#Game Improvement

1 messages · Page 1 of 1 (latest)

feral wolf
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In my personal opinion, what should be added closer to release and what should be changed in the game:

  1. Create a proper resource compendium instead of the one in the location of the same name. The player interface should have a separate button with a compendium of game resources. This compendium should clearly describe how, by what method, and where to obtain a particular resource, how to craft it, what recipes are needed, and the description should include links that, when the player hovers over something, provide a detailed description of the resource and its extraction.
  2. Either remove the mine and plantation from the game, or at least make them automated so that the player doesn't have to go there at least once a year to get certain resources. Why is this SO BAD? Because at least a quarter, if not half, of all recipes require resources from mines and plantations for crafting, and that's not cool. My personal suggestion is to either create a dummy NPC that will periodically mine resources and send them directly to the player's inventory, or, for example, use the same pigeon mail. Also, consider the third point.
  3. Make NPC Friends more useful, not just dummies. First, allow the player to bring more than one companion into battle, for example, at least two, if not three. Second, make it so that if the player has a Closed Friend relationship with a companion, for example, the NPC Friend will periodically give the player gifts. Otherwise, it turns out that the player is the only one giving them gifts to increase their relationship level and also providing them with resources for Breakthroughs, but the NPC Friends don't compensate for this. We can't even send them to farm resources for us in the same mine and plantation. Yes, that's the third thing – to make it possible to send NPC friends to work in the mine and plantation so they can periodically send resources to the player, saving them time. And what's MOST IMPORTANT – NERVES!
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  1. Rework the Dual Cultivation system, as it's not intuitive, energy is often low, and the requirements are high. The descriptions of various abilities are often unclear, and what works for one player doesn't work for another. Ultimately, it's like playing Russian Roulette, where you either shoot yourself or you don't. I'd like more skills and a clearer, more user-friendly interface, as well as more benefits from Dual Cultivation.
  2. Create a compendium or something else that will bring all the crafting recipes to a proper form, not what we have now. Currently, it's a small pile, to put it mildly, making it very difficult to find the recipe you're looking for. The existing in-game search is extremely poor and doesn't even find what you're looking for using keywords. There's also no indication that a player has previously crafted a particular recipe. For example, in the unofficial Russian translation for version 0.6.17, if I recall correctly, a cross or other symbol appeared on the icon of any recipe the player had used. In my personal opinion, this would make finding recipes much easier.
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In general, this is the main list of the most annoying things in the game.

rugged helm
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There's also no indication that a player has previously crafted a particular recipe.
well kinda you can hide fully completed recipes with the filter, but yea why is that gone?

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anyway there is indication

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it shows your best attempt

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So if theres something behind best

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you have crafted it once

feral wolf
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Additional: It would be nice to give the player the option to have more residences to which they could teleport. For example, in my personal opinion, the game really needs teleportation to the Camp in the Wasteland, since if you go there from the city, you have to travel an entire in-game month to reach some Wasteland locations.

rugged helm
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do you not have a good mount?

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also in my opinion that would feel a bit cheap and doesnt really fit lorewise

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its a camp in the middle of nowhere, no actual settlement

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also please elaborate on your 2nd point

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Why is it so bad that you have to gather resources to craft yourself

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its like

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The most basic gameplay loop of any crafting

feral wolf
# rugged helm do you not have a good mount?

Yes, but the mount is essentially useless, let's be honest. The mount only slightly reduces travel time, but moving from the city to the Wasteland, and especially back, takes in-game months, if not years. I assume the game map will be expanded with locations closer to release, and not being able to place a teleporter at key points will only become a major annoyance. Yes, for now the number of years a player has lived in the game doesn't affect anything, but let's say if Steam Achievements are added, which are linked to age in the game, it will have an impact, so yes, it's important.

rugged helm
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Mount hugely reduces travel time

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What kind of mount are you using

feral wolf
rugged helm
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Any good cf mount should be fast enough

rugged helm
rugged helm
feral wolf
# rugged helm Ofc? thats how distance works....?

Let me repeat: if the Player has the option to save distance, for example, by teleporting to a key location and then moving from there to where they need to go, rather than traveling on a mount, which would they choose? The question is rhetorical.

rugged helm
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okay tested it

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from city to furthest location in wastelands with a cf mount is 20 days

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Seems reasonable

feral wolf
rugged helm
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tf

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then it takes like 7 days at most

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and you arent saving distance

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you are saving ingame time

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Which is irrelevant

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you have enough lifespan for everything

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once you hit pc, lifespan becomes irrelevant anyway

feral wolf
rugged helm
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but you dont need to loot it endlessly

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you just get what you need and be on your merry way

feral wolf
rugged helm
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yea but you mentioned years

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and the only way itd take years is without a mount

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but moving from the city to the Wasteland, and especially back, takes in-game months, if not years.

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Forgive me for your poor word choice ig

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i dont get the issue tbh

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are you poor at timing?

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auction you should be able to hit if you just pay attention

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wasteland is big but not that big

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also 3rd point, they are friends not random ass slaves

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Why would they work for us

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maybe them gifting us something once in a while makes sense

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But why would they slave away for us

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there is no reason for them to do so when they gotta cultivate

feral wolf
# rugged helm you just get what you need and be on your merry way

And? Again, we have a placeholder quest related to the mines, yet it's SUDDENLY considered a Storyline quest. Secondly, with each Realms upgrade, we need something from the mine, which means we need to dig deeper, at a minimum, and the mine's size is unlimited—in other words, there's no limit. For example, if someone is a perfectionist, they'll want to completely clear the mine, but then they'll realize it's infinite, and they'll have to clear it almost regularly, especially just to get the resources they need to craft a Breakthrough Resource, for example. Plus, to get the resource they need, for example, they'll have to navigate several branches of the mine until the branch with the right resource appears. Ultimately, you're wasting your time traversing the mine just to get the one resource you need. It's tiring, to say the least, if not downright annoying.

feral wolf
# rugged helm also 3rd point, they are friends not random ass slaves

How can I say this without using foul language? Maybe because, at a minimum, it should have been intended from the start? In Tale of Immortal, for example, NPCs periodically bring the Player resources and other items, even without being friends, simply because the Player has a high reputation. So why the hell, can't this even be the case? Why should we give these "friends" something and not receive anything in return? We spend money on them, increasing our relationship with them and giving them resources for Breakthroughs, and they do exactly nothing for us, except that we can take them into battle, and... that's all they're useful for, period.

rugged helm
# feral wolf And? Again, we have a placeholder quest related to the mines, yet it's ***SUDDEN...

it never was a placeholder quest,
and why is it an issue if we need to mine deeper? with autobattle and conditionals, you just gotta press a few times to clear a node
I dont get your perfectionist argument tbh, that is a fringe group of players that the dev does not need to cater to,
you dont need to navigate any branches since you clearly see what drops where (plus you can skip stuff now making it even faster to get to the resource you need)
you are not wasting your time with the extra resources, since, like you said, you can use them for other crafting

feral wolf
rugged helm
rugged helm
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It seems more of a personal issue to me

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you really dont like the gathering part

feral wolf
# rugged helm why does this game need to be like tale of immortals? its a different game you f...

I'm really sorry right now, I'm really, REALLY SORRY, but are you stupid? Just for the record, are you an altruist in real life, helping people without expecting anything in return, or do you, for example, work for someone and don't expect a salary for your time and effort? Isn't it true that even in classic cultivation genres, whether wuxia, sanxia, ​​or xuanhuan, friends give each other gifts and help each other out? I'm so sorry, I'm simply shocked by your logic.

rugged helm
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The gift part i agree with

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friends should gift back

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but not the part where npcs bring resources randomly to you

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just because they like you a tiny bit

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also please dial back the language a bit, im trying to understand you here, not fight you

feral wolf
# rugged helm also please dial back the language a bit, im trying to understand you here, not ...

Besides, again, regarding your logic, I explicitly stated in the point I mentioned that if friends aren't going to bring us resources from the plantation and mine, then at the very least, let NPC mannequins, of which there are already plenty in the game, do it. For example, if a Player has maximum Reputation with a Sect, they can hire an NPC mannequin to mine resources for them. For reference, in the cultivation genre, Sects have Outer Disciples, who, surprisingly, are responsible for mining resources for the Sect and Inner Disciples, as well as for the Elders. We already have the option of hiring an NPC higher than you, Realm, simply for protection in battle, so why not add an NPC who farms resources for the Player?

rugged helm
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ah that part is the sect system

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Which isnt in the game yet

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Since its still being worked on

feral wolf
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Okay... okay, that's all for me. I'd better go to bed.

rugged helm
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GN

feral wolf
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I still hope that the developers will at least consider what is written here.

rugged helm
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lyeeedar does read this stuff, so no worries

feral wolf
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By the way, what I would really like to see in the game is the ability to marry an NPC friend.