Optimization, optimization and more optimization.
Fate/rare curios for every task/specialization, so that specialized tasks have at least some base curio income instead of depending mostly on their foragers.
Smoother progression early to mid game, including some way of making those little q increases feel worth it for their relatively high LP investments early on.
Bonus stats for most if not all pieces of equipment, give me a reason as a farmer/cook/crafter to not wear a hat and a set of armor. Gloves could give some minor dex, belts some minor str or con, linen clothes could give anything at all instead of being useless shit
And lastly, more content that doesn't rely on tons upon tons of dead animals and molten rock. Isn't it that bad to want a peaceful life surrounded by nature? Give me some use for all these trees, berries and bark. There could be rubber, paper, vegetable glue for whichever purpose, cotton to be spun and so on.
-
impendio
- Posts: 28
- Joined: Thu Aug 06, 2015 7:01 am
-
Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Which features should be focused by devs?
Sollar wrote:Do not add anymore chores. Make the existing ones eazy and do not overwhelm us with chores. I am bothered that I am not able to play every day, and even wen I do get to play my sessions are shorter and shorter. I want to enjoy the most of the game, I don't want a second job
OH GOD YES @ bothimpendio wrote:Smoother progression early to mid game, including some way of making those little q increases feel worth it for their relatively high LP investments early on
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
-
2spooky
- Posts: 1
- Joined: Sat Oct 31, 2015 7:45 pm
Re: Which features should be focused by devs?
And scythes.CloudJhi wrote:Client optimization.
More low magic.
More variety in combat - use of unconventional weapons such as hammers and torches.
-
Asgaroth22
- Posts: 625
- Joined: Mon Jan 09, 2012 8:08 pm
Re: Which features should be focused by devs?
That's what I loved in Salem, these little 'gifts' you got for doing chores.impendio wrote:
Fate/rare curios for every task/specialization, so that specialized tasks have at least some base curio income instead of depending mostly on their foragers.
“The story so far:
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.”
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.”
-
karmov
- Posts: 72
- Joined: Mon Mar 29, 2010 7:53 pm
Re: Which features should be focused by devs?
1. Improved Trading System
I've played in the past as a hermit and now am living in a very small village. In both cases, trade is a big deal. I like what I've heard about some sort of trading "booth/window", hopefully through a wall to keep things safe. I love the idea of being able to wander the land and find trading opportunities with people whether they're online or not. I'm sure it's not easy to do, especially in a way that would allow for the important parts of trading such as fair q values. But I think this would bring a lot of value to the vast majority of players.
I've played in the past as a hermit and now am living in a very small village. In both cases, trade is a big deal. I like what I've heard about some sort of trading "booth/window", hopefully through a wall to keep things safe. I love the idea of being able to wander the land and find trading opportunities with people whether they're online or not. I'm sure it's not easy to do, especially in a way that would allow for the important parts of trading such as fair q values. But I think this would bring a lot of value to the vast majority of players.
-
Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Which features should be focused by devs?
RE: how tedious it is to travel when there's no pathfinding, or even nudging your character around objects so you don't just come to a full stop when you so much as collide with a tree or toad by a single pixel.

jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
-
aikidragon
- Posts: 202
- Joined: Sun Nov 20, 2011 11:38 am
Re: Which features should be focused by devs?
Seasons and weather system affecting all the world (farming, biomes, players, animal behavior etc).
-
humanalien
- Posts: 147
- Joined: Fri Aug 28, 2009 8:42 pm
Re: Which features should be focused by devs?
1: bug fixes
2: performance optimalisations
3: automatization with advanced game structures (windmills for flour grinding, a pump to fill more barrels at the same time, etc)
2: performance optimalisations
3: automatization with advanced game structures (windmills for flour grinding, a pump to fill more barrels at the same time, etc)
-
Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
Re: Which features should be focused by devs?
This. So very much this.jorb wrote: Some truth here certainly, though I think the problem is probably slightly broader than that. I think the issue is -- more generally -- that the game doesn't adequately support genuine and large-scale social organization. We have begun formulating plans on the topic, but it is a very delicate question, and I want to -- uncharacteristically -- anchor it well with "the community" before we run off and do shit. I'll be doing a writeup at some point.
Imagine, if you will, the great keeps in WoW, or some other NPC-driven MMO. Huge, sprawling cities that a new player can wander around in freely, visit, and perhaps even spawn in. I'd like there to be that here, except organized by players. Clearly not possible under present mechanics, but necessarily impossible? I want to doubt that.
-
borka
- Posts: 9965
- Joined: Thu Feb 03, 2011 7:47 pm
- Location: World of Sprucecap
Re: Which features should be focused by devs?
very very muchPotjeh wrote:This. So very much this.jorb wrote: Some truth here certainly, though I think the problem is probably slightly broader than that. I think the issue is -- more generally -- that the game doesn't adequately support genuine and large-scale social organization. We have begun formulating plans on the topic, but it is a very delicate question, and I want to -- uncharacteristically -- anchor it well with "the community" before we run off and do shit. I'll be doing a writeup at some point.
Imagine, if you will, the great keeps in WoW, or some other NPC-driven MMO. Huge, sprawling cities that a new player can wander around in freely, visit, and perhaps even spawn in. I'd like there to be that here, except organized by players. Clearly not possible under present mechanics, but necessarily impossible? I want to doubt that.