Hi,
I have looked around for information on this and couldn't find it, maybe just missed it, still, wanted to ask how hunting score and accumulated learning points, are calculated in factions. I am guessing hunting is each enemy we kill has a value, could "skinning" said animals also count or just killing them, then accumulated learning points is what I am struggling to figure out, thought could be learning points unused, then thought could be learning points unused after we completed all techs or total learning points earned and none appear to be correct so am wondering if can get some information on this,
Thanks.
I have looked around for information on this and couldn't find it, maybe just missed it, still, wanted to ask how hunting score and accumulated learning points, are calculated in factions. I am guessing hunting is each enemy we kill has a value, could "skinning" said animals also count or just killing them, then accumulated learning points is what I am struggling to figure out, thought could be learning points unused, then thought could be learning points unused after we completed all techs or total learning points earned and none appear to be correct so am wondering if can get some information on this,
Thanks.
, but wondering, now that am having to gather fiber by hand, witch is slow, alternative with industrial chemicals is also slow, in my opinion, so never thought it replaced leaves, so wanted to ask, why was it was remove and if could be a returned
of the leave item, with possibility it had to be turned into large amounts of fiber. I ask this since first time around, or was it second, anyway a while ago, since am hoarder, ended with a crate load of leaves and when finally
found out could turn them into fiber, had so much fiber, from leaves, that lasted for the rest of time played, witch was nice 
, though could be valid change to current queen and tyrant events, what if there was no de spawn timer
, if those two and future "boss" fight events, would spawn on a three hour timer but stay active until boss is killed, then start timer and so on, this could fix issues of spawns when number of players online is very low and not "force" players to rush to beat time limit, even if timer is long, if players come online late can happen. I can see it being harder to guess next spawn, but a system to hint, like kingdom game, where once destroyed enemy spawn gate slowly rebuild to have visual hint of progress until next spawn or maybe as simple as a timer visible to all online or could be some sort of astronomy hint, like moon phases or daylight light variation with possibility of a "hard" mode once in a long while or when boss stays alive for too long or during something like red moon, it would enraged
. I know this might be intentional, to avoid abuse, however, if so couldn't it reset every time players moved out of event area, so that players didn't build up damage by running in and out or maybe have some block mechanic to once started players either killed or were killed to open up area again. I did make note
, having trading station spam on map, even early on after server reset, starts to condition using map. If possible to add a layer option to map to turn showing trading stations on and off
.
, not that I don't understand some of it, just think it is rude and annoying since some players probably don't, some of the "spam" goes on for hours and in European servers can have a few different languages being used same time in one channel. I understand it would probably not "force" players to use other channels, however, could be a way to mitigate issue. If multiple channels is complicated, due to number of potential languages and the "ego" issue with picking some over others, even if order is kind of set in store in my opinion
, that way we would find out what action is raising each new skill and not have to guess or more likely look it up on wiki page
, thanks.
even if understandable