This. Everything, this.TheHappyPyro wrote:Ranged weapons would be useful.. also perhaps buildable moveable gates that can open and close and buildable walls.
What do you want next?
I think the most important thing to do at this time is work on Building, Crafting and Researching.
It'll really allow MORE players to purchase this game as I've played a lot of MMOs where the players main motivation to play was crafting. Huge potential to gain new players aka funding.
Another plus to that is, it'll give us the players who've been playing for a while something to do, it gets quite boring running around killing things over and over...
Let us build, craft, trade, mine, enslave and shackle our unconscious enemies.
+1 on the moveable/closing of gates.
It'll really allow MORE players to purchase this game as I've played a lot of MMOs where the players main motivation to play was crafting. Huge potential to gain new players aka funding.
Another plus to that is, it'll give us the players who've been playing for a while something to do, it gets quite boring running around killing things over and over...
Let us build, craft, trade, mine, enslave and shackle our unconscious enemies.
+1 on the moveable/closing of gates.
- CaptainZeros
- Posts: 19
- Joined: Mon Sep 10, 2012 10:20 am
I would like to see the ability to manage multiple squads, even if it's crude so that a) I can go back to recruiting every schmuck I run across and b) we can start putting some silly amounts of stress on the game and see where it needs more work. (which is where multi-threading etc gets priority so the game remains playable, woo)
That, and some fleshing out of townbuilding/buying. I'd like to be able to designate a hut for traveling merchants to set up shop in at my outpost.
That, and some fleshing out of townbuilding/buying. I'd like to be able to designate a hut for traveling merchants to set up shop in at my outpost.
Considering how Chris has decided to do the multi-threading (at least I think he has given the update on the site) which was my original vote, going forward after doing such a thing I would personally either like to see research and smithing, etc placed into the game for more things to focus on via character development or some simple missions to earn money. However just an idea here; if the smithing and researching became available a few simple in game missions could be tabbed onto it say something like "XXXX wants you to research to tech level 5, upon competition you will get XXXX cash" or something of the like.
Also even though I'd like to see the research element placed into the game to add more variation in terms of things to do etc I would actually really like to see some diversity in the world, maybe a few new character models or even the introduction of a base female? Just as a suggestion mind you.
Also even though I'd like to see the research element placed into the game to add more variation in terms of things to do etc I would actually really like to see some diversity in the world, maybe a few new character models or even the introduction of a base female? Just as a suggestion mind you.
Rotatable items. If you use a grid based inventory system, the ability to rotate items is invaluable.
Also possibly an "auto sort" button. Would be useful for both players, and npcs as its a pain having to rearrange a merchants inventory for them because they have the space for that last darn item, but it just isn't organized right.
Also possibly an "auto sort" button. Would be useful for both players, and npcs as its a pain having to rearrange a merchants inventory for them because they have the space for that last darn item, but it just isn't organized right.
- Clawdius Talonious
- Posts: 540
- Joined: Sun Jan 29, 2012 7:35 am
As much as other people may want sandbox quests, I would love to see the next area that is focused on post 4.0 be fleshing out the new research/crafting aspects. It would be nice if we could build forges for smelting. Harvesting or buying wood to make charcoal for aforementioned smelting, as well as buying charcoal would be useful economically. Building anvils and training blacksmiths to produce blades, sharpening wheels from stone to produce better quality blades, mining raw iron, smelting pig iron, researching better techniques for smelting and processing...
As other people have mentioned, wear and tear on weapons and armor could be a useful feature. However I think that a smith of skill level relative to the level of the armor should be able to repair it, while almost anyone should be able to sharpen a blade while reducing the longevity of the blade. Blades would then have to be able to shatter on a block depending on the brittleness of the metal and upkeep. These things would require some significant work, but I feel that overall they would add quite a lot to the R&D aspects, as well as encourage trading for materials you currently lacked the means to produce.
After that I would love to see a dynamic economy, where bringing an excess of one trade good to a town resulted in the value of that material being reduced in that location, and any commonly purchased materials becoming pricier. The only way to really maintain such a system would be to have the travelling merchant bands actually make purchases for the purposes of economic balancing that would affect the system. However in the long run I could see this making the world feel quite a bit more real, especially if it was balanced with finished good sales. For example, a town that was receiving a constant influx of high quality swords and armor would likely stop having much demand for steel ingots. Any town that was constantly receiving bread would likely have less demand for wheat, etc. That would in turn lead traders in those goods to other locations, over time bringing prices and demand back to normal levels.
In the future, towns could go to war with one another, a town that had no means to produce food might send out squads to acquire wheat and bread by any means necessary. Perhaps some form of livestock could be introduced eventually, providing milk that could be processed into cheese, and in the case of a siege could be slaughtered for sustenance. Balancing a towns population with their food requirement, making guards and police rearm themselves when their weapons were broken, and allowing for diplomatic trades (sending a single member in with a "white flag" to gift goods, breaking siege lines to deliver food to starving towns) could all very much enhance the viability of a very long lasting session. While these are clearly long term goals, I think fleshing out the economy could lead to driving factors that would give the AI believable cause to drive it in the end.
Of course, that is just my own personal preference, quests would be nice and all but IMHO fleshing out the game world economically would add quite a bit to every subsequent iteration.
As other people have mentioned, wear and tear on weapons and armor could be a useful feature. However I think that a smith of skill level relative to the level of the armor should be able to repair it, while almost anyone should be able to sharpen a blade while reducing the longevity of the blade. Blades would then have to be able to shatter on a block depending on the brittleness of the metal and upkeep. These things would require some significant work, but I feel that overall they would add quite a lot to the R&D aspects, as well as encourage trading for materials you currently lacked the means to produce.
After that I would love to see a dynamic economy, where bringing an excess of one trade good to a town resulted in the value of that material being reduced in that location, and any commonly purchased materials becoming pricier. The only way to really maintain such a system would be to have the travelling merchant bands actually make purchases for the purposes of economic balancing that would affect the system. However in the long run I could see this making the world feel quite a bit more real, especially if it was balanced with finished good sales. For example, a town that was receiving a constant influx of high quality swords and armor would likely stop having much demand for steel ingots. Any town that was constantly receiving bread would likely have less demand for wheat, etc. That would in turn lead traders in those goods to other locations, over time bringing prices and demand back to normal levels.
In the future, towns could go to war with one another, a town that had no means to produce food might send out squads to acquire wheat and bread by any means necessary. Perhaps some form of livestock could be introduced eventually, providing milk that could be processed into cheese, and in the case of a siege could be slaughtered for sustenance. Balancing a towns population with their food requirement, making guards and police rearm themselves when their weapons were broken, and allowing for diplomatic trades (sending a single member in with a "white flag" to gift goods, breaking siege lines to deliver food to starving towns) could all very much enhance the viability of a very long lasting session. While these are clearly long term goals, I think fleshing out the economy could lead to driving factors that would give the AI believable cause to drive it in the end.
Of course, that is just my own personal preference, quests would be nice and all but IMHO fleshing out the game world economically would add quite a bit to every subsequent iteration.
"Blood & Women would be the best." >fixed.Isen3C wrote:Blood & Sound would be the best.
For now I kinda enjoy making my own soundtrack. You just can't beat raiding a village while listening to the Conan the Barbarian sountrack. Also metal works too sometimes, like Iron Maiden or IRON ATTACK!
I'm no sadist, but the feeling of any game changes when you can hear whats going on.Tolwrath wrote:"Blood & Women would be the best." >fixed.Isen3C wrote:Blood & Sound would be the best.
For now I kinda enjoy making my own soundtrack. You just can't beat raiding a village while listening to the Conan the Barbarian sountrack. Also metal works too sometimes, like Iron Maiden or IRON ATTACK!
I would like if you added the ability to scroll down on the faction tab,trade screen, used WASD on the map, a mini map with the enemies and discovered towns to be displayed. And make the fast speed button faster like way faster.. It takes to long to cross the desert!
- FeverDream
- Posts: 17
- Joined: Tue Sep 04, 2012 5:37 pm
I Already added my thoughts to this board, but i had a idea.
Do a Men of War Style 'Direct Control' and have use be able to control the attack and blocks of our character, Reflecting their ability to follow the commands, and their speed in their skill. Maybe have a drug they can take for direct control if it ever it became to overpowered.
Do a Men of War Style 'Direct Control' and have use be able to control the attack and blocks of our character, Reflecting their ability to follow the commands, and their speed in their skill. Maybe have a drug they can take for direct control if it ever it became to overpowered.
Kenshi: Str 100, Dex 77, Attack 80, Defensive 66, Medic 80, Katana Lvl 60
TITLE: Master
TITLE: Master
I agree with the 'direct control' idea, that would be freaking awesome, game would be epic (but this should SERIOUSLY wait til WAY late to be implemented, after everything else has been done).
As far as what should be done next, I would really, really love some sound, if I'm not mistaken somewhere you mentioned that you have not completed the sound engine or something, but if this could be worked on, or even have something as a temporary placeholder of some sounds, it would give this game a huge atmosphere that would be nice.
If sounds will just take too long and after the whole base building thing is pretty much set (the walls fixed and merchants purchasing from your store and all that good stuff minus crafting), more customization options for characters would be nice. I think having some hairstyles and females (possibly better models all around for kenshi?) should be the next implemented stuff.
After character customization, crafting should be implemented. I know you will be working on crafting very soon, but during the whole crafting aspect is implemented, shortly followed would be nice to have a wider variety of weapons/armors/clothes should be implemented.
Just decided to shorten this list so it will be easier on the eyes for a quick skim:
1. Sound (if won't take an ungodly long time)
2. Character Customization (females/hair/facial har/Better models all around)
3. Crafting + More weapons/armors/clothes
4. Dyes for clothes armor
5. GUI icons for every item, dyed and not dyed. (Icons LOOK like the item on character)
As far as what should be done next, I would really, really love some sound, if I'm not mistaken somewhere you mentioned that you have not completed the sound engine or something, but if this could be worked on, or even have something as a temporary placeholder of some sounds, it would give this game a huge atmosphere that would be nice.
If sounds will just take too long and after the whole base building thing is pretty much set (the walls fixed and merchants purchasing from your store and all that good stuff minus crafting), more customization options for characters would be nice. I think having some hairstyles and females (possibly better models all around for kenshi?) should be the next implemented stuff.
After character customization, crafting should be implemented. I know you will be working on crafting very soon, but during the whole crafting aspect is implemented, shortly followed would be nice to have a wider variety of weapons/armors/clothes should be implemented.
Just decided to shorten this list so it will be easier on the eyes for a quick skim:
1. Sound (if won't take an ungodly long time)
2. Character Customization (females/hair/facial har/Better models all around)
3. Crafting + More weapons/armors/clothes
4. Dyes for clothes armor
5. GUI icons for every item, dyed and not dyed. (Icons LOOK like the item on character)
Windows 8 64-Bit
Intel i7-3820 @ 3.60GHz
32 GB RAM
Nvidia GeForce GTX 670
Intel i7-3820 @ 3.60GHz
32 GB RAM
Nvidia GeForce GTX 670
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