... so that's where it went.sprayerone wrote:And as for having a meat grinder: I stole it.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Two critiques.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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MagicManICT
- Posts: 18435
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Re: Two critiques.
I don't practice thievery (though I will practice scavenging) and I completely agree with you here. Many others also agree with you here. In fact, it was brought up immediately after the start of the current world. Since we got Jorb posting here, maybe it's about time it got fixed.... (Yeah, I know, paychecks before hobbies.sprayerone wrote:Discoveries make the life of a career criminal difficult in a very silly way.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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MasterCatfish
- Posts: 131
- Joined: Fri Oct 02, 2009 1:06 am
Re: Two critiques.
The discovery system can be frustrating to old players who know about all the items which can be made. In my village there is some deer meat and intestines, and I need agility. I have never killed a deer, however, so I have to get my FEP in a different way. To a new player, the I think the discovery system might be more intuitive than being given options to make things which you don't understand. String confused me for a very long time when I started playing.
I'd like to propose another alternative. Being able to move items into the study to discover them. Since I have deer meat available in my village, it would be cool if I could just pop it into my study and in a few hours figure out how to make sausage with it. This method of discovery shouldn't add LP. I noticed that my character didn't discover leather until I pulled it out of a tanning tub, and that I didn't discover carrots until I harvested them out of the ground.
A cook shouldn't have to know how to farm to make carrot cake.
Also, +1 on izodex's post, it is right on.
I'd like to propose another alternative. Being able to move items into the study to discover them. Since I have deer meat available in my village, it would be cool if I could just pop it into my study and in a few hours figure out how to make sausage with it. This method of discovery shouldn't add LP. I noticed that my character didn't discover leather until I pulled it out of a tanning tub, and that I didn't discover carrots until I harvested them out of the ground.
A cook shouldn't have to know how to farm to make carrot cake.
Also, +1 on izodex's post, it is right on.
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brohammed
- Posts: 526
- Joined: Sun Jun 20, 2010 2:41 pm
Re: Two critiques.
Discovery via study window, as an option, not as the full system (there are too many things to discover, your study space would be crammed with items at the beginning when you need curio's) sounds good to me.
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jorb
- Posts: 18715
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Re: Two critiques.
Glad that you agree. Now go and see if you can find the flaw(s) in that idea. 
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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brohammed
- Posts: 526
- Joined: Sun Jun 20, 2010 2:41 pm
Re: Two critiques.
Less of a downside to thieving, more incentives to alt it up (?), "am I studying this bear tooth as a curio or a discovery". Are those the downsides?jorb wrote:Glad that you agree. Now go and see if you can find the flaw(s) in that idea.
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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: Two critiques.
Shit... that was my 3000th post. What a waste.
The obvious problem is that it removes the distinction that curiosities can be put into the study inventory while other items can't. It would also make an actually developed teaching mechanic nigh on useless.
The obvious problem is that it removes the distinction that curiosities can be put into the study inventory while other items can't. It would also make an actually developed teaching mechanic nigh on useless.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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brohammed
- Posts: 526
- Joined: Sun Jun 20, 2010 2:41 pm
Re: Two critiques.
I'm sure people would prefer an actually developed teaching mechanic, but this is just a suggestion for a "quick fix".
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Two critiques.
It causes a worse problem, namely that anything can be put into the study inventory. How is one supposed to know what is and what isn't an actual curiosity?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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brohammed
- Posts: 526
- Joined: Sun Jun 20, 2010 2:41 pm
Re: Two critiques.
Presumably those that have already been discovered cannot be put into the study window, like how you can't study two of the same things currently.