#Multiple Gameplay Suggestions

4 messages · Page 1 of 1 (latest)

sage geyser
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Overall, this is a good game. Pacing is a bit off in places. With a few tweaks, this could be one of the greats.

  1. Change the interface for the campfire and smoking rack. Mousing around trying to hit just the right spot is not fun. Instead, have it open like storage. Each slot can be loaded with an item (meat, mushrooms, etc). Wood could be a separate box. When finished cooking, just click on the item to move it to your inventory.
    2). Allow forests to regrow. If you leave a sapling alone, it should turn into a young tree. Young trees should grow into trees.
    3). Give logging an option for Conservation logging. Don’t clear cut an area. Only harvest 75% and give it a chance to regrow per point 2.
    4). Rabbits and wolves should drop fur, because, well, they are furry. It would be fair to have rabbits drop Small Piece Of Fur, and require 3 or 4 pieces be combined to make a Fur. Elks and boars should drop hides.
    5). Slow the respawn rate in the bandit camps. If I kill one and flee so I’m not swarmed, the camp repopulates in minutes. At least give me a game day before the camp respawns. It makes sense that the bandits need a little time to travel and recruit.
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6). Adjust books. The shortest time to read a book is 30 minutes. It is hard to go more than 15 to 20 minutes without dying. Then you lose the book and all progress. Give us prorated experience, so if we are 15 minutes into a 30 minute book and get killed, give us 50% of the experience. Alternatively, return the book to inventory and let us pick up where we left off. I lose 5 times as many books as I finish and it is very annoying.
7). Give the settlers an option to automatically upgrade their armor. If the find something better in storage, they should automatically swap to it. Same with weapons. I shouldn’t have to chase everyone done to manually verify and upgrade their armor and weapon.
8). We need a bow and arrow between Elm/Simple and Yew/Bronze. The interim bow/arrow should NOT require a special skill (Woodsman) to craft.
9). As it is, the jump in Bad Guy toughness at the start of the mid-game is almost enough to make one give up on the game. Again, maybe insert a new class between Bandits and Brigands, like Highwaymen. Harder than Bandits, but not a mass of 9 walking one-shot killers.
10) T2 buildings have WAY too many build steps. We go from click-click-click-click-click-finished to click….click….click…ad nausium. I literally read a book while clicking endlessly on the T2 buildings. Not a good game play experience. Cut the number of steps by about 75% and cut down the time between clicks.

hollow spindle
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regarding #2.... I agree yeah. Yes, there is the forestry building for this, but I strongly agree the world should be less static and able to change without player intervention. Just make forestry speed up the process to be fast enough to sustain a logging operation. But forests oughta eventually recover, or even grow and shift territory. Dyanmic worlds are fun ☺️

solar ledge
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Honestly all great suggestions