Steam'i Yükleyin
giriş
|
dil
简体中文 (Basitleştirilmiş Çince)
繁體中文 (Geleneksel Çince)
日本語 (Japonca)
한국어 (Korece)
ไทย (Tayca)
Български (Bulgarca)
Čeština (Çekçe)
Dansk (Danca)
Deutsch (Almanca)
English (İngilizce)
Español - España (İspanyolca - İspanya)
Español - Latinoamérica (İspanyolca - Latin Amerika)
Ελληνικά (Yunanca)
Français (Fransızca)
Italiano (İtalyanca)
Bahasa Indonesia (Endonezce)
Magyar (Macarca)
Nederlands (Hollandaca)
Norsk (Norveççe)
Polski (Lehçe)
Português (Portekizce - Portekiz)
Português - Brasil (Portekizce - Brezilya)
Română (Rumence)
Русский (Rusça)
Suomi (Fince)
Svenska (İsveççe)
Tiếng Việt (Vietnamca)
Українська (Ukraynaca)
Bir çeviri sorunu bildirin
57] Composting = Compost organic stuff, with slime, to produce compost. Placing it on plants, causes them to grow 50% faster and produce double crops and seeds. Normal plants love compost, and grow faster and produce more when using it.
Then at a later game stage, you could create fertilizer from compost and say fiber. Which causes even faster growth and even more production.
And then you could grant more xp for gardening by using compost-grown plants or fertilizer-grown plants.
=====
58] If I place a NPC in a closed room, don't let them escape. I saw the bearded guy outside of his room, despite his door being shut. I don't want my NPCs wandering around and leaving the base.
=====
59] If I place a slime figurine in my self-built slime farm, how about increasing the spawn rate of slimes near that figurine. Because currently, even though my slime farm is 12 x 18 tiles in size, of pure slime tiles, fenced in, I still find more slimes naturally than in my created farm.
=====
60] Similar idea with maggots, have maggot figurines to encourage their growth.
=====
61] Let us find some kind of bird-like creature wandering the tunnels. Maybe a group of dodos wandered in and were too stupid to find their way back out. Then they adapted to underground life. Killing them would produce feathers and meat, and may produce eggs, so that you could grow your own cave dodos.
=====
62] If we are in a railway cart, and we drive into an enemy, we should kill it. A high speed impact with a railway cart would shatter the bones of most people.
also some people prefer solo it's just how we roll even if we have friends we just enjoy playing games alone and not everybody can arrange a long period of time to play with their friend so certain game they will haft to be played mostly or all solo even if they have friends to play with.
I once had a friends list of 150 people, back when I played Left 4 Dead, but after I stopped playing it, because you can only do the same maps so many times before it gets dull, people just unfriended me.
Also, typically the most uber of solo players are ones with massive steam levels, rather than low steam levels, because they play games like 40+ hours a week.
63] If we have alchemy to make magical potions, what if we could pour those magical potions onto our plants, instead of watering them to produce weird and interesting results? Maybe the plant grows into a golden variant. Or it produces an ore. Or a monster. Each potion could thus have 5 "watering" doses, to water up to 5 plants. Every dose used, makes that potion 20% weaker if you drink it.
=====
64] Craft a slime floor with 4 slime, or convert slime floor into 2 slime, by salvaging it on the salvage bench.
=====
65] Craft hive floor with 4 fiber, or convert hive floor into 2 fiber, by salvaging it on the salvage bench.
=====
66] If the developer was interested, I could post my idea for a talent tree improvement.
=====
67] Plant a mushroom in tilled soil, and water it, and leave it in darkness. Then it periodically generates fresh mushrooms near it, while the water remains. Fungi like dark and damp areas, so this could be a way to generate mushrooms.
=====
68] Lit Railway Line. A lantern attached to the square of a railway tile that provides light and doesn't get attacked by worms.
=====
69] Ability to Invest in a Shopkeeper = Say an optional button that lets you dump 500 coins, that increases their stock quantity by double and they restock 50% faster.
I've killed a lot of slimes, as you can tell. And my melee skill is only 27.
69] Have the option to exit the minecart, while it is travelling. Why? So that you can force a minecart back to base, when you had to use a minecart to get back to your corpse and your first one was already near your corpse.
=====
70] Grant more xp per action, based on the tier of the tool. So harvesting crops with an iron hoe, would grant more gardening xp than if you did it by hand or with the copper hoe. Attacking enemies with a higher tier weapon does the same thing.
Then with this in mind, you could also have higher tier cooking pots or smelting pots, with higher tier resources. They could also cook/smelt much faster. That way you could benefit from this idea with cooking.
Then when you craft something from a higher tier workbench or anvil, the more XP you get. That way the speed of gaining levels is better, without touching xp requirements.
Running could be increased by wearing higher quality boots.
=====
71] Provide tabs to lower tier recipes, at higher tier crafting benches. So, have a button for a built workbench to upgrade it to the next tier with the required resources. That way, you could have a much smaller workshop, and still retain access to all recipes.
If this was done with 70 in mind, then crafting lower tier stuff on a higher tier bench, would not result in more xp.
=====
72] The ability to capture glowbugs. Maybe could use them to create orbs filled with the bugs, that worms ignore but still shed light. A low-tech way of providing light.
Or maybe you could use them as a reagent in alchemy.
=====
73] Attacking wire squares on the ground does not return wires to inventory. Found out that when I moved my drill and generator.
=====
74] Upgrade building object. An option to select a wall, floor, or fence, and upgrade them to the next tier. So wooden fence to stone fence, as an example.
=====
75] Trees in the Azeos biome cannot be damaged or removed.
=====
76] Adding extra drills to a large vein should increase drill rate exponentially. All those vibrations in the ore, would produce sub-harmonics that should shake it apart more easily. So, if the current drill does 60 mining damage, it could add a total of +10% damage per drill.
So if there was 6 drills on a vein, each drill would earn +60% mining damage. So normally they'd do 360 damage, but now they would deal 360 + 216 = 576 damage.
=====
77] Big cavelings can hit you on the otherside of a 1x1 wall. Why is this an issue? Well I found a caveling labyrinth, and these buggers were everywhere and kept smashing me through walls, and I couldn't fight back, as there is only a single correct pathway.
=====
78] Iron Veins are a very light purple color on the map. They blend in with the color of stone, so its nearly impossible to see them on the main map when you are looking for drill sites.
=====
79] It would be nice to place markers on the map. Whether this is by placing a sign post, and editing it to produce the marker, or maybe just put a post-it note on the main map with RMB. As it is, I often find areas I'm not prepared to explore but then when I try to find them later, I can't. Or I find a vein, like iron in stone biome, and I want to find it again, but again with 78, they blend in with the terrain.
=====
80] I'm working on a set of suggested changes for the talent trees and I'll post them in this thread when I'm done.
=====
81] I think the caveling labyrinth needs to be improved. Fighting cavelings in tight corridors is extremely difficult and I didn't feel the loot at the end of it was worth nearly dying 19 times (mostly from badly positioned shamans or a pesky brute that I had trouble bypassing). The place is way too dangerous to attempt in tin equipment, and even iron equipment is tough. There is just too many enemies in there and enemies like to enter the labyrinth from the entrance too, so I got sandwiched between reinforcements and brutes a few times. That wasn't fun. Suggested improvements:
-> Allow the walls to be damaged by Scarlet Pickaxe. Currently they are invulnerable.
-> Ensure that you get several rare items at the end. I got a broken handle, but I already had the broken handle so that was a letdown. I need the darn gemstone; only piece I'm missing.
-> Have two paths to enter the labyrinth. It is very difficult to find the one and only entrance.
=====
82] Suggested way to improve the fishing minigame:
-> Enter it immediately, rather than waiting to see if you get it or not.
-> If you fail to acquire a fish, the hook snags something else. So you always get something and always earn some xp.
-> Rarer fish gives more xp when caught, and you get some xp even if you fail to catch them.
-> Make the entire minigame animation bigger. I felt it was too small and thus never noticed any of the subtle indicators of when to not try to pull the fish, and thus kept breaking my lines.
-> Randomize the actions, so that the fish appears to be making random actions. Otherwise really good players that are great at spotting patterns will just focus on the pattern rather than the fish.
=====
83] I really think melee and ranged needs massive improvements. I'm at 30 melee, and I've killed well over 2,000 slimes (based on the fact that I have two full stacks of slime) and at least 1,000 maggots. Tougher enemies should give more XP, and using better tactics, such as avoiding taking damage or killing an enemy after blocking, should give more xp. As it is, melee is the slowest skill for me (besides fishing) to level up. I gave up on ranged as its damage doesn't scale well, takes forever to reload, and it is too easy to miss.
-> These trees I'll release are with the current XP grind and talent scarcity in mind. So its still 1 talent per 5 sklll levels, so 20 maximum points.
-> Each talent costs 2 points to fully invest in them (instead of current 5). There are 13 total talents, so you could fully invest in 10 / 13 of them, so there will still be build variety.
-> Talent Tree will look roughly like:
----X-------------X----
---X----X----X----X---
---X----X----X----X---
-----X-----X-----X-----
-> I haven't decided on what branching paths should be there, so up to the developer to decide that.
-> I'll retain some of the talents and likely tweak them. The rest are replaced with ideas of my own design.
=====
#1 MINING TALENT TREE:
T1
-> Efficient Excavation = +10% Mining Damage and -25% Food Consumed per Swing of Pickaxes and Shovels.
-> Sweeping Strike = Hold CTRL to hit three mineable tiles, but swing 15% slower with Pickaxes and Shovels.
T2
-> Meticulous Miner = +50% chance of Extra Ore from Veins.
-> Glowing Aura = Ore veins now appear to glow on your screen, with light radius 2 and increases ore visibility by 10 squares.
-> Gold Rush = Whenever you mine gold, earn +50% movement speed and +10% attack speed for 15 seconds.
-> Efficient Digger = Shovels now deal +100% more Mining Damage and you earn two ground tiles and two sand tiles when using the Shovel.
T3
-> Mine, Mine, Mine! = +15% Mining Speed and 10% of Mining Damage added to Total Damage.
-> Miner's Strength = Pickaxes and Shovels ignore 50% of an enemy's armor, and knocks them back 3 spaces.
-> Pick and Run! = Smashing mineable objects (thus can benefit with shovelling) adds +1 to the combo meter. Every combo adds +5% mining damage and +2% movement speed for 6 seconds, refreshing with another point added. Maximum 20 points.
-> Explosive Might = Explosives deal +20% damage in general, have 40% increased blast radius and deal +300% mining damage to mineable walls.
T4
-> Penetrator = You can now mine large ore veins by hand, dealing 1/5th Mining Damage to them and you can damage invulnerable walls, but take triple durability damage.
-> Archaelogist = 2.5% chance of producing something valuable from mineable walls and 10% of finding an ancient gemstone in any ore vein.
-> Motherlode = 5% chance that a mineable vein is far richer than you originally thought, and instead produces 15 ore. Cannot be doubled by Meticulous Miner.
T1
-> Maxed Out! = 40% of skill points invested, added to maximum health.
-> Healing Potency = 50% more healing from health over time effects and the effects last for 25% longer.
T2
-> Protection of the Ancients = 25% reduced damage from bosses.
-> Strong and Healthy = 15% increased damage and +10% attack speed, when above 79% (80+) of maximum health.
-> Desperate Fighter = 30% increased damage and +10% dodge chance, when below 41% (40-) of maximum health.
-> Night Vision = Earn a personal +4 glow radius, to help you see in darkness.
T3
-> Stayin Alive = Gain 1.5% health per second while below 61% (60-) of maximum health.
-> Lingering Potions = All potion buffs last for +50% longer and receive 30% of a healing potion healing over 3 seconds.
-> Mighty Potions = All potions grant +50% more effects for their duration and healing potion cooldown is reduced by 2 seconds.
-> Resilience = You take 20% less damage from acid and 30% less from spike traps and 40% less damage from damage over time effects.
T4
-> Transmutation = There is a 5% chance that when you consume food or meals, that you earn the golden buff instead of the regular buff.
-> Cheat Death = 10% chance of avoiding death and healing to 5% of maximum health.
-> Extreme Fitness = Gain +25% XP Bonus while above 74% (75+) of maximum health.