those who understand binary, and those who don't.

  8. #8

    Default

    Quote Originally Posted by Cordelia View Post
    Why is regrowth "ugly", there's no roots in this game just many kinds of vines and rocks. Why do you have to get rid of everything that grows that is random? You hate the grass patches because they aren't varied, so why would you want nothing but crafted trees that don't benefit you?

    What challenge is there in everyone having a set quarry and a set forest, and no strategy at all. Moving pretend buildings and decorations around to make a pretty picture isn't a very interesting game.

    Regrowth isn't some new feature of the game, this is the way the game was always intended to function. Regrowth is one of the only parts of the game that was consistent from the first day of testing to the day the game launched. It doesn't ruin your hard work, it allow you to continue playing the game. Sure you can use your neighbours vines and rocks, but only if they do not pave their cities.
    Yes, some players have asked for less regrowth but the number of people asking for more and faster regrowth is higher.

    I live in a city, a huge one, and it is absolutely chock full of trees. And yes it's somewhat annoying when they sprout up in the crack between your house and the fence but I would still rather have trees, than a land of plastic and concrete.
    Regrowth is ugly because it doesn't fit with the style of city you're trying to build. As I've previously said, the ground work tiles badly around the edges and defeats the purpose of balancing colonization with nature. Furthermore, the whole game is centered around the vines and rocks being a pest so I don't see why there shouldn't be a way for their uncontrolled re spawning to be stopped. I don't want crafted trees, I just want to be able to see the normal ground without it soon being covered once more in vines and stone.

    Your second point is simply invalid. There's no less strategy in gaining access to a forest and utilizing its resources than chopping the odd spawning root or stone here and there. I'm not even asking for a complete halt to re spawning. If you bothered to actually read my original post, I suggested an object that can only prevent root/vine spawn with an increased radius to the totems that would allow the controlled spawning of the aforementioned pests. This would give the player control over how much or how little is spawned to suit their requirements.

    I understand that regrowth has always been intended, I just think its execution wasn't as good as it could be. It takes away the freedom of choice in the game. Instead of being a 'have as much or as little vine/rock as you want' situation as I've suggested, it's a 'pave or be overrun' situation. It's funny that you'd raise the point of neighbors paving their land because that's exactly what they've done. They are in the same opinion as myself. Whether or not we are the minority, it is the job of the game designers to attempt to satisfy as many demographics as possible. With the control of spawning that I've suggested, I feel both parties would be satisfied.

    I'm not asking for a land of plastic and concrete; quite the opposite in fact. I'm asking for a land of balance between industry and nature. If you enjoy having vines and rocks spawn in your city, you would just be able to not buy the repelling objects. Others who don't want them can just buy the objects and be done with it. Bam, both parties satisfied.

  9. #9
    Carrot Specialist! Tove G Christensen's Avatar
    Join Date
    Jun 2011
    Location
    Augustenborg, Denmark, Denmark
    Posts
    83

    Default

    With all respect for those who want less grow, and for those who what more.
    I do understand both side.

    Those who want less, must be the one that don't play so often, i just can imaging how confuzzle it must be to see your city now looks like a jungle, and you have to use all you energy to get rite of it again. But you have always had the oppotunity to put some decor or buildings up where you dont want any regrowth.
    That's the way Ravenwood fair works, this is the way Ravenskye City works. Nothing new!!
    I remember way back when i first start playing these games, how confuzzle i was, looking at the jungle to clean up. But that was just untill i found MY way of playing these games. There are so many ways you can play this, you just have to find your own style!

    For those who want's more, must be ppl playing alot.
    Snot like me, I hardly play ~Singing them innocent song~
    Ya, sometimes i could use more, some day less. NO one can blame anyone for playing their own style. Maybe we should take a deep breath and just like the game as it is, and how it is ment to be.

    It's still a game for free, so who are we to judge the dev's - it's their game, it's their ideas
    - we only can come up with some suggestions, some ideas.
    But trying to make it a different game ? NO WAY

    I just LOVE the hard work the dev's do, it is always refreshing to see how fast they come up with new quests.
    GO LOLAPPS GO LOLAPPS GO GO GO

  10. #10

    Default

    Quote Originally Posted by Mermaid34 View Post
    With all respect for those who want less grow, and for those who what more.
    I do understand both side.

    Those who want less, must be the one that don't play so often, i just can imaging how confuzzle it must be to see your city now looks like a jungle, and you have to use all you energy to get rite of it again. But you have always had the oppotunity to put some decor or buildings up where you dont want any regrowth.
    That's the way Ravenwood fair works, this is the way Ravenskye City works. Nothing new!!
    I remember way back when i first start playing these games, how confuzzle i was, looking at the jungle to clean up. But that was just untill i found MY way of playing these games. There are so many ways you can play this, you just have to find your own style!

    For those who want's more, must be ppl playing alot.
    Snot like me, I hardly play ~Singing them innocent song~
    Ya, sometimes i could use more, some day less. NO one can blame anyone for playing their own style. Maybe we should take a deep breath and just like the game as it is, and how it is ment to be.

    It's still a game for free, so who are we to judge the dev's - it's their game, it's their ideas
    - we only can come up with some suggestions, some ideas.
    But trying to make it a different game ? NO WAY

    I just LOVE the hard work the dev's do, it is always refreshing to see how fast they come up with new quests.
    GO LOLAPPS GO LOLAPPS GO GO GO
    I agree, this is why I'm trying to suggest an object that satisfies both parties' requirements. I play RavenSkye every day and I still have a problem with the vines and rocks because the amount that grows each time is quite significant. I don't think that forcing players to either pave their entire city or have it become covered in vines and rocks allows you to 'find your style'. On the contrary, it forces you to pick one of two extremes. I also understand that the game is free (although it can be a hassle to gather certain resources without paid credits) but that doesn't mean we should sit back and not give our opinions on where the game should be going. After all, the games are designed for the players and so wouldn't you think the players would be the best source of constructive criticism?

  11. #11
    Super Moderator Cordelia's Avatar
    Join Date
    Jan 2011
    Location
    Toronto, Ontario, Canada
    Posts
    9,948

    Default

    Quote Originally Posted by Ryan WallRun View Post
    Regrowth is ugly because it doesn't fit with the style of city you're trying to build. As I've previously said, the ground work tiles badly around the edges and defeats the purpose of balancing colonization with nature. Furthermore, the whole game is centered around the vines and rocks being a pest so I don't see why there shouldn't be a way for their uncontrolled re spawning to be stopped. I don't want crafted trees, I just want to be able to see the normal ground without it soon being covered once more in vines and stone.

    Your second point is simply invalid. There's no less strategy in gaining access to a forest and utilizing its resources than chopping the odd spawning root or stone here and there. I'm not even asking for a complete halt to re spawning. If you bothered to actually read my original post, I suggested an object that can only prevent root/vine spawn with an increased radius to the totems that would allow the controlled spawning of the aforementioned pests. This would give the player control over how much or how little is spawned to suit their requirements.

    I understand that regrowth has always been intended, I just think its execution wasn't as good as it could be. It takes away the freedom of choice in the game. Instead of being a 'have as much or as little vine/rock as you want' situation as I've suggested, it's a 'pave or be overrun' situation. It's funny that you'd raise the point of neighbors paving their land because that's exactly what they've done. They are in the same opinion as myself. Whether or not we are the minority, it is the job of the game designers to attempt to satisfy as many demographics as possible. With the control of spawning that I've suggested, I feel both parties would be satisfied.

    I'm not asking for a land of plastic and concrete; quite the opposite in fact. I'm asking for a land of balance between industry and nature. If you enjoy having vines and rocks spawn in your city, you would just be able to not buy the repelling objects. Others who don't want them can just buy the objects and be done with it. Bam, both parties satisfied.
    The totems are meant to block growth, so when they are fixed there will be yet another way to reduce the growth in your city. The ways available now are:
    *Using decorations and buildings to cover the areas you don't want trees in
    *Setting aside 30% of your area for a forest, since you will receive no growth if 30% of your city is covered in vines/rocks

    The growth here is designed to blend in with the look of the city unlike the ugly roots in Ravenwood which are there to annoy.

    I have read your post, more than once. And yes there is LESS strategy if everyone is forced to use the same small forest area and the same small quarry area; or if there's just a way to block growth a quarter or a half the island at a time.

    The big totems have a 4-5 square radius, and the smaller ones have a two square radius. It is possible that they will add ones with a larger radius but I don't think they'd exceed 6 squares. Even at a radius of 4 that means the 4 totems in the game that you need to leave around because they give you quests will prevent growth in 288 squares, plus the 16 squares they physically occupy. That's taking away a fair chunk of choice in regrowth right there, any bigger and anyone who wants growth to be able to get the seeds, supplies, wood, and stone they need without depending on neighbours would have to jam them in a corner or leave them uncharged all the time except when checking to see if they have quests.
    There are only 10 types of people in the world: those who understand binary, and those who don't.

  12. #12

    Default

    Quote Originally Posted by Cordelia View Post
    The totems are meant to block growth, so when they are fixed there will be yet another way to reduce the growth in your city. The ways available now are:
    *Using decorations and buildings to cover the areas you don't want trees in
    *Setting aside 30% of your area for a forest, since you will receive no growth if 30% of your city is covered in vines/rocks

    The growth here is designed to blend in with the look of the city unlike the ugly roots in Ravenwood which are there to annoy.

    I have read your post, more than once. And yes there is LESS strategy if everyone is forced to use the same small forest area and the same small quarry area; or if there's just a way to block growth a quarter or a half the island at a time.

    The big totems have a 4-5 square radius, and the smaller ones have a two square radius. It is possible that they will add ones with a larger radius but I don't think they'd exceed 6 squares. Even at a radius of 4 that means the 4 totems in the game that you need to leave around because they give you quests will prevent growth in 288 squares, plus the 16 squares they physically occupy. That's taking away a fair chunk of choice in regrowth right there, any bigger and anyone who wants growth to be able to get the seeds, supplies, wood, and stone they need without depending on neighbours would have to jam them in a corner or leave them uncharged all the time except when checking to see if they have quests.
    The big totems may protect 288 squares but that's still a far cry from the amount that makes up the entire map. If you were to supplement the remaining squares with smaller totems, as I said it would look overly cluttered; these points don't even take into account the energy requirements to keep all the totems charged. As I've said, an object (possibly very expensive and therefore requiring some grinding) were to be capable of repelling pest re spawning at an increased radius, more control would be given to the player.

    30% of forested area is 30% wasted. Why would anyone want to not utilize the space they're given.

    The growth might be designed to blend with the look of the city but a lot of it doesn't and instead comes off as being annoying: exactly like the roots in Ravenwood.

    Allowing the player to choose between a forest of snagvine and chasing stray roots is allowing the choice that most people want in a sim style game: this is the exact point I've been trying to get across the entire time. Many people like the levonium quarry so I don't see why they'd suddenly be completely against a snagvine forest.

    Your final point about the lack of space is also invalid. I'm not going to go through and check the exact number of squares in the game but there is still a significant amount of squares available with the totems spread over the map.

  13. #13
    Gold Member
    Join Date
    Feb 2011
    Posts
    464

    Default

    Regrowth being ugly is an individual opinion - I love the vines and think they look far better than any of the trees and plants we can buy or craft. I had to chop most of my vines down to get seeds for crafting so I'm now waiting for them to grow back in areas I've set aside for them.

    I agree with Ryan WallRun about the turf tiles. The edges are visible when you put tiles together and, as far as I'm concerned, the ground looks like it's been covered with plain green squares rather than something resembling grass. They look awful next to the 'natural grass' areas too because the colours don't match.

  14. #14

    Default I agree

    Quote Originally Posted by Valerie J View Post
    Regrowth being ugly is an individual opinion - I love the vines and think they look far better than any of the trees and plants we can buy or craft. I had to chop most of my vines down to get seeds for crafting so I'm now waiting for them to grow back in areas I've set aside for them.

    I agree with Ryan WallRun about the turf tiles. The edges are visible when you put tiles together and, as far as I'm concerned, the ground looks like it's been covered with plain green squares rather than something resembling grass. They look awful next to the 'natural grass' areas too because the colours don't match.
    I guess you're right, I just personally don't like the look of most of the vines although there's a couple that look nice. But you understand where I'm coming from though right? Tiling just doesn't work as an aesthetically pleasing solution to controlling where the vines and rocks spawn.

  15. #15
    Gold Member
    Join Date
    Feb 2011
    Posts
    464

    Default

    Quote Originally Posted by Ryan WallRun View Post
    I guess you're right, I just personally don't like the look of most of the vines although there's a couple that look nice. But you understand where I'm coming from though right? Tiling just doesn't work as an aesthetically pleasing solution to controlling where the vines and rocks spawn.
    Wall to wall tiling with plants, buildings and crop plots is creating horrendous lag when I visit Muninn and high level neighbours who are still playing. I think it's the crafted plants and dozens of crops that are doing it because I didn't have lag until crafting was introduced.

  16. #16

    Default

    Quote Originally Posted by Valerie J View Post
    Wall to wall tiling with plants, buildings and crop plots is creating horrendous lag when I visit Muninn and high level neighbours who are still playing. I think it's the crafted plants and dozens of crops that are doing it because I didn't have lag until crafting was introduced.
    Great so now it's not even an aesthetics thing. It's actually lagging the game -______-

  17. #17
    Gold Member
    Join Date
    Feb 2011
    Posts
    464

    Default

    Quote Originally Posted by Ryan WallRun View Post
    Great so now it's not even an aesthetics thing. It's actually lagging the game -______-
    It's definitely lagging it for me. I'm using Chrome which I only installed a week ago and I make sure my flash cache is cleared at least once a day.

  18. #18

    Default

    Quote Originally Posted by Valerie J View Post
    It's definitely lagging it for me. I'm using Chrome which I only installed a week ago and I make sure my flash cache is cleared at least once a day.
    I just ran it through Chrome, IE and Firefox (my family has different tastes in internet browsers) and it's lagging at least a little bit in each of them. fml

  19. #19

    Default

    Quote Originally Posted by Ryan WallRun View Post
    30% of forested area is 30% wasted. Why would anyone want to not utilize the space they're given.
    That's a good question. Why wouldn't you want to fill that space with decorations, buildings and totems?

    If you want to fill the space, the vines won't come back.

    If you don't want to use the space just yet, then leave it for the plants to claim.

    ---

    I support good-looking grass tiles. Matching the tint and hue of the natural grass would be good, but I see the necessity of being able to figure out which squares have your grass and which are "natural". To that end, having the turf consist of some taller grass that waves a little in the breeze could do the trick.

  20. #20
    Master Ravenworlder
    Join Date
    Feb 2011
    Location
    Carney, Maryland, United States
    Posts
    116

    Default

    I never did understand the complaints in RWFair about tree regrowth, and I don't understand them here. They are just part of the game, if you want a city building game, there are plenty out there, where you don't have to cut down trees and vines to make room for your city. But in Ravenworld, the trees, rocks, and vines are part of the city, and drop valuable resources. I recall being so resource poor in the fair when building the wonders that I stored ALL games and buildings and regrew my trees not once, but many times, leveling the forest repeatedly for the valuable wood and other drops.

    As for Ravenskye, I particularly like the wild jungle feel of the overgrown ancient city, and so far, I've only cleared in an area for my small city, and a garden area that is just beginning. I have no desire to level the jungle just to tame it. (though I admit to cutting down vies and rocks for resources) And I don't particularly want some separate "tame" jungle either, I like that even in the areas I've cleared, there is still a bit of wildness. I am taking my time with the game, discovering as I go, and if vines and rocks grow back in a large area, well let them. As far as I'm concerned, my city plan looks rather crowded on purpose, if it is so spread out that it is being reclaimed, than I am not yet ready as far as resources go to lay claim to that area, and I should let "nature" take it back until I am able to handle a larger space.

  21. #21

    Default

    The vines and rocks are an important part of the game, I see cities that have been totally paved and I do not know how people can play the game. I get irritated by neighbours that continually ask for items they can get from chopping vines and often do not send them that item.
    The jungle is attractive, leave 30% wild and the rest will stay clear.
    Please don't change the growth of vines and rocks!!

  22. #22

    Default

    @itcamefromthedeep
    Yes I want to fill it with decorations. But I don't want to cover every inch of it in decorations. That said I don't want to have gaps where a random vine will shoot up.

    @Talks2Cat
    Suggested objects allow both pro-regrowth and anti-regrowth parties to be satisfied. You don't need a tame jungle because you just wouldn't have to buy the objects. You can take as much time as you want but I have a plan for my city and I want to achieve it as soon as possible without paving everything.

    @Kerry Cartwright
    Yes the vines and rocks are important. I don't know how people can completely pave a city either. I don't ask others for those items because I understand it's annoying. However, just like my opinion that the jungle has a lot of ugly plants, it's your opinion that it's attractive and many people don't share your views. As I said in a previous post, 30% left to jungle is 30% wasted. Since my first post I haven't really said anything about halting the process all together, I'm simply offering a compromise.

    Can't all three of you see that with objects blocking the spawning, I can have my clean city and you can have your wild one? I'm not asking for a halt to spawning anymore, I've offered a suggestion to solve the problem for both parties and yet nobody can focus on that because they'd rather just complain about my initial (and yes in hindsight silly) idea of a single compulsory forest. Making everyone choose is not what I'm aiming for, in fact it's what I'm trying to stop.

  23. #23
    Super Moderator Cordelia's Avatar
    Join Date
    Jan 2011
    Location
    Toronto, Ontario, Canada
    Posts
    9,948

    Default

    Quote Originally Posted by Ryan WallRun View Post
    @itcamefromthedeep
    Yes I want to fill it with decorations. But I don't want to cover every inch of it in decorations. That said I don't want to have gaps where a random vine will shoot up.

    @Talks2Cat
    Suggested objects allow both pro-regrowth and anti-regrowth parties to be satisfied. You don't need a tame jungle because you just wouldn't have to buy the objects. You can take as much time as you want but I have a plan for my city and I want to achieve it as soon as possible without paving everything.

    @Kerry Cartwright
    Yes the vines and rocks are important. I don't know how people can completely pave a city either. I don't ask others for those items because I understand it's annoying. However, just like my opinion that the jungle has a lot of ugly plants, it's your opinion that it's attractive and many people don't share your views. As I said in a previous post, 30% left to jungle is 30% wasted. Since my first post I haven't really said anything about halting the process all together, I'm simply offering a compromise.

    Can't all three of you see that with objects blocking the spawning, I can have my clean city and you can have your wild one? I'm not asking for a halt to spawning anymore, I've offered a suggestion to solve the problem for both parties and yet nobody can focus on that because they'd rather just complain about my initial (and yes in hindsight silly) idea of a single compulsory forest. Making everyone choose is not what I'm aiming for, in fact it's what I'm trying to stop.

    The totems block regrowth, they are just temporarily not working. LOLapps is terribly sorry for the inconvenience caused by them not working; they will fix this error just as soon as they possibly can however bugs that completely prevent people from playing are going to have priority.
    There are only 10 types of people in the world: those who understand binary, and those who don't.

  24. #24
    Legendary Ravenworlder
    Join Date
    Jan 2011
    Location
    Fort Lauderdale, Florida, United States
    Posts
    197

    Default

    I love the grass tiles - but I'm not using them enmasse, just around my garden area and around some of my buildings (because it's a pain in the neck to try to get rid of rocks/vines growing right behind a building. ) The only problem I have with the regrowth is that I'm running out of rocks to chop. I've left about 25% of my island vined because I LIKE the wilderness effect and dug out the rocks I could see, but there's hardly any rock regrowth in comparison to the vines. Right now I have to collect 30 wood/30 rocks. The wood isn't a problem, but I'm going to be hard put to round up enough rocks without hitting my quarry or the little section of rocks I carefully preserved for my neighbours.

  25. #25

    Default

    Quote Originally Posted by Cordelia View Post
    The totems block regrowth, they are just temporarily not working. LOLapps is terribly sorry for the inconvenience caused by them not working; they will fix this error just as soon as they possibly can however bugs that completely prevent people from playing are going to have priority.
    I've already stated that in my opinion the radius of the totems is not significant even if they were to work and I offered a compromise that would allow for high radii of effect. I know some probably don't share my opinion but there are most likely a lot that do.

    I wasn't saying that this is something that needs to be rectified straight away (of course I'd like it to be rectified as soon as possible but I don't make that game), I was simply offering more of a suggestion than previous 'OMG VINE REGROWTH SUXXX :'(' threads have. I fully understand and respect the fact that game breaking bugs are more important than a nuisance shared by a minority, I'm just posing an opinion that could assist in pleasing an entirely missed demographic and defending said opinion.

+ Reply to Thread

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts