User blog comment:Scarfacial/Propositions; Ingame and for the wiki/@comment-5553193-20121007193328

I think you should keep the Happiness stat if you can get it working, I mean I love the fact that as long as you can keep it up you can soar through levels and if your acting dumb well you suffer. I think that with the Happiness stat in play it'll really put an emphasis on the player to player interaction past that of tribes. I think what would be really cool but I'm sure may be annoying for you script wise would be the addtion of rotting and seasons. Like for rotting, I think it takes away from the survival aspect if everyone can just go out, store massive amounts of food whether stolen or grown and just keep it there forever so long as the player who made it doesn't leave. So I think that if food slowly rotted over time it would put more pressure on large tribes causing more of the players to work together to keep their food stores up, plus Merchants would now be more desirable since maybe you have some really lazy tribes who would much rather gather like hides, ores or other items in instead of growing, hunting or cooking food. And seasons would make it harder for people to just make giant plantations and spam crops etc. Like for instance during summer and spring you can plant crops any they will grow quickly and in great abundance, plus you can catch lots of high grade fish but during winter and autumn crops grow very slowly, and you will very rarely catch any good fish or any fish for that matter. Basically I just want to see more pressure put on the players, because I've realized that it's a little to easy for players to survive as long as the spawn kill animals or have huge plantations. Maybe even the introduction of temperature would be cool, like obviously in a temperate region you never have to worry about much, but in say a really hot place like in the desert you lose thirst and hunger very quickly if your exposed to heat for too long. And places that are cold you lose health quickly if you aren't kept warm. And if seasons we're added they'd alter temperature too, but again I realize WAY too script intensive and I'm sure that may be far too time consuming. But on a realistic note I think that for sure new skills should be added, maybe like an expertise skill or something, like say for instance you have two smiths, one smith has level 1 expertise and the other has level 4 expertise, then the item the level 4 expertise smith makes, will be stronger than the one the level 1 expertise smith makes. Or in cooking the same scenario, the high expertise skilled chef will make foods that grant more hunger and more portions than that of a lower skilled one. And in crafting you can make more of an item, like you know how a boulder only makes 1 small stone, well if you have a high expertise you can get like 2-4 small stones instead of 1. I'm sure this is also script intensive, but'd it'd definitely be useful for players that spend lots of time in a server so they can help out more and get more bang for their buck.