would be great to be able to play this game in singleplayer or offline mode without req. of internet.
suggestions:
-increase all non inventory container cap by 10
additionaly to this , additonal cap size is added by formula : builder STR + rquality = increase of cap in %
normal barrel with rarity 100 and STR 100 would be able to hold 3000L with non inventory container it could mult by 10 for 30.000L
this would allow : to settle in desert / mountains where well is no option.
also reduce car traffic contantly filling refilling barrels with water.
i usualy burn tru the day about 12k of only water.
as for inventory container they only get boosted by STR and rarity of the maker.
instead of pointless "memory of pain" thingy that does nothing particular. item could give rather info about its fluid capacity.
so sack with fluid that previously hold 3l would not be boosted to 9l , no one would die if someone hold 3 more liters of water. but this would realy reduce the annoyance of constantly refilling your container.
=============================================================
arrow quiver could add +1 more inventory space for every 10 quality and 10 STR
==============================================================
feathered arrows that have +25% passive accuraty
recipe = solid item(stone,iron,bone) + rod (wooded stick ,bone , metal stick...) + feather (any kind of feathers)
accuraty is applited past active accuraty , currently bows are way too horrible
archery skill could at least add +1 min / +1 max damage for its skill
also u cant shoot small anymals
==============================================================
4 wheels cart , upgraded version of 2 wheels . let u upload +2 more items , movement penalty is -25% weaker than with 2 wheels , if used by horse , additinaly horse lose -25% less power.
when ever you have such a huge world i dont see any reason to camp , if u could travel around and enjoy the view
starter inventory is way too small
leather bag could be upgrade able
==============================================================
add option to guild items in all slots , tools / weapons / bags / all slots.
==============================================================
slot system : u can drill in any item up to 4 slots , using drill tool , its 100% all the time.
specific orbs they are bound only to specific slot aka only for helmet or headgear , rings or necklaces.
they grant specific bonuses
helmet :
-grant passive accuraty +1% per orb , stack with itself
-reduce effect of illness like confusion or K.O. by centain amount.
-reduce dur of stun by 5% per orb
-gives 5% to collect extra seed while farming (in total either 20% for seed or 5% up to 4 seeds with 4 orbs)
gloves :
- +XX to damage melee or +XXX damage barehanded
- chance to parry damage
- +5% chance for double harvest of stuff that is found in the wild.
- +1 to quality when ever collecting hides/skins/pelt
- +5% passive accuraty
- +3% min / max damage with bows
belt :
- +1 belt slot per orb (+4 in total)
shirt / armor slot
- +1 absorbtion
- +25% health restoration speed
- +15% to wounds healing speed.
pants:
- reducement of movement slow effects by -20%
- reducement of terrain slow effects by -20%
boots:
- +5% movement speed
- +25% bonus to all "stealth" effects
bag:
+1 inventory row
+1 inventory line
container :
+25% extra capacity (muliplicative bonus not additive[added last in the formula])
stealth need to be expanded , stealth should be used in additional reaction of wild animals toward the player , additionaly "lore" could contribute to it. stealthy player could easy get past animal without getting attacked.
will could contribute to healing progress boosting healing of wounds.
orbs are dropped by low chance from anything , u choop down a tree if it falls down u might find an orb inside of it.
u kill animals u might find an orb .
some specific orbs could have +50% better chance being dropped from certain areas where they do belong to.
for example speed orbs would drop at higher chance from animals that are fast.
damage boost would be dropped by mobs that are strong.
this is only specific , u could add also boss orbs , they might as well drop boss only for certain chance , orbs that give one or another effect.
###
non specific orbs , that can be slotted anywhere.
+25 HP per orb (end formula HP , its not affected by anything and is applied as last in the HP calc formula)
+50 energy orb (current energy need rework this % is nowhere good to use and u cant boost it anyhow , need clear value)
+1% for a tree to grow
+500 for energy MAX capacity
+1 for crafted item durability applies only to items that have durability , like table tools
###
downs :
-quest about "visiting" this or visiting that is annoying. i spend about 8 hours traveling over oceans and rivers.
and had after this to relog. once i logged in i found out that pointer , pointed now in opposide dirrection.
[x]do not recive such quest, option , would be great.
barrel has way to small capacity for fluids
###
energy beyong 100%
its stupid when u see value over 100%
set a normal value in true numbers , that can be used with other sources.
remove cap of 2000 energy when ever player start to starve. having in game mechanic that you do not centainly understand , piss me only off.
this is not what hunger is and this is not how hunger works. for your easier understanding it would be fine
if player would slowly take non lethal damage if his energy falls to the point of current system 0%
as well as regeneration , it could work until energy drops on 0% , this range between 8k and 10k is way too small
###
add to stamina stat boost in energy max cap for every 1 stamina player would get +100 to energy capacity
###
add idiocity protection , yes it is !
stockpile should be protected from direct destruction , if player tries to destroy a stockpile , all he destroys is only one item , this is to prevent dumb kids of destroying the world , or when ever you leave a stockpile for later use.
when ever someone try to destroy stockpile , it counts 1 item down , in between player gets debuff "slow down kid , take a chill pill kid !"
it last 5 seconds and prevents player from using "destroy" button.
yes its easier to drop every single item on the floor, but it takes time , this would allow even player with high STR to cause less damage to starters.
and remove perma death , in game where is world wipe exist , perma death is pointless.
######
in certain conditions any metals can be easy smelted with wood fuel if u know how.
i dont get why u limit smelter to coal only , its dumb in any way.
at same time the way u "use" coal its impossible to smelt even wax , not even talking about other metals.
and i melt TIN with an candle... y the hell should i waste coal on that...
game at current evolution level , could easy handle some steam punk technology.
rather than locking rare materials to "generate" over time.
change it to u need mine it for "certain" time. sure there might be a stockpile of bodies now lying around but it gives reason for players to fight for rare resources.
add oil spot , where player could "mine" oil , refine it for fuels , tar and rubber and use for other things.
#####
when ever player "check" a non-move-able-structute , it should say its current HP instead of quality .
additionaly to this , masonry should give +1 HP for decay and +1% more HP for damage (player)
so someone with higher masonry would build far better and far stronger structure.
as well skill for wood would do same thing giving +1HP for decay hit and +1% for structural HP
####
lore could slightly contribute to find healing herbs.
healing herbs need to be reworked , there is just few healing things , and they heal stuff that can heal by it own , making them pretty much pointless to begin with, because by the time u manage to find stuff u either dead or dead anyways.
####
add new perks
this perks give effects that can not be gained anyhow while giving a penalty
example :
survival perk :
-25% damage done to the player -25% damage taken from the player.
voyager:
+25% movement speed , -25% less energy consumed for movement task , u can not create towns !
naga:
u can move at max speed inside swamp , u do not benefit from paved tiles speed bonus.
and much more...
perks are sort of permament and gained with experience , they would cost max of 100 exp .