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2-3. Easy solution would be just to allow to use materials in building, R&D, Kithcen directly from your storage/warehouse. Also there is ruined kitchen in sect map, so likely once repaired it will provide free cooking.
4. Yeah, resource gathering from dungeon can be a pain, especialy cinnabar and luminous sand. Later on you get a quest after which blacksmith will start selling those, though you first need to gather 20 of each.
Collecting 20 of each is a pain the first time, even then the blacksmith only sell 10 of each and once you buy them that's it. So it is back to the cave we go.
What if the animals dropped the items, every few days a cow would drop beef or something along those lines. Could even have sheep and create clothes for the sect, could even turn it into cloth and then sell it on or just sell the wool as is.
Most games like Stardew Valley or World of Warcraft generally have the NPCs always in one spot. It's so that you know where to go to get quests and turn in quests. But that makes the game feel less alive. Those NPCs look dead. They have no souls, they do nothing, they are nothing. They just stand there, be passive, and wait for you to come and initiate everything.
With paper cranes, when the conditions are met, you just get a new quest. And you can also turn in your quests by paper cranes too. Isn't it weird that everyone can send you gifts through it but you alone can't? That's just feel wrong. When you can do these things, those NPCs should be cable of moving around RANDOMLY (unpredictability is what make life REAL, predictability leads to boredom). Wouldn't it be amazing if you were fishing on your dock and that builder guy (the boring one that does nothing but stand in one spot who build your house & the sect's other buildings, yeah, that boring guy, he's dead inside) came talking to you? That makes the world feel more real. The talk is nothing special but you weren't expecting people to randomly walking by to chit-chat.
Also, to be more real, there needs to be more stories to all those NPCs. Right now, it feels like I'm doing everything (rebuilding all the destroyed buildings, have 3 to 4 breakthroughs, opening up trades routes, etc...) while everyone else does absolutely nothing. This makes the whole experience less compelling. I feel like some NPCs should've came to ask for help with their own breakthrough or go on quest together, etc...
It makes those NPCs more real and special.
The world can be RICHER and more ALIVE with more possibilities and unpredictability. I know, it's going to be tougher to program for something like that. LOL
must be a bug on my end then, because for some reason he only restocks once a month
That would be good and it would show just how the sect is coming together rather than just one person doing all the running around and trying to do everything, I know that things get sent to you via paper crane and you can reply to messages, but that is all there is to it. it would be lovely to see if they can expand on the paper crane.
Also in regards to the npcs, you are right, they are a bit boring and lack luster at the moment but hopefully that will change as more updates are brought forward.
I have to admit, your idea is really attractive to us, I've taken all of your suggestions and PlayIt's suggestions to our list, and our developer would discuss all of them later.
Again, as our game just enter Early Access, we get plenty of ideas waiting for us to implement, so it would take us some time to fix all the bugs we meet, content to create and for sure, new gameplay to implement.
I've pinned this thread in our community to replace the thread we used from the Demo released. As usual, our team members would check this thread regularly and help you guys as much as we could.
Immortal Life Team
1. Mini bosses. Bigger, stonger variants of already existing mosters that always drop materials or drop them in bigger quantities. This would grinding for specific resource less monotonic.
2. Fish bait. For when you want to catch specific fish type.
3. Spell upgrading system. Maybe with we could obtain experience when using specific spells and then upgrade them to have aditional effects, like adding more projectiles or debuffs.
1) what if the bosses were how battle spells were levelled up? And you had to use a farm spell so many times in for it to level up, each one of them could have an XP bar as well to show progress.
2) As someone who has done fishing it isnt just the fishing bait that attracts the fish, different lures and even sinkers are also important to help with fishing. Mackerel season is in June, but tide times also need to be taken into account as well. That being said bait could increase the bite rate of fish or even increase the frequency of how often fish spawn and bite.
Not saying that the bait idea is bad, however it could be used to expand in the fishing and allow for different types of lures and bait. Which would be interesting to see.
I can understand that Misty Valley is the player's territory, but a few games recently had made me really like the presence of an NPC hanging around at certain days/to do certain things. I certainly wouldn't mind seeing Chen Yuanzhou fishing at (or near, as to not prevent the player from doing so as well) the two piers at Misty Valley, or Yang Ziqin spending an hour or so patrolling in front of the cave.
And this one is self-indulgent, but I'd really love it if more messages that could be replied were included. I really liked Chen Yuanzhou's first one. I love conversing with the characters, even if it has no impact on stats.
Also, I feel like with the 13,500 cultivation points needed to go from Initial to Middle, it's a bit unfair to the NPCs that they can only gain those from lectures. By the time you're in Late stage, they're probably still in the low 1000's of their starting cultivation. I feel like they should have an independent daily increase, maybe even tailored to each character as there were implications about their individual potential.
1. Instead of farm animals you could go hunting. There are many meat product what you can cook. So you could sometimes find and collect eggs at river / lake shores from duck nests. You could hunt; pheasants, wild boars, deer's, water buffalo's...... to gain different kind of meat. You would need a new item a bow for hunting and improving it you could hunt bigger animals. Make counters with animal rare; like when you go to farm field at first time at the day there is 15% chance to find pheasant there. When you go to forest there is 6% chance to find wild boar or 12% chance to find a deer....
2. Maybe a new sect member, someone who has knowledge and are interested of studying different beasts what you can encounter at cave. When you slay beast at first they won't give you any kind loot, you must slay a boss monster and bring its carcass to the new member to study, after that he / she would teach you how extract different parts from that type of beasts or you have to slay different amount of some beast type and after that you could ask teaching to extract loot from that kind monster.
3. New system for sect community; there would be 3 different needs for sect and every sect members would contribute something at daily for the community. For example;
Wei +5 wood and 50 shard or 120 stamina /day.
You +7 wood and +7 stone or 250 stamina /day.
Yang +2 food ingredient (meat) + 20 shard or 50 stamina /day.
Chen +6 food ingredient (fish) /day.
Li +150 shard /day.
Ji +5 stone +1 food ingredient (mushrooms) /day.
First need would be food. You would have to contribute a certain amount of food ingredient at every week for the sect. Every members would require 2 ingredient of food daily, so at the beginning the need would be for 6 person at 36 food ingredient /week (3 days). Yang, Chen and Ji would contribute together at 9 food ingredient /day so I would have to contribute 9 different food ingredient at every week. If I fail then the sect members productivity would take penalty and they would contribute less at the next week.
Second need would be building materials for the building. Instead of providing all building materials for yourself you choose building to be build and at the first section members start to contribute building materials. Maybe drasticly increase material cost for buildings like; Main Hall 500 wood, 500 stones and 300 bamboo. Wei, You / You, Ji would contribute 12 wood and stone at daily for the building, alone for them it would take 42 days to gather all materials needed to construct the building. I could contribute materials too to make it take less time or I could let them do all the work. At the second phase it would take 20 000 stamina points to construct the building. Wei, You and Yang would contribute 420 points of stamina for the construction and it would take them at 48 days to complete the building. I could also go daily to use my stamina and help build the building, like at the workshop to make it finish faster or I can wait and let them to make all work.
Last needs is money. You could use sects money to buy materials for buildings, so it would take less time to gather materials and you could hire extra labor for construction to make it take less time to build. For example; 1 extra labor for building would cost 300 shards /day and it would contribute 200 stamina points /day.
When you unlock new areas; like forest some members can start to contribute new resources like bamboos. You could upgrade members tools to increase their productivity and offer them potions so they could contribute more rarer materials to the sect. When they rise rank at the sect they would take apprentices and contribute more. When I rise a supervisor I could also take a apprentice and he / she would contribute daily some food. Of course more members require more food, but when more apprentices appear and me and Chen rise ranks it would eventually require less and less for me to contribute food ingredient for the sect.
It would make the sect members more real, they would do their part at repairing the sect and making it grow instead of me doing everything alone and them being only a quest giver.
1) Instead of hauling around all the materials you need I wish the storage on your farm area would be connected. For example, when you are making things in the workshop it would take into account what you had in the warehouse and use the items from there. Instead of you having to pull everything out and rearrange your bag each and every time. I would love it if building in general would do this so there aren't any, 'Oh I forgot this!' But I'll take what I can.
2) I wish that the npcs, since there seems to be a set amount right now, would have relationship or hearts to build on. I normally talk to everyone regardless but it would be more rewarding to see something happen because of it. Being able to ignore them and search out the same group of people to talk to is a bit... boring sometimes? I get it saves time but just seeing that, "Hey if I talk to this person a bit more I might get a heart event!", would be nice and a bit refreshing.
3) I know this is a long shot and I do like the way the skills are handled right now but I would love it if instead of the exp earned from gathering, crafting and etc would go only towards the breakthrough it would let you unlock skills along the way. Like if you focus heavily on farming you would have an easier time with getting more crops from a harvest or finding seeds from working the field, etc. Same with the rest of the skills, if you mine a lot you would be able to see which stone has a rare material or get more from gathering. I think this would make players not just run around gathering what they need when they need it but also encourage them to want to go out and do more things to get better skills and possible rare items. I think this would also help with people not having funds to buy supplies like seeds or cooking mats as well.
if later after rebuild we can choose a route it will be great, player can choose whatever they like and need to create new character to choose different route/class
example we can become martial art/warrior
or become grandmaster alchemy
or grandmaster chef
or grandmaster fisherman, etc.