Brash_Endeavors

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  • in reply to: We need a "Suggestions" thread #773
    Brash_Endeavors
    Moderator

    There is a button to sort alphabetically, check the “Options” to Sort Inventory: by Name (Personally I think he should also just combine sorting by oldest & newest, to sorting by “age”, since both do basically the same thing). You can also sort by weight or by group-type.

    Container Management  is definitely something he said is coming very soon, allowing us to pick and choose what to take out of containers as well as using containers in inventory to keep that better organized.  So you can carry a bag to keep food in, one to keep tools, archery items, etc. Possibly item stacking as well.

    in reply to: On enemy (super aggressive) mobs **SPOILERS** #772
    Brash_Endeavors
    Moderator

    The bow flummoxed me at first also, here is how it works. If you have the bow equipped and arrows in inventory  it will “autoshoot” as soon as you push a movement key in any direction that has a valid target in range.  Just face the target and then use WASD keys to shoot, if there is no valid target in that direction, nothing happens except you move as normal.

    May not be the best system as it is NOT very intuitive,  I think I was expecting to doubleclick the bow or something, but with a little practice it works “ok”.

    Also I did not realize for the longest time, that we could move campfires around by digging them up — this was very helpful once I read someone else referring to it 🙂 A lit campfire sometimes makes a nice temporary door to keep mobs out of an area while also providing some light.  So maybe a “Tips and Tricks” thread (or maybe the wiki’s “Getting Started: Tips” section is best for this)

    I haven’t yet had the huge mob swarm issue much, not sure why unless it is just because I tend to start on fairly big islands so maybe they are just spreading out more, but I have certainly heard other people mention this also so you are not alone. I think one suggestion he is considering, is to have mobs sometimes attack each other which would get their numbers down somewhat.

    in reply to: We need a "Suggestions" thread #754
    Brash_Endeavors
    Moderator

    What would you like to see focused on first?

    Well there is two ways you can go, and most of this is already in your dev map.  One is to increase the replayability of the “early” game by making each runthough a little different, so that each game challenges in unique ways. That’s the whole joy in procedurally generated maps, and much of the attraction of games like Dwarf Fortress and why “losing is fun!”  Additional biomes (your lava & snow) with differences in each of mobs & vegetation & botany would help that increase.  You already have sandstone deserts with oasises,  rocky mountain forests with mushrooms, so just a couple more “environments” and also an option for players who dislike one type of environment, have a means of finding others.   Not all resources should exist in any single biome,  so that players are required to explore. Also multiple ways to get to the same goal of “self-sustainability” (enough food, defense, resources to start experimenting more with intermediate content). And different game events that can happen in the earlier levels (weather etc) so that each time is a different game. This makes DYING more fun and less frustrating because it means you’ll be playing a completely different game each run though.

    The second way is to increase the length of the game with more “sandboxy” intermediate & advanced content, as opposed to the “survival” elements of the early game. What does the player do once they won’t immediately starve or die to bears and have started amassing more plentiful resources.  This is things like exploration (beyond the need to find basic resources), treasure maps, etc. Things that the player can just putter around with for their own enjoyment. This is more diverse from player to player; some want “creative” and some want “discover” and some want “challenge”.  I may want a chicken farm but another player may want danger and challenges like crypts, lava beasts, dragons, more combat & strategy. Glasswork, pottery, new weapons and armor, new “endgame mobs” all are part of this. This is where the “sandbox” part of the game starts expanding so that every player might choose a different “game”.

    I like both more diverse replayability  & sandbox options as both give me an excuse to play more!  Both  are already in your road map so maybe see what other players would like to see more of, as I would be happy with either (but elaborate construction and farming is probably my own preference).

    Third issue I guess is also things like container & inventory management, bug fixes etc, which make the overall game experience more enjoyable for everyone, and especially that make the early game even more addicting for brand new players trying Wayward for the very first time.

     

    So maybe a poll! 😀

     

    ** also, -way- down the road  perhaps if you accumulate enough “golden treasure”, the game has a random chance to spawn a dragon who is attracted to its location … and drops scales for dragon armor. Kind of a new “end game” goal to collect treasures for those who think they can beat anything …

     

     

    in reply to: We need a "Suggestions" thread #748
    Brash_Endeavors
    Moderator

    Here’s some personal feedback on skills 

    Lumberjacking:  Good. Once we have saws, boards, log houses, fences, and more Woodworking items, this will be Excellent 🙂

    Mining: Excellent.  higher skill & better tool seems to give increased chances for more advanced materials such as Coal. Talc (needed for Blacksmithing etc)

    Cooking: So-so.  With no fails or material loss,this doesn’t seem a highly useful skill (though it can still be made “fun” which is  just as good even better). Food seems a minor issue after the first early levels, so I think this skill still needs more fun somehow. Maybe later with things like frypans, dairy products, smoked/preserved goods, a “Legendary Fine Meal”  might give some pizzazz to the skill even if only on a roleplay level (to me that’s even better than ‘uber skills’).

    Camping: So-so. I assume you have less frustrating  fails starting fires etc. Maybe a higher camping skill can also make torches last longer? I never used my bedroll after the first day though I like the idea of keeping the bedroll in there and not going direct to “resting” without one. I like the idea of an overnight shelter (leaves, poles, ropelike) that reduces but not eliminates ambushes at night.

    Tinkering: Excellent. Apparently higher skill increased chances for Legendary tools – I made a pretty nice axe: with +4 to Lumjacking.

    Tactical & Parrying : Excellent, saves your life when you have better to-hit and dodge. I had higher levels on an earlier character but currently, once you have iron weapons & gear, these become less important,. However with harder mobs coming down the road, these will become critically important. I have been switching to weaker gear just to give these a chance to raise as otherwise I one-hit everything and get no skill.

    Mycology: Excellent. One of my favorite skills, I am almost worried it is “too good” but nerfing it much could just make it useless. I like setting up “remote outposts” with some mushrooms planted that I can make use of later while exploring.

    Botony: Good. I can see this one becoming Excellent later on when some future content goes in, for now it seems fine. I like planting grass and having a few more things to play with will make this Excellent.

    Throwing: Excellent. I recently started playing with this, once you get a little skill its very nice, was doing +3 on some hits and assume that will continue to rise. Would like to see darts added (arrowhead+pole, or bone) or even javelins.

    Swimming: Excellent. I assume you lose less stamina at higher levels. so its a must for explorer types.

    Archery + Fletching/Bowcraft: Good. I am just starting this due to a lack of feathers but once we have chicken farms and higher quality bows, I can see this becoming a Favorite Skill. Since arrows weigh the same as stones, I hope this gives better damage later than Throwing or it becomes easier just to pelt things with rocks.  Arrows might be a little heavy, not sure.  Kind of an Advanced skill and need to take sare it does not become overpowered.

    Woodworking: Ok. I am assuming future content will make this much better.

    Blacksmithing: Good. I used iron gear on an earlier character but until harder mobs go in, you don;t really need this much except for an iron spear, otherwise you become so overpowered most of the fun is gone. I used iron tools on an earlier character but frankly it’s easier just to make Poor stone tools and replace them more, especially since Repair got nerfed some (which it needed). I am guessing with the chance of Legendary Gear + harder content, this could become Excellent.

    Stonecrafting: Fair. Maybe more important later? You don’t really fail  so it seems mostly useful for raising stats like Strength.

    Leatherworking: Good. I have been using leather armor for its lighter weight, and I might use up some hides trying for Legendary Leather Armor. Seeing that Axe with the +4 to Lumbercraft got me psyched about getting other good gear ^_^

    Fishing:  ??  I need to experiment with this more. Since I live mostly on mushrooms now, I am guessing this will be better as a way of fishing up Curious Items that can only be obtained via fishing. Since it uses almost no stamina, it is a nice activity to switch to when you are too low on stamina for more exerting activities, which is a big plus.

    Cartography: Good.  I wasn’t much into using treasure maps but I can see this as being a favorite for others. Once we have paper & ink (squids from fishing?) , it would be great to be able to make my own maps of areas I have traveled through (maybe you need to stop periodically to refine maps with noise & missing details; I’d rather not see maps auto-generate but instead require some effort & skill from the player. I got lost a lot while exploring so once I can make my own maps this will become Excellent.

    Clay-throwing & Glassblowing: too little applicable content to judge. Made a kiln and glass flasks etc but this is clearly “unfinished content” still.

     

    I only started with Beta 1.01, so I “missed out” on losing resources on catastrophic fails. I have mixed feelings as I can see why that was overly frustrating but it also reduces the impact of skills overall. Maybe a higher failure rate at lower craftwork skills only because you no longer lose any mats. This makes higher skill more of a reward, similar to how lighting campfires gets easier at higher skill. I think Mining/Lumber/Fishing/etc all have this built in, I am more thinking of the skills like woodworking/stoneworking etc.

    The game is currently fun & addicting but it’s the upcoming content that will really be making this game a real gem. Right now you mostly get a taste of where things are going, which is exciting because you can see so much thought put into little details.  Players still need more “personal projects” to putter with once they have basic food+shelter needs met, I have been making an underground park with grass and trees and sanded paths ^_^ but that chicken ranch you promised  is appealing, esp as I can then work a little more with fletching/archery. Plus sheep for Tailoring and cows for cheese and leather.

     

    in reply to: What is Talent? #716
    Brash_Endeavors
    Moderator

    I was guessing  it was just an “achievement points” type system to let you see how “advanced” you were gettin g into the game.

     

     

    in reply to: I have a few questions,bugs? #715
    Brash_Endeavors
    Moderator

    Renaming AppData/Local/wayward to xxwayward (and starting over fresh) eliminated all the errors. So maybe it was somehow related to transporting via the Bull Boat.

    in reply to: I have a few questions,bugs? #712
    Brash_Endeavors
    Moderator

    I also have the bug now where I cannot enter cave entrances, shucks. Wanted to do some spelunking ^_^  This all started after using Bull Boat and being teleported to a different (new) map, don’t know if that is related but intil then I had zero errors and now I have hundreds.

    Are there any saved error logs I can send in or anything? It keeps telling me to report all the errors (most seem related to equipable items &  inventory)  but I am not sure if there are any technical details that will help.

    I mght try backing up my savedgames and starting a fresh game to see if that has the same errors. Hate to give up my progress (currently at 78630 talent points) but thats what a Beta is about :p

     

     

    in reply to: I have a few questions,bugs? #707
    Brash_Endeavors
    Moderator

    I started hitting a ton of errors after I took a bull boat and went to another island (had no idea it was going to change maps or mean I could never go back to my main base … but oh well). Anyway even though it keep showing errors the game seemed to play ok so I kept going. Then I decided maybe if I saved and exited and restarted, it would clear things up.

    When I logged back in, all of my equipped gear was in inventory and I started equipping it(which triggered new error messages again as each item was equipped) and I noticed that my attack/defense ratings were not going up. So I had my character rest with the leaf bedroll and that updated the stats ok but almost every single action I take, triggers errors reports now.

    Also this was using the downloaded client as I prefer a standalone client, I installed to c:\games\wayward but it doesn’t seem to be keeping any files there or any saveddata etc. Checked also in my documents\my games and appdata/roaming but I can;t seem to find any indication it is actually running as a standalone client   What is the filepath that the save game data is storing at?

     

    Anyway if I can give any additional data let me know, otherwise looks like I’ll have to take a break for a few days and leave you to troubleshoot ^_^

     

     

Viewing 8 posts - 16 through 23 (of 23 total)