What Feature do you think needs improvement?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Divreus
Posts: 6
Joined: Wed Sep 12, 2012 5:07 pm

Sat Mar 03, 2018 2:12 pm

Bandits butchering animals: It shouldn't happen instantly. Instead, they could...
-Eat the animal limb-by-limb, giving you time to rescue it.
-Have a 'butchering' progress bar, giving you time to rescue it.
-Cook it alive, giving you time to rescue it.
-Do any of the previous three back at their camp, giving you more time to rescue it.
-Be slowed down in doing any of the first three by the animal's toughness, giving you time to avoid the permanent loss of a party member whose stats may be greater than the sum of the stats of the entire group of people killing it.

The animal could also be woken up by the butchering attempt if it's still above its KO point, as I believe happens with spiders sucking blood.
Anything, really. I wouldn't even mind if any changes to butchering affected players too, so wild animals would need to be brought below their KO point before being butchered.
I really don't want to lose my puppy forever all because I tussled with a herd of bulls while some starvers were licking their lips nearby.
Might as well also make dust bandits just snap your neck while you're down.
EDIT: My apologies, Hatsune_Neko. I'll post this in the proper place, then.
Last edited by Divreus on Sun Mar 04, 2018 12:47 am, edited 1 time in total.
M'seductress.

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Hatsune_Neko
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Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Sat Mar 03, 2018 3:57 pm

That is a feature request.
Please place in the correct topic.
Do you believe the sexes should be equal?
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Then Men would become unmanageable

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tHe_silent_H
Posts: 32
Joined: Wed Dec 19, 2012 8:17 am

Thu Mar 15, 2018 2:25 pm

Non-human customisation, currently humans have thousands of combo's, while shek only have one set of horns to play with, hivers are all identical(but different proportions), and poor(player) skeletons, only one head choice, while npc's now have multiple.

More subraces would be nice too
oh, hai

viciogamer
Posts: 3
Joined: Tue May 12, 2015 2:14 pm

Fri Mar 23, 2018 7:56 pm

Hi!

I think maybe the wandering/patrolling of some bandit groups should be revised, there are some areas that are almost impossible to spawn and try to settle down.
If this is intended this way please discard my reply :P

Thanks for all the hard work!! It's been almost 4 years since I bought this game and still enjoying it.
Cya!

Kc40k
Posts: 3
Joined: Sat Mar 24, 2018 6:35 pm
Location: Somewhere in the Belt

Sat Mar 24, 2018 6:55 pm

Diplomacy with Major (and possibly minor) Factions

We need ways to affect our standing/relationship other than: joining the factions, attacking/robbing them, being friends with people they don't like, being enemies with people they like, and paying the pacifier. AND more outcomes for relationships other than "we ignore you," "we protect you and you can use our stuff," and "we will kill you."

Personally, I'd like to see both these things improved through a fleshing out of the traders who come to your base (Basically, a more active involvement in the whole thing, such as the ability to establish trade "routes") and the events that occur at your base (for example, you need to provide shelter for a passing noble which increases your standing with the faction).

Naszalspray
Posts: 7
Joined: Wed Feb 28, 2018 3:51 am

Tue Mar 27, 2018 4:54 am

Mechanical limbs need some fixing I think. When I wear boots with a robotic right limb, the limb clips through the boot and it looks pretty ugly. It would be cool if the boot that was attached to a robot limb would be completely invisible, while the other leg still had a visible boot. I'm not sure if this is planned already.

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Hatsune_Neko
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Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Tue Mar 27, 2018 6:53 pm

Naszalspray wrote:
Tue Mar 27, 2018 4:54 am
Mechanical limbs need some fixing I think. When I wear boots with a robotic right limb, the limb clips through the boot and it looks pretty ugly. It would be cool if the boot that was attached to a robot limb would be completely invisible, while the other leg still had a visible boot. I'm not sure if this is planned already.
It is planned already.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

Pokpaul
Posts: 11
Joined: Fri Mar 27, 2015 1:11 pm

Thu Apr 12, 2018 2:03 am

Transactions.

It is a PITA to loot or sell large numbers of items and slaves, especially with a large/full squad. It detracts from gameplay for no benefit.

Lots of dead or wounded to loot. You send someone to loot them. They fill up, so you select someone else, or your pack animal. Out of trading range. Frack. Select different guys and move everyone around, because that's so much fun. Click click click. Useless micromanagement and pointless busywork. I suggest seriously expanding trading range so that one guy can go and then you can distribute it to everyone else. Or an autoloot function filling up every squaddie's inventory until maxed out.

Lots of crap to sell. Because you spent 15 minutes looting. Lots loaded on your pack animals, because they hold lots and stack. Merchants are in buildings. Pack animals don't like buildings. They'll follow you in most times, but then they're aimless. Why is my pack animal half way to the next town? Frack. Everybody runs all over the place. Would be super to send in one guy and trade everything away without everybody having to be 5 feet away. I suggest seriously expanding trading range.

Slaves. Absolute worst of all. I have a full squad of 12 carrying slaves. I have to sell each one individually. Buddy takes slave, runs to cage, gives spiel, runs around like a drunk chicken. Slave dude might not be around. He might be "watching over slaves" in cages away from shop, in police station, enslaving outlaw farmers at the gate, wherever. He might dash off to one of these places after you sell him a slave, while you've got more slaves to sell him. In my newest game I started off in United Cities, lots of slaving because nice cats, strength training carrying prisoners, but I can literally spend a half an hour or more trying to sell my frickin slaves cause slaver dude is all over the place. He must drink more coffee than Wally. This does not help gameplay. It's really annoying, in fact. That is an understatement. Suggestions, mass sell slaves, oh you have 12 slaves? Here's 4,800 cats. Bye now, have a nice day. Buddy's off who the frack knows where checking on slaves? Here's a bell, ring for service so he'll come over from wherever he's gone instead of having to search high and low for him.

Installation Warlock
Posts: 1
Joined: Fri Apr 13, 2018 2:51 pm

Fri Apr 13, 2018 3:29 pm

Tooltips

A lot of the tooltips and in-game descriptions are misleading or lack important information. For example, when I was building my first settlement with the "freedom seekers" start, I upgraded my research bench from level 2 to level 3, only to find out that the level 3 bench required power to run. I hadn't researched wind or fuel generators yet, and with my research bench unpowered, I had no way to, leaving me with two options: dismantle the bench and build a new one, or revert to a previous save. It wasn't a huge inconvenience, but it's just one example of many. Another example is that many of the weapons in the game don't mention in their descriptions whether they use strength, dexterity, or both. I know this is probably all information that I could find on the wiki, but honestly, I don't like having to read the wiki just to understand basic game mechanics. It breaks my immersion, and it's just an inconvenience.


Job Assignment

The jobs menu seems a bit half-baked to me. Having to manually assign various tasks to all of my characters in order of priority, and then un-assign tasks 1 character at a time, requires too much micromanagement for my liking, and becomes a huge pain if you have a large party. I hate to make direct comparisons like this, but I think Rimworld has a great system/interface for job assignment, and I think something similar could work really well in this game. The main feature I miss from that system is the ability to see all my character's job assignments side-by-side, so I know exactly who's doing what, and what jobs don't have anyone assigned- if you could just find a way to implement that, I'd be pretty happy with the job system.



Also, I know that this was already brought up, but I completely agree that transactions, and inventory management in general, is a bit tedious in it's current form and could use some overhaul. I won't go into specifics since that's already been covered, but any improvements to this system would cut a LOT of fat from the game and streamline the whole experience.

dirkleton
Posts: 14
Joined: Tue Apr 10, 2018 7:49 pm

Fri Apr 13, 2018 9:59 pm

The phrase 'Naginata Katana' triggers the weeaboo in me. The term you're looking for is 'nagamaki'.

Pokpaul
Posts: 11
Joined: Fri Mar 27, 2015 1:11 pm

Sun Apr 15, 2018 2:52 am

After exploring ruins I must say I agree with the idea of being able to set up camp inside ruins. I can understand why you can't do it in towns, need to rent bed or buy building, but not inside ruins or abandoned places makes little sense. I mean I could use their research bench mk VI, but not lay down a sleeping bag?

Unless of course you're just plain evil and just want spiders and malfunctioning skeletons to wipe me out while I'm trying to recover from the spiders in the ruins.

I'm guessing evil. :mrgreen:

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Hatsune_Neko
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Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Sun Apr 15, 2018 8:50 pm

Experimental version you can lay down sleeping bags inside ruins now.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

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philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Fri Apr 20, 2018 3:01 pm

We need more food recipes and combinations. As it stands, you can mix meat or cactus with bread, rice with vegetables, or cook cactus rice and vegetables by themselves for food.

This makes cooking a little difficult, especially when the food barrel gets bugged. So more recipe combinations would be great, and would make sense. Like a beef bowl or a vegetable stuffed cactus, fried rice and cactus.

maybe even allow flower to be used to fry some foods too. like fried cactus, fried vegetables, or fried green fruit.

Lhama
Posts: 10
Joined: Fri Apr 13, 2018 11:26 pm

Sun Apr 29, 2018 3:57 pm

Crafting could use a serious overhaul. The way it stands currently, there's no depth to the crafting system. Weapon smithing does it 1/2 right by gating the grades behind research, but armor smithing has no such restrictions.

As it sits currently, all you need is about c2500 to start up a sweatshop in a town with a trade goods vendor, have one of your folks make black cloth shirts until level 40 armor smithing, then crank out bandanas and watch the cats start rolling in. At standard grade, one bandana covers the cost of 3 fabric, at high grade it covers the cost of 7. 1 fabric makes a little over 2 bandanas...

Now, i don't mind the idea of using this as a form of income. However, i feel like certain recipes should stop giving smithing xp after a point. Clothing should only get you up to like 15-20, leather working could get you into the 50's, chain would get you to 75, and finish up with heavy

Marcher
Posts: 1
Joined: Mon May 07, 2018 8:22 pm

Mon May 07, 2018 8:28 pm

Is it possible to have the UI brighter? I found myself squinting whenever I try to read something simply because the color pallet (shadowy dark background).

thedr4gon
Posts: 18
Joined: Mon May 07, 2018 3:31 pm

Mon May 14, 2018 1:32 pm

The warning system/icons. it needs more consistency and permanent pop ups. stuff like "traders arrived at your town" may stay a 1 second blend, but stuff like "your character x is bleeding out" or "y is dead" or "your gates at settlement z is under attack" shall be more penetrant, not a side note. when we are at it, lets make a "idle worker" button to allocate your jobless workers. benches and stools serve ok, but sometimes they get stuck somewhere, become "aimless" and lose potential worktime.

and character statistics. can we get stuff like race and maybe even some background story for more prominent persons, with their agenda and subquests?

Stevegates
Posts: 8
Joined: Tue May 22, 2018 9:15 pm

Sat May 26, 2018 8:17 am

I'd like more improvement on doors - meaning when I tell my people to go to a shop that's not open, they aren't going to bang down the door to get in there. I'd like them to patiently wait outside like the good Samaritan I play them to be.

Probably allow us to break doors with Alt click and having us right click would just take us to the door, or not do anything as if it were impassable terrain. :)

Stevegates
Posts: 8
Joined: Tue May 22, 2018 9:15 pm

Sun May 27, 2018 5:47 am

I'd like to move research up and down the tech screen; for example being able to move farming to the top of the queue instead of cancelling everything above it and then adding it back on afterwards.

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Grimmrok
Posts: 142
Joined: Mon Apr 18, 2016 9:33 am

Fri Jun 01, 2018 4:48 pm

Tougher hivers.

Due to the lack of undershirt, shoes and helmets, they should have tougher exoskeletons. More health on all body parts.

Grieferbastard
Posts: 2
Joined: Sat Jun 02, 2018 7:12 pm

Sat Jun 02, 2018 7:22 pm

Door and gate management and pathfinding. It would be great to have my workers not decide to leave the fortified protection of my outpost and track through bandits and/or beak things because they want to use the storage at another outpost instead of the one next to them. Also have my peeps be able to consistently open and close gates as needed and not either get stuck or leave it open. Essentially way to specify "stay in the outpost" so my people won't look for or recognize storage or resources outside the gates and trot out to die the moment I'm not watching them like a hawk. Or see me take someone else in or out and dart to the exit and make a run for certain death every chance they get.

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