So, I agree the "world" shouldn't scale with you, a la a famous title with 5 games and an MMO to its credits. However, the world should "grow." The first time I see that paladin pass by, he's got basic starting stats. The next time I see him, after he's been in some shite, shouldn't his stats be better? If you can survive long enough to become a beast, why can't some other starving bandit who just seems to get lucky? Imagine thinking you're about to use your new recruits to build their skills against some 5-10 range stat bandits, and then suddenly you see a Red Sonya just mauling people with her 15-20 range (or higher) stats. Sudden surprises add to the effect and marvel because they aren't programmed to happen. They just kinda...do.Neteman wrote: ↑Thu Jun 28, 2018 12:05 pmi know it's not necessary to say but, please please please please, do NOT scale the game.
U should die if you go into the deadlands with your bare chest. Your next character won't do it.
You should be eaten by a megaraptor if you go alone with a rusty plank and no armor just because you were training swim. Your next character will swim somewhere else (accompanied and carrying something better).
...
It's a question of learning and the cost (pain) of it that makes this game great.
What Feature do you think needs improvement?
While I understand the purpose, this has to be "controlled" or the world could become unpredictable and that brings the imposibility to learn because you couldn't find patterns.hotspur75 wrote: ↑Tue Jul 24, 2018 10:02 pmThe first time I see that paladin pass by, he's got basic starting stats. The next time I see him, after he's been in some shite, shouldn't his stats be better? If you can survive long enough to become a beast, why can't some other starving bandit who just seems to get lucky? Imagine thinking you're about to use your new recruits to build their skills against some 5-10 range stat bandits, and then suddenly you see a Red Sonya just mauling people with her 15-20 range (or higher) stats. Sudden surprises add to the effect and marvel because they aren't programmed to happen. They just kinda...do.
I mean, you know that starving bandits can beat ur ass in early stages but will become your first prey whenever you get the ability or the company to face them. Soon, you will be facing bigger goals and despise this skinny scum. At this point it could be nice the scenario you propose, with starving guys that can beat you with all your armor and shiny blades, but if you are growing fighting them and you find one of this powerhouses... this is frustrating in a bad manner. Finding a powerhouse like the bugmaster is an enlightning situation: "don't go there" and the danger (from the BM) won't bother you. But if at any moment you can find a dust bandit "bugmastered" that could be bad.
In my opinion, the biomes and different tiers of enemies are created exactly for the purpose of surprise you under controlled environment. Please, tell me I'm not the only idiot who though long ago that, if I'm able to defeat a samurai gate guard, I can beat the bodyguards of a noble... just to figure that there are different kind of samurais, and so with the paladins, ninjas, etc...
- Hatsune_Neko
- Moderator
- Posts: 4086
- Joined: Sun Apr 21, 2013 9:59 am
- Location: Columbus, OH
if you wish to discus someones post about what they think needs improvement.
please make a new topic and discuss it there.
please make a new topic and discuss it there.
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
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
It seems like gathering copper is hands down the best early game money making operation. Its easy to get to, its abundant, and it can usually be found near cities. (i.e. run to the guards)
I would suggest making copper and iron deposits more like stone. Force scavengers to ya know actually move around and scavenge.
Make early scavenging/mining more interesting and exploratory. For example making those debris fields of junk (Maybe dynamic spawns?) that the player can go to and loot. May get copper, may get robot parts etc. but you have to gather/scavenge like you are mining and watch out for wandering mobs. (randomized loot from a gathering option would open a ton of options for modding...)
I also think making those useable world gathering nodes finite would encourage exploration.
I would suggest making copper and iron deposits more like stone. Force scavengers to ya know actually move around and scavenge.
Make early scavenging/mining more interesting and exploratory. For example making those debris fields of junk (Maybe dynamic spawns?) that the player can go to and loot. May get copper, may get robot parts etc. but you have to gather/scavenge like you are mining and watch out for wandering mobs. (randomized loot from a gathering option would open a ton of options for modding...)
I also think making those useable world gathering nodes finite would encourage exploration.
Noomsy wrote: ↑Mon Aug 13, 2018 8:55 pm
Natural Resources
It seems like gathering copper is hands down the best early game money making operation. Its easy to get to, its abundant, and it can usually be found near cities. (i.e. run to the guards)
I would suggest making copper and iron deposits more like stone. Force scavengers to ya know actually move around and scavenge.
Make early scavenging/mining more interesting and exploratory. For example making those debris fields of junk (Maybe dynamic spawns?) that the player can go to and loot. May get copper, may get robot parts etc. but you have to gather/scavenge like you are mining and watch out for wandering mobs. (randomized loot from a gathering option would open a ton of options for modding...)
I also think making those useable world gathering nodes finite would encourage exploration.
QoL:
>A way to Highlight NPC's / interactive objects
>Better inventory stacking algorithm
>A faster way to get loot into packrat characters/animals (Perhaps button+click = goes into any stackable storage in the party)
Would make a nice mod:
>Those extra skeleton heads (soldier, etc.) as additional faces for skeleton characters / via plastic surgeons - purely cosmetic
Additional content:
>More armor/weapon/clothing variety
>More cosmetic options during character creation
Feature improvement:
>Equipment slots for goggles so you can wear them with open-faced masks/helmets
>Better NPC AI behaviour in towns (buying from shops, socializing, parties, fistfights; things that improve the general atmosphere)
New features:
>Mounts so I can get around more quickly
>Plot hooks. More plothooks to drag the player around the world
>A way to Highlight NPC's / interactive objects
>Better inventory stacking algorithm
>A faster way to get loot into packrat characters/animals (Perhaps button+click = goes into any stackable storage in the party)
Would make a nice mod:
>Those extra skeleton heads (soldier, etc.) as additional faces for skeleton characters / via plastic surgeons - purely cosmetic
Additional content:
>More armor/weapon/clothing variety
>More cosmetic options during character creation
Feature improvement:
>Equipment slots for goggles so you can wear them with open-faced masks/helmets
>Better NPC AI behaviour in towns (buying from shops, socializing, parties, fistfights; things that improve the general atmosphere)
New features:
>Mounts so I can get around more quickly
>Plot hooks. More plothooks to drag the player around the world
- Hatsune_Neko
- Moderator
- Posts: 4086
- Joined: Sun Apr 21, 2013 9:59 am
- Location: Columbus, OH
Please note
this is not for requesting new features.
this is to discuss current ones and what you think needs to be improved with them.
if you have a feature request, please post them into the proper forum area.
Thank you.
this is not for requesting new features.
this is to discuss current ones and what you think needs to be improved with them.
if you have a feature request, please post them into the proper forum area.
Thank you.
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
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
I agree with the lot of what you said but Usain Bolt also was not running like his life depended on it. There are cops and service men that hit super human speeds for brief sections of time with life threatening events. I can only imagine that Bolt would have been able to hit 35 MPH had he been running from a religious radical who hates him for his race or a cannibal that wanted to eat his very flesh his whole life. Maybe a stamina system or a better reason to not run for eons with only worrying about your hunger.Nesano wrote: ↑Sun Feb 11, 2018 3:25 amAthletics is way too easy to level. I've only got about 27 hours clocked in the game and two of my characters are 66 and 64. 90+ is supposed to be super-human and 70+ is supposed to require insane amounts of work. I leveled their athletics up this high in only several hours of total play time just from running errands. They have about a 10th of the combat power of a town guard but are almost twice as conditioned.
Update 1
The aforementioned characters are currently outrunning a High Paladin with ease and High Paladins have skyward stats across the board.
Update 2
I just checked and realized that these characters run at 21 MPH and 25 MPH, the former is a tad weighed down by gear and the latter is slightly faster due to gear bonuses. Usain Bolt's top speed is apparently around 28 MPH and these guys are running distance.
I completely follow the suggestion to somehow highlight interactive objects ; I've been spending too much time running around trying to interact with inactive stuff too much!
And thanks for the early game tricks ; I was struggling to make a living, I'll try gipsying it out and selling scavenged copper! It reminds me of the good old days selling bandages, crap ammo and bread to Sidorovich in Stalker while trying to save enough money to keep my beaten up AK fed
And thanks for the early game tricks ; I was struggling to make a living, I'll try gipsying it out and selling scavenged copper! It reminds me of the good old days selling bandages, crap ammo and bread to Sidorovich in Stalker while trying to save enough money to keep my beaten up AK fed
-
Alexfighter
- Posts: 25
- Joined: Tue Mar 28, 2017 5:51 pm
I would add to change the cursor when hovering over a living being, even if neutral. Instead of just changing the color if it's enemy. I'd do it because you've got to be very precise for selecting people, and sometimes you click as mad just because of one pixel. If the cursor design actually changed you would know that you're gonna click it right.
-
Alexfighter
- Posts: 25
- Joined: Tue Mar 28, 2017 5:51 pm
Running all at the same speed / following-bodyguard.
Three things (ideally all, but just one or two of them would already make life a lot easier):
- For moving characters, set a movement option (the classical SHIFT+Click) so they stop to fight if engaged, instead of keep going.
- Also, if a group of characters is set as "running like the slowest", make also that this group walk together in the type of formation specified in the AI tab (military / caravan / random). If the first point is implemented, make all stop to fight when one is engaged.
- Make the running speed configuration work while a characer is following / bodyguard another. So if you got a leader and a group following him, and you set the speed to "run like the slowest", the leader would move like the slowest and the group would not disperse. Also, as in the previous point, the leader should stop to fight if the group did so, instead of keep running and become alone.
Three things (ideally all, but just one or two of them would already make life a lot easier):
- For moving characters, set a movement option (the classical SHIFT+Click) so they stop to fight if engaged, instead of keep going.
- Also, if a group of characters is set as "running like the slowest", make also that this group walk together in the type of formation specified in the AI tab (military / caravan / random). If the first point is implemented, make all stop to fight when one is engaged.
- Make the running speed configuration work while a characer is following / bodyguard another. So if you got a leader and a group following him, and you set the speed to "run like the slowest", the leader would move like the slowest and the group would not disperse. Also, as in the previous point, the leader should stop to fight if the group did so, instead of keep running and become alone.
The Jobs tab seems to be a toggle rather than a turn on/turn off. If multiple characters are selected, some w/jobs on, some jobs off, clicking Jobs should turn all on or off, but it seems to just toggle them so I need to go to each character separately. Maybe I'm wrong, but that's my experience.
Almost all crops can be grown in arid environments. It just takes more water. Cotton right now is very low productivity in arid land, but is widely grown, real life, in arid environs. Perhaps adjusting the water requirements to reflect need so that cotton productivity goes up with more available water. Same for hemp and veggies. Arizona is in the Sonora? Desert in the U.S. and produces a lot of crops. The same cannot be said for swampy environs, however, as wheat, cotton, cactus will suffer in constantly wet soil.
Drying meat takes 10 times as long on a stove versus a campfire. Not very realistic.
More intelligent raids/battles so a bunch of bandits who have NO chance whatsoever of winning a conflict will move away or try to trade peaceably w/o moving to all out warfare, even if hostile. Any battle in that situation must be initiated by the player even if trading/sharing is refused.
Almost all crops can be grown in arid environments. It just takes more water. Cotton right now is very low productivity in arid land, but is widely grown, real life, in arid environs. Perhaps adjusting the water requirements to reflect need so that cotton productivity goes up with more available water. Same for hemp and veggies. Arizona is in the Sonora? Desert in the U.S. and produces a lot of crops. The same cannot be said for swampy environs, however, as wheat, cotton, cactus will suffer in constantly wet soil.
Drying meat takes 10 times as long on a stove versus a campfire. Not very realistic.
More intelligent raids/battles so a bunch of bandits who have NO chance whatsoever of winning a conflict will move away or try to trade peaceably w/o moving to all out warfare, even if hostile. Any battle in that situation must be initiated by the player even if trading/sharing is refused.
Demolition and Engineering
I assign someone to demolish a crossbow so I can build a harpoon turret; if there is a free engineer, they will head to the crossbow to repair it, so I will have one team demolishing and another repairing the same thing.
I assign someone to demolish a crossbow so I can build a harpoon turret; if there is a free engineer, they will head to the crossbow to repair it, so I will have one team demolishing and another repairing the same thing.
Just 'dismantle' the building ...
Would be nice to have option to group dismantle, whole part of wall for example, or whole wall/whole settlement even ...
Sorry for my bad english.
Trade routes and redundant travel. I love how the game is a continuous set of states that all have physical significance inside the world. There are only a few things that are exceptions: gold, research, but most importantly movement is not one. I really like this decision and find it part of why exploring the world feels like a journey. At the same time, it can be the very reasonable explanation for why back trekking through the world can be real monotonous when you've reached safe lands for the umpteenth time
I bundled trade routes with this topic because it's, to me, the same question just asked to NPC's. I also thought that the two questions might solve each other's problems by interacting. I don't think that trade routes bringing the shop to your door is solving the core issue of redundant travel. Redundant travel for trade, yeah, but not in general
If the player could interact with the different trade caravans coming in and out of a city hub, as a simple traveller or hired merc, in it for the destination or the gold, then I think the trade route system would over-compensate for redundant travel. This is getting into feature suggestion territory, more in another thread...
I bundled trade routes with this topic because it's, to me, the same question just asked to NPC's. I also thought that the two questions might solve each other's problems by interacting. I don't think that trade routes bringing the shop to your door is solving the core issue of redundant travel. Redundant travel for trade, yeah, but not in general
If the player could interact with the different trade caravans coming in and out of a city hub, as a simple traveller or hired merc, in it for the destination or the gold, then I think the trade route system would over-compensate for redundant travel. This is getting into feature suggestion territory, more in another thread...
-
mrstabby383
- Posts: 1
- Joined: Sun Nov 04, 2018 10:04 pm
Alright i don't know if this has been discussed already or not but the economy needs some work imo.
I have put a good amount of time into Kenshi recently and the one thing i do at the start of almost every game is mine copper, as i'm sure most do, but it is far to easy to make hundreds of thousands in a almost totally AFK way mining copper. you just go to a town buy a house put some ore boxes in and set your guys mining within 2 weeks game time you can have 200,000 cats easy.
I would love to see the prices that shop keepers will buy items from you drop the more they have, some diminishing returns. so yes at the start you can have your copper mining for some starting cash but once you have sold a fair amount and have say 30000 cats the price will no longer be worth you mining it. maybe you will have to go to the next town to continue selling your ore.
To add once you have a small outpost and a pack animal cats in this game are basically irrelevant you can have 500,000 cats in a totally AFK way. buying stuff becomes more about can you be bothered to go look for the blueprints than if you have the cats to do so.
I have put a good amount of time into Kenshi recently and the one thing i do at the start of almost every game is mine copper, as i'm sure most do, but it is far to easy to make hundreds of thousands in a almost totally AFK way mining copper. you just go to a town buy a house put some ore boxes in and set your guys mining within 2 weeks game time you can have 200,000 cats easy.
I would love to see the prices that shop keepers will buy items from you drop the more they have, some diminishing returns. so yes at the start you can have your copper mining for some starting cash but once you have sold a fair amount and have say 30000 cats the price will no longer be worth you mining it. maybe you will have to go to the next town to continue selling your ore.
To add once you have a small outpost and a pack animal cats in this game are basically irrelevant you can have 500,000 cats in a totally AFK way. buying stuff becomes more about can you be bothered to go look for the blueprints than if you have the cats to do so.
Smaller stuff...
Defense - wall building - it would be nice to be able to build lower tiers of defensive walls even when I have those higher ones. It could help with base building (creating safe sectors inside walls) and with some specific base building. I have secondary base and I've just spent hour figuring out how to rebuild walls cause I was changing couple of things and couldnt go back to rank II and had to fit in rank IV because of lack of space.
Turret building and dismantling - if I am building harpoon with light once I place it and confirm build mode, I can't cancel it. I can downgrade and upgrade but there is no dismantle button.
Defense - wall building - it would be nice to be able to build lower tiers of defensive walls even when I have those higher ones. It could help with base building (creating safe sectors inside walls) and with some specific base building. I have secondary base and I've just spent hour figuring out how to rebuild walls cause I was changing couple of things and couldnt go back to rank II and had to fit in rank IV because of lack of space.
Turret building and dismantling - if I am building harpoon with light once I place it and confirm build mode, I can't cancel it. I can downgrade and upgrade but there is no dismantle button.
- Hatsune_Neko
- Moderator
- Posts: 4086
- Joined: Sun Apr 21, 2013 9:59 am
- Location: Columbus, OH
little arrows next to the displayed wall section, click those to select lower tier sections.
the other is most likely a bug
please make a report in the bugs forum for it.
the other is most likely a bug
please make a report in the bugs forum for it.
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
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
More wild megacrabs! Used to be around 6 at Lost Town, now only one there. And one, or at least very few, in wild in far east. Why so few? I'd like to capture as many and use them to defend my base. I know I can buy crabs but I'm speaking of wild megacrabs.
-
- Information
-
Who is online
Users browsing this forum: No registered users and 5 guests