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Rapporter et oversættelsesproblem
137. weather - lightning hitting trees can convert a tree to a special mineral used for special crafts
138. an electrical battery to be charged at the lightning rod charging station (schematic can be given as a quest also)
139. the electrical battery would allow for a remote gate activator (like wireless control panel for wires XD ),
140. it could also become power source (to be considered in a form of ammunition) for a high powered turret with penetrating armor capabilities or even ammunition for a handheld special electrical rifle which will allow the farming of the original resource by shooting at trees, to simulate lightning strike (craftable only, also could arrive as a set of the same cool reward from a quest line).
141. all of this could be part of a seasonal event, like the beginning of winter, which will jumpstart the seasonal patch or however cool name you want to come up with :)
142. all these quests shouldnt be given by grandpa quest giver pawn but at neighboring villages but only if certain conditions are met (like if you have advanced crafting tables and maybe having had killed a certain boss already.
143. a new rifle: the static singularity launcher (only one singularity at a time even if a multiplayer crew has one each) using a charge from the aforementioned battery as ammo to create a singularity to land at a wall or a monster and pull nearby monsters to it.
144. a new shield (same basis for charge, the battery from idea number 139), it will create a static field around the user, be on active trinket slot and repel projectiles only, the active trinket trigger key will toggle it instead of activate the shield temporarily
145. a new setting in the settings: activate active trigger: toggle / hold
that way we can sprint/dash etc. without having had to press shift the entire time.
146. pin the ideas for improvement post (this one) so that other users of the forum can improve the game please :)
148. magnetic arrows (make them rare and by drop only) which allow players to shoot a magnet at a wall, (or a monster), as a result, all the arrows shot by everyone (monsters included) will be magnetically pulled into the destination arrow ( i see this one be used in pvp)
149. a superdark bomb - a bomb that creates a big super dark circle, it blinds the monsters as well as the player, allowing you to sneak by if you're lucky enough to predict where monsters could be
150. a caveling-on-a-string trinket which allows you to extend the range (upon use) of the lot gathering capacity, can be useful when its too far from the edge of a room full of monsters, this allows for a bit of roleplay and sneakiness which is fun.
also if you use it too often there's a risk (low rng chance) that it will get free and you will have to capture it with one of those bee catchers
151. a giant caterpillar mount, overrides equipped weapon on mounting it, lmb will make the caterpillar eat whats infront of him (think... kirby) wont work on undead or ghosts (just the living)
152. beartrap - craftable: a one time use (cant reset it) trap that roots the enemy within it until they bled 2/3 of their hp after which it is broken and you get back half of the ingredients, should work on everything except bosses (including the player and pawns)
153. a pawn slave auction at pirate village: every first day of a week pirates will not be fightable or aggressive and will sell a pawn (random) for an overpriced amount of coin, if you buy it they become your pawns like regular pawns.
154. after defeating the pirate captain, once a week the nearest pirate village will KIDNAP ONE OF YOUR PAWNS and force you to fight for it back, if you dont they wouldnt kidnap another next week, until you free it, it will however feature in that auction i mentioned in 153 if you didnt free it.
155. if you can make the pirate village buildings look more pirate-y that would be amazing
156. when starving, pawns should try and grab any food that "falls" on the floor for any reason in a radius around them to eat.
157. if a cow should happen to be hit by a lightning (point 137) the cow should become a new type of pawn, COWMAN (you're allowed one only, the rest of the times this could lead to meat plus leather) it would be like a regular pawn but it will (if in party, and unmoving for too long) hold a sign that says "moo" and it will have two horns on its head, it will also have headbutt monsters instead of using a weapon. (ram, headbutt, retreat cycle)
158. an alarm clock based on real time that i can set within the game to help me figure out the time if i got too immersed and didnt notice its getting near sunrise will be nice, it will also prevent me needing to alt tab or ruin my sense of immersion at having to do this on a browser.
159. hire out a guards to nearby villages for a "guarding expedition" - you give them food and they return with money after a few nights, you can ask them to do it every day and use a storage predefined as guardhouse food or something like that.
160. new pawn: internal decorator, they get a few types of decor that they can build but the player CANNOT, you give them materials and they build whatever they feel like (random from their own unique set type of decor, like with monsters, it would make every item worth more because you cant control what you get and it takes a while to get something cool if you keep randomly getting something you already have, plus you get excited everytime you get something you didnt have)
161. dynamic decor (like unused garden plots, or laundry lines etc) as a concept it will require the player to place the base for it (like laundry line) and the pawns may "decorate it" with their laundry from time to time, happens whenever NOT in the tile of the village
162. Revenge of the honey queen event:
once in a long long while, after you or your pawns picked way too much honey from your hive, the hive will attack within a small radius, requiring you to equip a net and try and capture your bees, during that time the queen will be one of those attackers, and you should not kill her by mistake with weapons, if not stopped, not only they would STOP PRODUCING HONEY (because they're on strike) but also, they will scare of pawns in the vicinity who will instead cower every time they get near.
163. HIRE HELP: i cant believe i didnt think about this one before:
you may not be able to recruit some pawns from nearby villages (because you're missing requirements), but wouldnt it be awesome if you could HIRE them temporarily, basically pay to be in your party, but if they near death, they scroll out of there and leave party. because take care of your pawns, seriously :)
164. if a boss died while pawns were in your party, they should celebrate somehow, maybe confetti or a small dance, i dont care how, i want to see them care about it.
165. a post mail box, where the player might get from time to time information about an encountered boss (flavor text in a riddle format or mysterious in some way) or maybe an invitation to visit from a nearby village or maybe a "WE are happy with your service and the village you built us" (from your own pawns), not all the time, rarely, but it would add alot
166. a futuristic military base, which you're not welcome in, built impressively, with walls that require endgame tier anything to scratch even, and are immune to any type of bomb, the soldiers patrolling should be OVERPOWERED to the point where if you kill one with your entire multiplayer crew you're amazing, but you still wont survive it, and the idea is that its not somewhere you're welcome in, and you cant get in conventionally and if you're caught they will try to kill you with ranged weapons from the future. they will even patrol properly.
but you may be able to sneak in there and who knows what you will find, maybe even a skelletor 3d printer that makes those monsters in your underground basement, who knows :D or maybe even @fair himself
167. if shears (for wool) used on bushes they should be reshaped into something cool randomly
168. doctor pawn, who will REFUSE to equip a weapon, and if added to the party, they will instead run between the party members and heal them slowly (HOT, not burst).
the doctor will take cover during combat, doctor pawn requires a special quest or a mission to get, you cant find them in random villages
if you talk to a villager they could make a request out of you, to get them something or fulfil a condition in their room or something like that which will in turn make them happier and increase their work speed for a day
the most important thing is that they wont tell you which weapon is for each guard, you'll have to keep trying it until you figure it out :) (should only apply to one pawn type, the guard, it should make sense that they're called guards, they should know how to fight better)
171. miners on a mission could send a request for help (through a pigeon or a beep boop noise on a watch or walkie talkie or something fun like that) if they are in trouble, then you get to come to the rescue (the proc can happen if you have sent it to something with low success rate due to being under geared or too difficult of a terrain)
172. miners could sometimes (rarely) come back from a mission with a "rescued pawn" who got trapped underground, and the player could decide if they want to keep the poor pawn, or not
173. new weapon : styling magazine, which would not be a great melee weapon, but if you give it to the stylist, she'd learn more hairstyles (perm. equipped though, thats the downside).