- This topic has 94 replies, 35 voices, and was last updated 8 years, 7 months ago by sechsauge.
-
AuthorPosts
-
February 18, 2013 at 3:10 pm #1272luciusMember
I had to register just to say this is an excellent game, and drop a quick suggestion in here.
I’d like to see some kind of compass to get back to a designated area and although implementation would be ‘any-that-works’ I do have an idea. a 2 part construction requiring magnetic ore, one would be a lodestone which sets the focus and a secondary pointer which would be carried around and placed in the world to give a bearing on the lodestone.
I’d also like to see a higher tier of crafting such as pure water gathering machinery etc, possibly traps around a base, and also the option of digging down and manufacturing your own basement.
Some other thoughts are; ability to name chests (hover to show a tooltip: aka stone/wood/tools etc), and maybe a simple zone map for when you change areas so you can return to your base area easier (not sure if thats possible, I went exploring once I had full iron equipment without considering a return), the choice to chisel out stone/sandstone to convert it to walls without digging it away for a third of the construction materials (new tool?).
Again, amazing game! I’m glad it’s under development still as the 6 hours it took me to maximise my equipment and begin making a large complex left me feeling a little like I was forcing my own fun rather than finding it as I expanded.
February 28, 2013 at 5:06 am #1314APXEOLOGMemberNice game! The only suggestion is to add better gui for chests. Not really usefull now.
Btw do you plan any community plugins support? I can make some plugins like chest gui etc by myself, but it’s kinda hard to share them 🙂
February 28, 2013 at 8:00 am #1316Vaughn “Drathy” RoykoKeymaster@lucius Compasses and traps are definitely planned! We also have plans to be able to build rudimentary walls out of any items (stacking enough of any items on a tile will provide blockage).
@APXEOLOG Chest GUI is planned for the upcoming Beta 1.1. We also have plans for modding support coming up soon so players can submit mods to a global mod repository.March 13, 2013 at 9:31 am #1361tyroieMemberWanted to throw a little idea in there – I think it would be neat if you could use piles of dirt or sand to put out fires. Or a filled waterskin.
Edit – Oh, and right-clicking a lit object like a campfire could give a description on how strong the fire is, as opposed to “You see a lit campfire.”
March 13, 2013 at 11:54 am #1363talkMemberdidn’t realize there was already a suggestions thread.
moving mine here from the other one:
more useful stuff to make out of logs? maybe a log wall?
i often end up using stone walls as “doors” in and out of areas im enclosing. an actual door i could build or something, maybe a draw bridge? idk. itd be nice.
itd be neat if at some point monsters walked out of cave entrances or like followed you out idk if they do that already
if monsters went and rooted around your shit if you had food stored there. so if you had a home base set up and went off exploring maybe you come back and find something nasty ruckin around your stuff unless you have walls
i just lit a bunch of rocks on fire without any kindling / combustible stuff
some kind of text search for recipes — its really hard to find stuff right now when you have a lotaaaand new ones
certain bigger badder monsters could hunt smaller ones — could be like wolves/bears hunting rabbits, zombies hunting everything else, etc
this is a bigger thing, but upping the general adventure gaminess of this could be super fun. could have multi level caves or citadels with actual monsters, maybe progressively harder ones, etc.March 13, 2013 at 1:42 pm #1367Vaughn “Drathy” RoykoKeymaster@talk No problem, I read and note all suggestions – I just may not reply to each.
March 14, 2013 at 6:08 am #1370talkMember@Vaughn i figured
bug: if you drop an item on a cave entrance you can never get it back. dropping an item on a cave entrance should maybe result in you “throwing the item into the cave”? and it ending up right outside the mouth on the inside?
March 14, 2013 at 10:40 am #1373talkMemberadditional note on monsters rooting around your stuff: animals could be attracted to food. then youd end up with a bear rooting around that corner you’ve been throwing all your offal in.
my friend suggested monsters be attracted to gold. maybeas you amass larger amounts of treasure you end up increasing your chances of being attacked by something really nasty. like after you get x amount of treasure a dragon can smell it and hes like WHATS UP MOTHERFUCKER LETS DO THIS GIMME YOUR GOLD
you could even set up like… traps and stuff to defend your massive treasure horde.
March 21, 2013 at 8:20 am #1445AtchetMemberHello, I love your game! I found it a long while ago, but I waited to try it again, until it had been updated a bit. 🙂
I just donated to you, will I get some special email or such?
Here are my suggestions/comments.When mining rocks, cave entrances appearing is to common.
Tree saplings are to rare, and way to hard to see them on trees.
You should not take damage, stamina, & hunger drain, when you swim to far. There is no way to even know that you swam to far(for example when you just keep swimming & swimming in one direction with a high swim skill), and its very annoying to randomly teleport somewhere when you have as well.
I would love to have more music in the game.
Sandstone and some other resources are not always findable on some worlds, which makes progression stop alltogether.
What are the point of backpacks? Are they supposed to let you carry more things? If so there is a bug with them, as they didn’t let me carry more things..
I’m not sure how the decay on food numbers work, is there some tutorial or something? Perhaps make it easier to understand.
How do you put out the fires, or fight fire elementals?
Please add a better description of the raft and boat, so people know how to use them and what they are for, without ending up traveling somewhere, having not known.
Perhaps add rare npcs that you could find, that you can talk to, and perhaps get quests from.
How does one get purified water? What does it do?
Is there a way to protect your house from burning down, from the fire elementals?
Is there a way to carry a lot more weight at one time, besides gaining more strength?
Please add a way to create a map, so you can find your way if you get lost.
Most of the creatures in the game look fine, but I had a hard time figuring out what the chickens were when I first saw them.
Perhaps make the raft able to be sat on and controllable, it would reduce stamina drain, while in the water.
Add a way to fill in cave entrances.
Please make sharp rocks, also count as stones..
Planting/growing things, needs a good tutorial for new players.
Treasure maps, need a good tutorial for new players, also a warning about the monsters that will spawn, and it was extremely confusing figuring out where/how many times to dig once you’ve found the treasure spot.
Bulk containers would be nice, for all the multiple rocks, sand, dirt, leaves, twigs, bark, logs etc, that won’t fit in the small containers.
Besides the iron pickaxe, is there a tool you can mine with, that doesn’t require iron?
Add a warning when trying to play the game, that people that use Firefox with addons, may not be able to play the game correctly.
Perhaps, if you doubled the duration of tools, it wouldn’t be so annoying to have to make new ones every few minutes since they decay so fast, or make it so repairing them doesn’t take so much durability away from them.
Maybe add a chatbox on the game page, so we can talk to other people playing the game?
Maybe add a way to write messages in a bottle, and throw them in the ocean, and find other people’s messages along the shore?
Add more ambient sounds/effects.
Add more materials, so we can build a house that actually looks like one. 😉Thanks for reading my post! 🙂
March 21, 2013 at 12:08 pm #1447Vaughn “Drathy” RoykoKeymaster@Atchet – I always reply the email PayPal gives me. You can send another from a different email if you didn’t get it.
I’ll address some of your questions, as most of your suggestions are part of “not finished stuff” or will be coming in the future:
- You can open Backpacks and Small Bags to place items in to reduce decay and weight.
- When decay reaches 0, it decays – just like durability.
- You can fill caves with dirt/sand/gravel, etc.
- You can technically mine with any tool. The bonuses come from it’s attack value and it’s durability might be a good factor in deciding which tool to use.
March 31, 2013 at 6:20 am #1559errorMemberMy wife was playing and asked if she can select a female character. I unfortunately told her no. She is asking for something cute. Anything you can do to please her would please me.
An effect from being overburdened could cause tripping and stumbling down stairs.
Expanding upon the in game fishing summoning a shark, other tiles could also be a hidden danger themselves. Trees could hold a hidden snake, a bone item is really a skeleton who spawns, or a rock is a sleeping golem
Traps would be a possible addition. Quick sand traps on quick sand, cave in traps, traps left by previous people around their shelters.
Monsters could exist in multiple stages such as zombies killed to reveal the skeleton.
A rats nest, rabbit hole, spiders nest, or ghost ship could spawn monsters until destroyed.
May 7, 2013 at 3:52 pm #2058KarothMemberSome very nice suggestions from the person starting this thread.
All I can think to add would be a suggestion for a RECIPE TAB similar to the inventory one to allow you better access to the display of recipies you already have learned sine using the slider to access the ones below your inventory tends to be cumbersome and the icons difficult to see.
The craft item I would MOST like to see would probably be a complex crafted flintlock firearm with cast iron shot being it’s source of ammo.
The Idea of the plant type monsters in fixed locations with the ability to grow and spread gets 2 thumbs up as a really nifty idea. 🙂
May 11, 2013 at 6:45 am #2109kdaugMemberQuick one: Unify the UI for containers between crates and bags/backpacks. Currently, with the UI for “container” open, right-clicking an item in your inventory will place it in a crate, but drop it on the ground for a bag/backpack. You have to drag items (individually) to a bag/backpack. Right-clicking should work uniformly across all “container” UIs.
IMHO. Keep up the good work!
May 11, 2013 at 3:58 pm #2122esranMembermake covering a cave cover both sides.
May 15, 2013 at 3:45 pm #2187esranMemberallow items usable with right click to be put in the quick access for their right click function, instead of restricting it to items with double click functions.
-
AuthorPosts
- You must be logged in to reply to this topic.