New customer first impressions

The place to request or suggest new ideas and features.
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Knightsodyssey
Posts: 12
Joined: Thu Mar 27, 2014 3:06 am

Wed Apr 02, 2014 4:00 am

Love the game. Improvements can't come fast enough! I can't wait to see what you got cooking next! I'm just a random new power gamer customer.

Here's what i'd like to see in the oven;

Most importantly i'd like to see all the current bugs with blueprints (crafting shoes, drifters stuff, and all the other bluepint bugs), population, and current caravans fixed. As a new customer this is my first impression of importance that will keep other customers interested!

I'd like to see the travel groups that currently buy from stores expanded. To me it would make sense to have weapon caravans or something to the effect that buy weapons only, old or new. Junk caravans. Food and liquor caravans exc. To me this is such a cool feature. I've played 200 days only seen one caravan so far but it definitely made the game fun and interesting waiting for the next.

I hope the game doesn't get too quest, mission, or job driven and stays open sand box. I'm having a great time playing the game so far even with it in alpha. I can't seem to get my cities or travel outposts population up. I've tried population sliders.

I also would like to see visiting each city and building worthwhile. Going to a holy city should give me specific options to that faction. For example only heavy plate blue prints or something to the effect. I've run all over creation only to be disappointed again and again looking for something new.
Instead of having multiple vendors in the same building put them in another building that is currently not in use.

ROI on making/selling bread is overpowered. could be cut in half or more.

Love the raids on my supplies. great concept. Might as well let them rob my fallen players armor/weapons as well.

Less variations of the same weapon. 30 different kinds of the same weapon is nuts. Seems like a random skill multiplier would be great. For example a person with 30 weapon smith has a 1% chance to make good quality, 50% chance of shoddy, 49% prototype. Then just 3 varations of each weapon would work. Katana Topper, Katana Light (love the dark grey graphics one), Grandmaster Katana (I dunno i'm rambling now aren't I?)

Rare dropping house décor would be awesome. Killing a boss gives a 2% chance to drop a sword you can hang on the wall. Or a fountain. Or a hot chick statue, exc.

Might as well make it so you can't buy a blueprint if you already own it. (message saying you got this dumb@ss would work)

Instead of every guard saying don't steal, make some say something random and sometimes funny.

Current haircuts leave something to be desired on males.

I bought the game twice and gave a code to a family member. I am a big fan and hope everyone stays positive!

Knightsodyssey
Last edited by Knightsodyssey on Wed Apr 02, 2014 4:35 pm, edited 1 time in total.

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Hatsune_Neko
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Posts: 4086
Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Wed Apr 02, 2014 6:28 am

weird title for a feature request
mide changing it to reflect what your asking for a feature request?
but to address your bug fixing.
ill just copy this from Steam.
Captain Deathbeard

This is what game development is like:
-You've got a list of 100 features and 100 bugs.
-Every time you add a feature, it adds another 50 bugs.
-Every time you fix 10 bugs, you discover 3 more bugs.
-Occasionally to fix one of the bugs you might need to totally restructure something. This will probably add 10 more bugs.
-When you fix bugs people say "These updates don't do anything, where are the features?"
-When you add features people say "Why aren't you fixing the bugs?"
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
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WD 1tb HD, 870 EVO 1TB SSD

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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Wed Apr 02, 2014 2:58 pm

Knightsodyssey wrote:Most importantly i'd like to see all the current bugs with blueprints (crafting shoes, drifters stuff, and all the other bluepint bugs), population, and current caravans fixed...

I'd like to see the travel groups that currently buy from stores expanded...

I can't seem to get my cities or travel outposts population up. I've tried population sliders...

I also would like to see visiting each city and building worthwhile. Going to a holy city should give me specific options to that faction. For example only heavy plate blue prints or something to the effect...

ROI on making/selling bread is overpowered. could be cut in half or more.

Love the raids on my supplies. great concept. Might as well let them rob my fallen players armor/weapons as well.

Less variations of the same weapon. 30 different kinds of the same weapon is nuts. Seems like a random skill multiplier would be great. For example a person with 30 weapon smith has a 1% chance to make good quality, 50% chance of shoddy, 49% prototype. Then just 3 varations of each weapon would work...

Rare dropping house décor would be awesome. Killing a boss gives a 2% chance to drop a sword you can hang on the wall. Or a fountain. Or a hot chick statue, exc.

Might as well make it so you can't buy a blueprint if you already own it. (message saying you got this dumb@ss would work)

Instead of every guard saying don't steal, make some say something random and sometimes funny.

Current haircuts leave something to be desired on males.
Looks like a list of requests and/or feedback.
If you want any of these ideas (or any others in the future) to stand out, append them to threads already existing for the topic or make a new thread for each major request so that it will be easier for devs, mods, and other users to navigate what has been requested already so they, too, can join the discussion.

I'll just go down your list and give feedback on each topic:
  • The bugs involving Wandering Traders (not only trade caravans will shop at your base, so will Holy Nation, United Cities, and Adventurers Guild patrols) are being somewhat ignored to make headway on other sections since its more of a luxury that NPCs will come buy stuff from your base rather than forcing the player to bring the goods to an existing town
    • But don't worry! They will be back, and they will actually buy weapons next time! (hopefully)
    I don't believe the population sliders have been refined yet, as they are only a few builds old, but I have seen them function properly in regards to population of bandits/ninja attacking my outpost (hungry bandits number close to 100 when both sliders are set to 4)
    However, I do believe that the population sliders need to be modified before generation of the world (i.e. set the population slider to desired amount, then import game to a new world), although I have not researched this enough yet

    Currently, there are difference in the blueprints available from Faction to Factions (excluding the Clothing Trader, as s/he appears to be constant from Faction to Faction)
    Whenever you visit a city, check the Faction that owns the buildings there. They will either be Holy Nation, United Cities, or Dead Cat
    There are rumors that lone outposts out in the desert will have another unique selection of goods as well, so check those out if you're feeling adventurous

    Whenever the economy becomes more expanded/dynamic, then we, as a community, will likely spend a lot more time fine-tuning the new aspects of this economy.
    Until then, the micro- and macro-management of the economy will mostly be an infinite source of income to prevent any dead ends during gameplay just because the player ran out of cats. (then again, this will never prevent the player from running around and killing everyone, but there is a pin in the economy right now)

    If you check out the Roadmap, it states that there is an expanded Assault AI on the horizon, amongst many other things that Chris has on his to-do list for Kenshi
    Located here: Roadmap

    Regarding the current Weapons system, there are topics that speculate the different directions this could go, but its in the same boat as the economy until after waves of bug fixes and feature updates.
    • Another huge component of Kenshi is the ability to mod just about anything to your liking.
      I haven't explored it much, but I know its already possible to create your own weapons and structures, modify currently existing game code, add dialogue to NPCs, add unique NPCs or additional soldier "types" that follow the patrols around, and a LOT more
    I don't recall specifically if Chris said this or not, but I remember reading somewhere that doing things like rare drops are more akin to an MMO style game that forces the player to repeatedly grind enemies until you receive this item, which isn't within the scope of Kenshi's vision.
    I know its a cool system that rewards the player on rare occasions, but I feel this will detract from the sandbox gameplay that we all enjoy so much.
    • Although going back to modding again, it is possible to create a unique NPC that can have certain items in his inventory (i.e. the only NPC in the world, and s/he carries the only instance of <insert item here>)
    You may already know this, but a notification displays that you already have this blueprint researched whenever the cursor hovers over blueprints in the shop.
    There is also the second safety net for blueprints; blueprints cost the same amount whether buying or selling them from/to any vendor.
    Seems like an easier fix than to prevent buying the blueprints altogether.

    I believe new hair styles will be added in the future, since it has been reported that some hair styles have disappeared.
    Then again, there is always modding. :D
Hope this helps out OP and any future users.

Knightsodyssey
Posts: 12
Joined: Thu Mar 27, 2014 3:06 am

Wed Apr 02, 2014 4:42 pm

Thanks for feedback. Honestly like the game and thought id offer my thoughts. I changed title as req by mod. I started looking into mods for the first time last night. Cant wait to see next update


Knightsodyssey

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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Wed Apr 02, 2014 8:04 pm

Knightsodyssey wrote:Thanks for feedback. Honestly like the game and thought id offer my thoughts. I changed title as req by mod. I started looking into mods for the first time last night. Cant wait to see next update


Knightsodyssey
Corrected spelling of the title in your first post, simply for clarity's sake.
Glad you're enjoying Kenshi so far! :D

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Hatsune_Neko
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Posts: 4086
Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Wed Apr 02, 2014 9:18 pm

Knightsodyssey wrote:Thanks for feedback. Honestly like the game and thought id offer my thoughts. I changed title as req by mod. I started looking into mods for the first time last night. Cant wait to see next update


Knightsodyssey

dankies =(^.^)=
there are a few mods. none that really change the game yet.
the most popular ones are the NPC squad size increases. Some will test your computer when setup with the still relatively new Squad size slider. One happens to be one i made.
there are a few others as well.

Enjoy
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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