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Drathy  [developer] Apr 28 @ 4:35pm
Beta 2.4 Wishlist
It's that time again!

Time to round up thoughts, ideas, and suggestions from the community to see where our priorities should lie. Part of my philosophy when it comes to developing Wayward is that we are not making the game for ourselves, but rather for others to "enjoy" and experience. That's why the feedback is important for the Wayward project, especially since there's no plans to stop development on the game.

While we can't promise the world each major release, we promise to make notes of everything and add to our ever-growing todo list based on the feedback.

Beta 2.4 will focus on furthering the gardening and plant system that we kind of started doing in some of the beta 2.3 changes (tilling, fertile soil, etc.). This is a huge undertaking, but we would like to really advance the simulation in this system as well as add a lot more variety and gameplay to it.

If you prefer to vote and suggest ideas via a poll system instead of discussing it here, I've also went ahead and set up the poll for beta 2.4 (with some of the proposed gardening changes): https://poll.ly/#/GgOABNxz

Here was the last wishlist (beta 2.3) discussion and poll: http://steamcommunity.com/app/379210/discussions/0/1842367319513214603/
Last edited by Drathy; Apr 28 @ 4:39pm
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Showing 1-15 of 26 comments
An Easter Egg involving a pug.
Caerold Apr 28 @ 6:09pm 
More inland fresh water. Right now it's nearly impossible to survive without desalinization, and I've played over 125 hours without ever seeing a trout. The stamps for freshwater lakes need to be created or to occur more frequently. Right now I'm more likely to see water in the desert than the forest.

More options for digging moats of freshwater and/or lava. It's pretty much impossible to do this right now, only viable option is seawater.

More variation to the Z-axis. Yes, deep caves (with more challenge) and perhaps homes with roofs.

A fix so that transmogrifying well-crafted items doesn't reset their durability (2.3.4?). Currently essence is only good for the milestones without Legendary Refresh mods.

Perhaps a way to tether tamed animals so I can sleep without them going wild and coming to wake me up every 10 minutes. I'm tired of having to kill everything or drag it hundreds of tiles away from my camp, only to get back and find something new to tame/drag.

I haven't experimented yet, but can we specify map seeds when we leave the current island so we can travel to other locations we've visited before? I guess the world map option covers this?
Caseycc Apr 28 @ 6:58pm 
Some more inventory window options.
Such as a check to keep only selected window from fading out when not hovering.
Lock window to now close when pressing escape or otherwise anything except closing it directly.
Auto-Fill. Set a bag to auto fill and when you pickup an item of X type it will automatically enter it.

Maybe it's just me, but sometimes if I make a window smaller size and I drag an item to move it into the window, there's an area between the edge of the window and the "center" where releasing click doesn't actually move it and I have do it again. It'd be nice if this dead zone didn't exist.
Last edited by Caseycc; Apr 28 @ 7:20pm
Caerold Apr 28 @ 7:01pm 
I think you can do the first already by setting "Dialogue Opacity" to max (all white).
Caseycc Apr 28 @ 7:23pm 
That's an all or nothing option, all windows or no windows.
sbryan1 Apr 28 @ 7:44pm 
Originally posted by Caerold:
More inland fresh water. Right now it's nearly impossible to survive without desalinization...

I'm not sure I agree with this. There is a little swampland about most maps. Sometimes you can find snow, which can be a huge source. Then as soon as you go underground you find massive lakes. You can dig in gravel and sometimes expose water. You can also desalinate. So, between these sources I think there is enough.
Caerold Apr 28 @ 8:29pm 
I meant survive only on the fresh water in the overworld. Sorry, I should have specified. Underground sources are indeed plentiful. I've only had one map generate with snow, though, and you might find it a challenge to limit yourself to natural sources in your next game. You're pretty much required to farm cactus or something.

I guess I shouldn't have framed it like a survival issue, sorry. It isn't, really. Aesthetic, maybe?

When's the last time you encountered an overworld freshwater lake? Something large enough to spawn fish (required for the collector milestone, btw)? It may be realistic to keep them rare on small islands, sure, but I'd like to see deep ponds or natural streams more often.
sbryan1 Apr 29 @ 6:06am 
I found a little freshwater lake in the current map I am playing - never seen one of these before though. Unlike swamps, it seems to keep the water when you use it. It was surrounded by trees. Perhaps they changed these to be more frequent already? I don't know about the fish - I'm yet to try this in any game.
4729_zex Apr 29 @ 6:39am 
I like the more z-level idea, and i think UI needs more improvement, it's cool you can customize
UI but i can't make it stay in one way, i hate it when i accidently change it's size or position. becuase of OCD, so i think it needs a locking or pinning feature. and also items in inventory is so messy with same type of items, so i wish one type of item only take one space in inventory, but when you hover your mouse on it or right-click on it, it shows you all of the same item with diffirent stats. it will make inventory way much more clear and easy to manage.
in my opinion a good and simple UI is very importent for a game, and this game still lack this elements, it's not mature yet. so hope you can focus on this more.
Caerold Apr 29 @ 8:11am 
Be nice if there was an easy way to save window set up between files as well. Like a config with x,y positions for the window corners.
sbryan1 Apr 29 @ 5:47pm 
Hmmm. Item stacking? Not sure if that would work with the unqiue stats per item. But sometimes they are the same. Or some new UI feature such as expanding out the stack when you hover the mouse over it?

Multi-level dungeons which get harder the deeper you go. Need distinct up/down stairs. Not too many levels though, perhaps 3, 5 or 10 max?

More unique buildings and environmental setups, not just random gen terrain (eg cemetary with lots of ghosts, a well, rundown shack etc).

More mob types. Variety is always good!

For the creative types, consider coloured wool or some option for personalizing your base.

Keep it hard. Not just in the beginning, but all through the game if you can.

Perhaps some lore elements? Why are you there? What is this place?
Last edited by sbryan1; Apr 29 @ 5:49pm
Omega037 Apr 30 @ 12:36am 
It's a minor issue, and maybe I just don't know how to do it, but it is a bit annoying having to redo my interface settings (what boxes and where) at the beginning of each Daily Challenge, even if I am just restarting on the same day.
A map maybe or monster detecting stone hey I like to see something beacon you can make that attracts the monsters to limit your chances running into monsters all the time. but if you need materials that hard to aquire or food you could possibly go back to such area and gather them up. I like play it often just only pixel oriented adventure I get time to play from art working is probably going to forsaken isle, I used to love wayward until monsters and food intake became problem. Got to have more survival snacks or shipwreck or boat you landed as you first come to island in first time. You could possibly is there mod for it? tree, stone and water ratios when map generating would be something we could generate on our own? I was thinking maybe also monster levels on map?

that kind be first thing person thinks about or maybe like abandoned camp or town that has signs of life one time or another but they left it idle?
maddavo May 1 @ 9:18am 
I wish for...

Scrollable Map: I need to be able to move around min zoomed map view so I can match with the decoded map window so I can work out where the treasure chests are.

Waypoints: I want to set waypoints and have a marker that always points to the selected waypoint.

Well or Water Tank: Buildable item that can be filled with lots of water.

Watchtower: A tall structure that can be built and manned to see over trees etc. Also can be used to fire ranged weapons.

Friendly NPCs: Villagers or Islanders whom I can recruit by giving food and water. I should be able to assign them to duties like - cut wood (put into assigned chest), stoke (take wood from assigned chest and stoke assigned fire when necessary), carve crops (carve assigned crops and put into chest - option to ignore fertile crops or crops in certain tiles), gather water (from sea or lake and put into water tank), desalinate water/purify water, mine (desired resource), man watchtower (give them a ranged weapon and ammo and assign them to a watchtower). You have to keep putting food/water into some assigned chest for the NPCs to collect or they will quit. NPCs will combat if assigned to fight as a job or in watchtower but will run if health is below a certain value (25%?). NPCs will go to assigned chest to look for bandages to heal if necessary.

Copper: a resource that can be mined.

Machinery: Machines that do stuff - need power, so need wires (hence copper), autocrafting machines taking items out of chests and put results into other chests or pipes or conveyor belts to other machines or chests. Generators that need coal/logs etc. Solar panels, batteries - may need another resource to build. eg: An assembly line that takes branches, stone, feathers and turns them into arrows. Gathering NPCs can be used to stock the input chests and the archer NPCs who man the watchtowers take the arrows from the output chest when they run out.

Animal farming: Chickens & Rabbits if caught and put into a farming pen can reproduce. Pigs (food), Sheep (wool - make fabric).

Transport: Go more than one space per turn! Horses. Bicycle. Cart. Wagon. Car. TANK (pew pew for insane level). Bulldozer/digger. Combine Harvester for big farms (gotta feed those NPCs).

That's all I can think of for now.
maddavo May 1 @ 10:35pm 
... and a refrigerator (powered) in which to store food without it decaying.
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