The devs need to be more flexible with community concerns, this being a prime example. +1 for hot-bar consumable slots.
Best posts made by BECKFAST
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RE: Dedicated Slot for Consumables
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RE: WASD and clickable skill bar
Many quality of life improvements should be implemented, to facilitate a smoother, more enjoyable experience, and for those who quite literally have (or have yet to have) medical issues regarding the lack of QoL. Auto run for a long journey (even allow auto transit via roads by selecting a point on the map), as enemies and players will make that a hassle if you are not paying attention.
WASD, or gamepad control would be a welcome sight as well
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RE: Suggestion: Just something I always wanted. Name my sword!
I played minecraft with a bunch of friends way back when, and decided to name my sword "Anus Pounder". What a perfect enchanted sword, which help up to it's name.
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RE: Few In-Game Suggestions
1- While having the majority of the game be horizontal in nature, an ideal is balance is found with vertical progression. It allows for significant player diffusion in terms of goals/ability that otherwise wouldn't occur due to the homogenous, pure horizontal progression.
Example: Players who make swords create better swords after a long time of "mastering" the craft. Players who make Staffs master their craft... Make the progression for each one very lengthy to incentivize player specialization, and the economy would become even more trade centered.
2- What are you responding to? I numbered my responses by OPs suggestions; you are confusing me. I was only mentioning carts being a silly system as is, and a potential change to resource gathering as a change.
3- You should be able to sell property, developed and undeveloped. Because the precious trade economy would enable it and flourish because of it. See real estate IRL for examples. Hell, maybe increase the amount of plots that can be owned to 2, to allow flipping of properties should players want to.
4- Just because something is planned doesn't mean it fits well with the game. Gameplay can be tweaked to make the game more enjoyable, for us, and new players too. Games only succeed if the player base is large enough, or wealthy enough.
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RE: Few In-Game Suggestions
@GamerSeuss It's proven to be a pretty general rule throughout human existence: If there is nothing to move forward to that benefits you directly, why bother? Having a certain amount of vertical progression (namely in crafting, as I believe combat should largely be horizontal + knowledge) would help give players an incentive to keep playing whilst providing newer players opportunities with their crafted goods.
Something too man people don't understand: Complete shakeups of previously proven systems are NOT always good, and often turn out horribly.
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RE: Few In-Game Suggestions
@GamerSeuss Success or failure, time will tell if the system works. I am of the opinion that players need personal progression goals as well as personal feats, and I firmly believe that is the case in RPGS/life in general.
Time will tell.
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Suggested improvements from an addict
Out of sheer laziness, I will list the ideas in bullet/point format. These ideas and concepts may or may not offer improved gameplay, and quality of life, but also may or may not represent the future desires/views of the devs.
Attributes:
In the future, I would like to see removal of attribute hard caps for the races which have an affinity for that attribute, which would help provide a different playstyle for each race, on top of racial passives.Increasing the use of attributes such as dexterity, which seems to be pretty weak at the moment. I understand that charisma is being worked with right now, so I cannot be critical of it's uselessness.
Strength: Change the strength bonus to something different from "+4% weapon damage per point". Ideally (from my perspective), it would add a separate bonus to weapon damage, not counting towards the current bonus weapon damage stat -> Damage Per Hit = Base Damage * (1 + Strength*.04)*(1 + Percent Weapon Damage Bonus), this way. This should allow more building paths overall.
Mining/Smelting
Add random mineral nodes to the open world, aside from the city nodes (which would be more resource dense than the open world nodes).Slightly decrease the amount of time that it takes for these minerals to respawn, for city nodes only.
Decreased time to smelt ore, 4 hours -> 3 hours.
Crafting
Enjoyable system so far, but minor improvements may help quite a bit.Increase the amount of fabrics available to cloth armors, I feel that mages are pretty limited by the current selection, as it only boils down to "muh primal weave". Possibly add wool, which may be with livestock farming, or alchemical weaves as well. A lot of possibility here, so please do not forgot mages.
Add a leather cost to all smithy recipes, and "advanced" bow recipes. Allow different leathers to be used for minor stat increases on these items, and the type of wood used for mage staffs to impart a bonus.
Add a weapon repair function at the smithy, whereby you have to pay a percentage of the weapons original resource cost to repair it to full, but this takes time. You would have to leave your weapon at the smithy for X hours whilst it is repaired. Also, weapon durability is awful, please increase it.
Events
Other than the legendary NPCs which will come sometime this year, resource events such as meteor impacts, whereby large amounts of minerals are scattered around an area, but cannot be mined for a period whilst they cool down. This should increase the amount of combat between players, as they work to defend resources other than their own cities.Enchanting
Your enchanting system is awesome, and I can't stress this enough. I would like to see some changes in formulas, like critical strike chance, which is the same as many other different enchantments.Further Character Development
I may be alone in this one, but having crafting experience separate from the rest of the knowledge system would provide a good amount of crafting depth. Having separate crafting levels: weapon smith, armor smith, leather working, tailoring, fletching, mage craft, alchemy, cooking, etc... which provide quality bonuses to the item crafted based on the level of the crafter. Albion did this right (from my perspective, it is one of the few things they did do right), and it only hurts to ignore the good things done by previous gamesQuality of Life
Give us a "deposit all" option for depositing stone, coal, ore, logs... into their relative storage areas in a city, it is overly tedious to pick up each and every one of the pieces, and place it in the required spot; balance realism with "gaminess".An auto-deposit option for placing material in chest, such as shift clicking.
An auto-run key, which toggles movement. This would prevent my hand from developing carpal tunnel when transporting goods across the world. Do this for our physical health, please.
This one is a big maybe: Allow us move to another city/point of interest via roadways by clicking on the map icon. I would love this to be implemented, and would fully expect to have to disable this to protect myself from wolves/bandits lurking along the highway.
Change the way hauling coal/charcoal/stone/metal/wood works. Allow us to place them in our inventory, but have them weigh a stupidly large amount. Then, allow the carts/wagons to store any type of item (also increasing their movement speed and resource cost), without a limit to weight cap; carts and wagons would only be limited to the inventory grid size. Such a nice quality of life change.
Rant done.
Good stuff so far.
Please don't ignore valid player concerns and advice.
Take as long as you need to develop a proper game, patience is key to producing quality. -
RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)
You spend hours farming for materials to build crafting stations and a billion smelters then have to pay to use your own crafting stations. Nice.
PS. make smelters more efficient, because right now those relying on metal are at a distinct disadvantage when it comes to producing equipment/mastering it.
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RE: Let's talk about recipes
@Roccandil That would also be a valid solution, but having multiple ways to solve that overflow would be ideal. Keep in mind that it isn't just crafted items, but materials which may need to get culled eventually, thus having both systems in play would be amazing!