Medieval Dynasty

Medieval Dynasty

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Goldi:AI  [developer] Nov 15, 2020 @ 7:39pm
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List of Suggestions for the Devs
Dear tribe leaders, villagers and wanderers,

please, from now on, add your suggestions and ideas for the devs here. They will be collected and passed on. Having them in one place makes it much easier to keep track of them all. Some of those I‘ve seen so far are very interesting and thoughtful. It would be a shame if they got buried and overlooked.

The only thing I would ask of you is to please format your posts a little. Use bullet points and highlight them in bold letters (The forum tells you how if you click on „formatting help“, right underneath your reply window.), underneath add a more specific explanation if necessary.

Like this:

- Add badgers
Storage workers appear to not have a job, but we all know that they scare off badgers. So, please add badgers to the game that can be encountered in the wild like deer or boar.

- The ability to use ladders
NPCs are often on roofs and cannot be reached. Please add usable ladders, so we can reach them.

Thank you for your help, for your time, for your patience and for your (hopefully more serious) suggestions.




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Liebe Stammesführer, Dorfbewohner und Wanderer,

bitte seid so gut und fügt eure Vorschläge und Ideen an die Devs in Zukunft dieser Liste hinzu. Sie werden gesammelt und weitergeleitet. Dabei hilft es enorm, sie an einer zentralen Stelle finden zu können. Auf diese Weise ist es leichter, einen Überblick zu behalten. Einige der Vorschläge, die ich hier schon gesehen habe, sind sehr interessant und man merkt, dass sich dort jemand Gedanken gemacht hat. Deshalb wäre es schade, wenn sie hier begraben und übersehen werden würden.

Das Einzige, um das ich euch dabei bitten möchte, ist, dass ihr eure Posts etwas formatiert. Benutzt Stichpunkte und hebt sie in fetter Schrift hervor (Das Forum sagt euch wie, wenn ihr auf „Formatierungshilfe“, direkt unter eurem Antwort-Fenster, klickt.), darunter beschreibt dann etwas detaillierter, was ihr meint, falls das nötig sein sollte.

In etwa so:

- Fügt Dachse hinzu
Ladenbesitzer wirken, als hätten sie gar keinen Job, aber wir wissen, dass sie Dachse vertreiben. Also, bitte, fügt Dachse ins Spiel ein, denen man genauso begegnen kann wie Rehen und Wildschweinen.

- Die Möglichkeit Leitern zu benutzen
NPCs sind oft auf Dächern und wir können sie nicht erreichen. Bitte fügt benutzbare Leitern ins Spiel ein, damit wir an sie herankommen.

Danke für eure Hilfe, eure Zeit, eure Geduld und eure (hoffentlich etwas ernsthafteren) Vorschläge.




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Queridos líderes de la tribu, aldeanos y viajeros,

Por favor, de ahora en adelante, añadid vuestras sugerencias e ideas para los devs aquí. Vamos a recogerlas y dáselas a los devs. Para esto tenerlas todas en el mismo lugar es de gran ayuda. Ya he visto algunas sugerencias muy interesantes y bien pensadas, sería una verdadera lástima perderlas en este chaos que es el foro de steam.

También, por favor, usad este formato de texto:

- Añadir tejones
Parece que los trabajadores en los almacenamientos no hagan nada, pero sabemos que nos protegen de tejones. Por esto, por favor, añadid tejones al juego que podemos encontrar en los bosques juntos a cíervos o jabalíes.

- La habilidad de usar escaleras de mano
Los NPCs siempre están en los tejados de sus casas y no podemos alcanzarlos. Por favor, añadid escaleras de mano al juego que podemos usar para hablar con los NPCs.

(Cómo podéis usar letras en negrita os dice el foro mismo, simplemente haced clic en “ayuda sobre el formato” debajo de la venta de respuesta.)

Muchas gracias por vuestra ayuda, vuestro tiempo, vuestra paciencia y vuestras sugerencias (Espero que sean más serias que las mías ;) ).





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Cari capi tribù, abitanti dei villaggi e girovaghi,

Da ora in poi, vi chiediamo se per cortesia potreste aggiungete qui i vostri suggerimenti e le vostre idee per gli sviluppatori.

Verranno raccolti e saranno passati a chi di dovere.

Mantenere una sola discussione, rende molto più semplice tenerne traccia.

Alcuni suggerimenti di quelli che ho letto fino ad ora, sono molto interessanti e ragionati. Sarebbe un vero peccato se venissero dimenticati o trascurati.

L'unica cosa che vi chiediamo nel momento di rispondere è di formattare il testo il più possibile.

Usando quindi gli elenchi puntati e evidenziando le parole in grassetto (il Forum spiega in maniera molto chiara come fare, cliccando su "Formatting Help", proprio sotto la finestra di risposta), sotto nel caso potete aggiungere una spiegazione più specifica se necessario.

Eccovi un esempio:

- Aggiungi i tassi
I magazzinieri sembrerebbero non avere un lavoro, ma tutti noi sappiamo che possono spaventare i tassi.
Quindi, perpiacere aggiungere i tassi al gioco che possono essere incontrati in natura come i cervi e i cinghiali.

- Abilità di usare le scale
I PNG sono spesso sui tetti e non possono essere raggiunti. Per favore aggiungete delle scale interagibili così che si possano raggiungere.

Grazie per il vostro prezioso aiuto, per il vostro tempo, per la vostra pazienza e per (spero sempre più seri) i vostri preziosi suggerimenti.
Last edited by Goldi:AI; Dec 31, 2021 @ 8:06am
Originally posted by Goldi_Toplitz:
Please use the rest of the forum for discussions. Everything that is not a suggestion for the list will be deleted.

Bitte benuzt den Rest des Forums für Diskussionen. Alles, das kein Vorschlag für die Liste ist, wird hier gelöscht.
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Showing 1-15 of 7,352 comments
Salt Bush Nov 15, 2020 @ 8:26pm 
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Building Cap Increase

Here is an example for an easy solution for the building cap to be increased from 30 to 42 buildings.

Chapter III Good Morning My Neighbours = +1 additional building
Chapter V = +1 additional building
Chapter VI = +1 additional building
Chapter VII = +2 additional buildings
Chapter VIII = +3 additional buildings
Chapter IX = +4 additional buildings

This example would increase our building cap by 12 additional buildings, giving us a total of 42 buildings and enabling us to have all industries and villagers to work in them.
gameing Nov 15, 2020 @ 11:21pm 
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Top 1(deutsch)

-Nutzung von Tools, Waffen, Kleidung und Ressourcen (Samen, Dünger) durch NPCs

-Reduzierung der Felderträge um mindestens 50% Damit werden die Erntemengen an die Produktionsleistung der Taverne angepasst, es wird realistischer, da man die Bevölkerung danach nicht mehr mit einem einzigen Feld ernähren kann.

-Anpassung der Gewichte. Beispiel: Craftet man Feuerholz aus Rundholz sollte das Gewicht normalerweise geringer werden (Span usw.) Da gibt es aber diverse Beispiele.

-Aufwertung des Craftings durch Senkung der Preise für Rohstoffe und Erhöhung der Preise bei gecrafteten Dingen. Anpassung der Werte ganz besonders dann, wenn man für gecraftete Dinge weniger bekommt als für die Rohstoffe (Stohhut bringt 8 Gold, man braucht aber 10 Stroh, die man für 10 Gold verkaufen kann)

-Begrenzung der Annahmemengen der Händler. Man kann derzeit jedem Händler massenweise Waren der gleichen Sorte verkaufen, absolut unrealistisch. Was will ein Dorf mit 100 Schurscheren pro Jahr? Gleiches gilt für Beeren, Flachssamen Wurfsteinen usw.

-Unproduktive Waren verbessern (Brot etc. ist derzeit so unproduktiv, dass man gar nicht erst craften muss, da es eh kaum einen Sinn ergibt.

-Kälte und Hitze-Effekte hinzufügen (damit Kleidung einen Sinn ergibt)

-Erhöhung der Reputationspunkte um neue Gebäude freizuschalten, um nicht nach 6 Jahren das ganze Dorf fertig zu haben.

Top 2

-Den Lagermitarbeitern Aufgaben zuweisen (Lagerhaltung, Gebäudelager leeren und zum Ressourcenlager bringen etc.)

-Marktstand im eigenen Dorf mit begrenztem Verkauf von Waren (bitte nicht übertreiben, dass man dort alles verkaufen kann, eventuell 10% der verkaufbaren Waren)

-Das Snappen von Zäunen und Palisaden beim Bau

-Alterung der Hoftiere, Möglichkeit dann Fleisch und weitere Ressourcen zu erhalten, um das Balancing zu halten Geburt neuer Tiere und auch Verkauf von Tieren, aber nicht zu den Kaufpreisen, deutlich darunter.

-Vergiftung kommt so gut wie gar nicht vor, daher das Abkochen von Wasser implementieren um es Trinkbar zu machen, man läuft immer an Flüssen vorbei, Trinkflaschen ergeben auch keinen Sinn wenn man überall Flusswasser ungefiltert trinken kann.Auch das Essen von rohem Fleisch sollte einen Negativ-Buff generieren.


Top 1(english)

-Use of tools, weapons, clothing and resources (seeds, fertilizer) by NPCs

-Reduction of the field yields by at least 50% This means that the harvest quantities are adapted to the production output of the tavern, it becomes more realistic, as you can no longer feed the population with a single field

-Adjusting the weights. Example: If you craft firewood from round wood, the weight should normally be lower (chip, etc.) But there are various examples.

-Evaluation of crafting by lowering the price of raw materials and increasing the price of crafted things. Adjustment of the values especially if you get less for crafted things than for the raw materials (straw hat brings 8 gold, but you need 10 straw, which you can sell for 10 gold)

-Limitation of the quantities accepted by dealers. You can currently sell masses of goods of the same kind to every dealer, absolutely unrealistic. What does a village with 100 shears a year want? The same applies to berries, flaxseed throwing stones, etc.

-Improve unproductive goods (bread etc. is currently so unproductive that you don't even have to craft it, because it hardly makes any sense anyway.

-Add cold and heat effects (so clothes make sense)

-Increase reputation points to unlock new buildings so that the whole village is not finished after 6 years.

Top 2

-Assign tasks to the warehouse employees (storage, emptying the building warehouse and taking them to the resource warehouse, etc.)

-Market stand in your own village with limited sales of goods (please do not exaggerate that you can sell everything there, possibly 10% of the sellable goods)

-The snapping of fences and pallisades during construction

-Aging of the farm animals, possibility to get meat and other resources to keep the balance. Birth of new animals and also sale of animals, but not at the purchase prices, well below that.

-Poisoning hardly ever occurs, so implement the boiling of water to make it drinkable, you always walk past rivers, drinking bottles also make no sense if you can drink unfiltered river water everywhere. Eating raw meat should also be one generate negative buff.

Last edited by gameing; Nov 20, 2020 @ 2:19pm
Blackbird Nov 16, 2020 @ 12:27am 
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- Resource recovered after deconstructing a building
(according to the % shape of building)

- Option to send an Errand boy, use of stablehand.
Some quests require to go back the next day. Would be good if you could send a person from your village with items to complete quests. Or have a stable building with employee (stablehand) where you can complete it.

- Chores for children
In addition to errands, have children from around age 10 to be able to do simple chores like gathering of berries, sticks and stones.

Upgrade buildings.
Thatch roofs to plank roofs. Upgrade tier 1 buildings to tier 2,3 ones.

- More buildings
water well, town hall, Inn (travelling people could spend the night. Maybe add a room to higher tier tavern), guardpost (watchtower) with able to assign patrolling villager (with weapon). Market stand.

- Pharmacy & illness.

- Skills
I don't really care if cooking is 10% faster, but I would really care if meals are more filling and nutritious. Same with sewing and other crafts - buildings more durable instead of faster building and crafted bags could require less material or are higher in price (better crafted).

- Lively world
would be nice to have people moving on the roads, both on foot and with carts. They would visit your inn and you could make some money if they stayed.

- Crafted item placement
Be able to place them nicely like houses and benches. Right now you can just toss them on the ground and hope they will look nice where they land.

- Craft roads

Last edited by Blackbird; Nov 16, 2020 @ 12:33am
grapplehoeker Nov 16, 2020 @ 12:32am 
Suggestion sub forum - bullet point 1
Create a sub forum for suggestions and make topics like this one redundant ;p
No badgers please! - bullet point 2
Too many varieties of fauna can overburden the draw rate and impact performance. If there were any creature that is noticeably missing at the moment, it would be the lack of birds.
Last edited by grapplehoeker; Nov 16, 2020 @ 1:17am
Goldi:AI  [developer] Nov 16, 2020 @ 12:35am 
As a reminder:

1. Please try to use the correct format.

2. You can still discuss suggestions in the Feedback sub forum, in General Discussions and on Discord. This topic is simply for compiling them and to thereby make it easier for us to keep an overview. Also, please don't start discussions here. Those will be removed. It is nothing personal, just logistics.
Last edited by Goldi:AI; Nov 16, 2020 @ 1:55am
TeperiBlaze Nov 16, 2020 @ 1:02am 
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Mrs GoldiRie Blaze, I wanted to something like this, but never could put words to it!

Placing fields ,

Why in the first place does field points stuck at certain degrees? Maybe a change of that to make an overlaying field, before placed could be introduced. With normal adjustment of scrolling like we do buildings. I want to build a pretty village around my fields, not the other way around.

Change faces

I'm sick of seeing the same repetitive faces in every village. It lacks flavour. In the valley, it's all Adelina's family.

Please exclamation mark of a quest on map visible on world map
I have short attention span and would like to know the quest before I run around the whole map.
SwordsOfTheSouth  [developer] Nov 16, 2020 @ 1:39am 
Pinned for better visibility. Please do only post suggestions, keep it clear of discussions (you might link discussions about specific suggestions in the general forum or feedback forum).
ulrika Nov 16, 2020 @ 4:48am 
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-FIRE IN SMITHY AND TAVERN
will look more real and much more..."cosy"

-CLOTHES ON BABIES
Awfully uncomfy with the babies in the snow

-lIGHT FIRES IN HOUSES AT DUSK

-iNDOOR LIGHTING WOULD BE NICE
Last edited by ulrika; Nov 16, 2020 @ 4:49am
dlange Nov 16, 2020 @ 6:44am 
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Time compression - multiple approaches have been suggested

Time Compression - Crafting Trances
A set of unlockable tier 4 skills that, when you craft mulitple recipes at the same time, causes the crafting animation to be shown only once, instead of once per recipe. One unlock per crafting type: Cooking, smithing, sewing, threshing, riding (when horses are added).

Time Compression - King's Chair
A special throne-like chair that can be built. When sitting in it, time passes faster. The chair can be upgraded to look fancier and make time pass faster.

Time Compression - Sitting
When you sit on a stool, time passes faster.

Time Compression - Early bed time
You can go to sleep at any time of day.

Time Compression - End season button
A button that, when pressed, ends the season early.

Discussion page:
https://steamcommunity.com/app/1129580/discussions/0/2978530049562246311/
Last edited by dlange; Nov 16, 2020 @ 6:47am
Salt Bush Nov 16, 2020 @ 6:51am 
TOP NOTCH IDEAS - along the lines of what I was going to put in - adjustable game settings without the need to restart a game (adjust setting from one day upwards, to suit the players stage of the game) - devs, over to you
kitkit20 Nov 16, 2020 @ 6:53am 
Defending threaten Suggestion

-Add Village Chief Office

In the office, it provides the 2 jobs to villager. 1st job is village patrol guard, 2nd job is chief body guard.

-Add village patrol guard

In latest version, the night village patrol is assigned randomly, it make the programming look something wrong. Some time we have found some villager look around on the house outside, but do not carry out their field works.

So that, I suggest to instruct unique villager to take this job.

-Add chief body guard

Although the hunting part in game is very exciting, I think some players may not think so. If we can arrange body guard following the player, he / she can help us to hunt, protect us from danger, and let us feel more interactive with our staff. So that I suggest this idea.
Last edited by kitkit20; Sep 9, 2021 @ 10:35am
kitkit20 Nov 16, 2020 @ 7:27am 
Decoration Suggestion

-Add Animal Stone Statue

Player like challenge, I suggest add decorative statue for the player who achieved some target.

For example, if I hunt 100 bear, it will unlock the blueprint of bear head stone statue.

More stone statues in village, more items for decoration.
Last edited by kitkit20; Sep 9, 2021 @ 10:35am
Skalf Nov 16, 2020 @ 10:45am 
AUSBILDUNGSSYSTEM FÜR KINDER

im jetzigen Stand bringt es nicht wirklich etwas Kinder im Dorf zu haben. Es gehen damit nur Arbeitskräfte verloren , zusätzlich die Mütter durch den Mutterschutz. Bei mir laufen zur Zeit 14 Kinder im Dorf rum , plus eben die jeweiligen Mütter, bei den unter 2-Jährigen. Darum der Gedanke eines Ausbildungssystems.
Jedes Produktionsgebäude erhält 2 Lehrlingsplätze. Kinder können ab , sagen wir 12 Jahren, auf einen Lehrlingsplatz zugewiesen werden. Von 12 bis 15 Jahren produzieren sie nichts , aber erhalten einen Ausbildungs-boost auf den Beruf. Von 15 bis 17 produzieren sie 50% und erhalten einen halbierten Ausbildungs-boost. Ab 18 erhalten wir damit einen bereits vorausgebildeten Arbeiter ( so ca. Level 6 wäre mein Gedanke ). Damit macht es Sinn , wir können dadurch einen Vorteil zu den frei Anwerbbaren NPC generieren.

KINDER IRREN ZIELLOS UMHER...-->KIRCHE

Auch das ist noch ein Bild des Jammerns :-)
2 -Jährige laufen barfuß im Winter im Dorf herum. Der Bau einer kleinen Kapelle könnte hier eine Abhilfe sein. Kinder bis 8 Jahren gehen im Winter in die Kapelle , zusätzlich könnte diese einen Zufriedenheits-Faktor für die Bevölkerung geben.

WASSER AUS BRUNNEN

Ich finde es furchtbar, ständig mit meinem Char aus dem Fluss zu trinken. Da ein Brunnen vieleicht etwas dauert gerne eine Notlösung : ein unendliches Trinkfaß in der Taverne, somit wird auch das befüllen der Eimer fürs backen vereinfacht.

Und ohne Überschrift , weil es eh jeder will:
Straßen , Level 2 Ställe , und eine Anhebung des Gebäudelimits und des Bevölkerunglimits :-)
Raz3n Nov 16, 2020 @ 11:48am 
Better farm field, plz the way we can construct a field farm is so ♥♥♥♥.
Joelle Nov 16, 2020 @ 12:23pm 
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30 Hours played thus far. Feedback below based on this.


1. Add discoverable items to map
For example, the mining cave entrances would be a good thing that once found, an icon would represent them thereafter on the map.

2. Create entry to mining without having to buy pickaxe from someone first.
(i.e. How did the seller of the pickaxe get his in the first place?). This could mean adding a stone pickaxe variation that allows the user to get a low volume of ore, but enough to get into iron and develop a pickaxe to really begin mining later.

3. Revise skill point tree +1 per action talent
While I like the skill point increase system for each tree that adds 1 more point to skill experience gains when doing the action, it feels like the first 3 points are mandated in that area for each tree to be smart. As a result, I wonder if there's a better way of implementing something there to avoid the need for this.

4. Add Sowing/Harvesting Info to Journal
If you already have a seed in your inventory, you can see it on the description of the seed, but if not, you have to go to the vendor to validate when it is to be planted. I know there's the discord quick reference excel sheet that has this info, but feel it should be in the game in a particular section. It could be once you've grown the crop that it is put into your journal or just there always.

5. Remove Farming Experience Loophole
You can create a field, hoe the ground for experience and destroy it thereafter, getting tons of farming experience without having to grow anything. Either remove this in some way or negate the experience from it to where it isn't worth the time.

6. Make aiming less steady for hunting
Add for bow some level of movement to arm so it isn't perfectly steady, unless skill points are present later in hunting tree.

7. Add image of items in game for journal sections
i.e. It wasn't obvious how to get straw. I expected the cat-tail reeds are what you had to collect to use for crafting and couldn't figure out why I could obtain them sometimes while others times I could. Only because a few of the lower reeds were nearby did it work a few times. Once discovered what they look like, it was no longer an issue. Also, the herb that heals health is nearly impossible to see on the ground in general until you have the sense ability. Things like this in the journal could make it easier to progress in this way.

8. Add indicator for quest person within game
When quests are complete and you want to go to the person to turn it in, there is an indicator of the person on the map layer, but not in the main game view. I don't think it should be a ? over their head in-game given the realism of the game, but I think there should be something that makes it easier to find the person without having to go to the map layer and tabbing back and forth when next to a crowd of people in-game.

9. Sleeping at end of Season shouldn't teleport you in the morning to house
If you go to sleep outside of your home (at a campfire) at the change of seasons, you awake in your bed. I feel like this is probably intentional, but it just doesn't make sense. If someone is making the choice to be out on a quest late and they want to setup camp for the night to be closer to an area they need to be at for the next day, I think they should just awake in the new season in the same spot they went to sleep.

10. Make waterfalls clean dirty off your body
Waterfalls should be similar to lakes in removing dirt from your body. Standing underneath one would just make sense to be clean eventually as a result. Instead it isn't an option right now.

11. Adding bowing to tree model when it hits ground
Felling trees feels pretty good, but if the model could bow a tad upon landing it would feel even more real. Today, the model bounces a tad, but doesn't flex at all.

12. Change default inventory category
Upon opening inventory, I find myself usually going to things like sticks, logs and the like more often than anything else. It would be nice if the default position of inventory was not the 'all items' view, but a filtered view showing gathered items. Rarely do you touch clothing until winter so it would be nice if other items were in their respective tabs by default and crafting/gathered items were the primary one displayed.

13. Ability to rotate field orientation before creation
Right now, you can only select an initial post and whichever of the 4 corners off that, you you want to develop into x by x distance field. You cannot further rotate the orientation of the field to align with how houses are setup.

14. Add auto-run Keybind
I think many want this, but the ability to not have to hold a key for long distances is appreciated.

15. Change how we obtain feathers
After googling to find this out, I understand why trees equals feathers, for the nest. I will say it isn't very intuitive unless you could somehow see the nest in the tree to know to cut that one down. Rabbits exist in the game running around and can be trapped. We have a bird trap, but never see birds. It would make more sense if you can hunt pheasant for feathers or small birds in the air to gather these from them, in addition to the trap.
Last edited by Joelle; Nov 16, 2020 @ 12:27pm
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