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combat (melee) - find their dev blog on it. melee is about timing and you can easliy take on multiple at once without any cheese/hacks
time - harvesting skill gives higher chance for gathering extra resources
assigning building being built to outpost - you can do this, not sure where your issue is
loot - been addressed and it negates crafting
movement - already addressed for future(some nearer than others :) )
You should be able to intuit that if you can loot gear, you don't need to make it. Crafting is something you set up your villagers to do not take your time doing. Its kind of the main mechanic of why you have a village in the first place. Of course there will be things you might want to knock out yourself real quick, but the late game items that take awhile to produce are for your crafters.
I'm not knocking your post all, some good stuff. But you just missed some things.
just my 2 cents. after several hundred hours myself.
skill and tool upgrades should lower build times but your really not supposed to be building by the time it matters. still taking 8 hits to chop a log with a fine axe seems a bit silly when you could do that with stone of bronze. each tier should lower the actions
melee is something you have to commit to, and better yourself. I hate bows for anything but hunting. the most important thing is to make sure you don't build armor or weapons too uneven. the enemy is able to use as you unlock up to a certain level. so a super sword or hammer against cloth armor can be painful. works the other way also.
if there was swimming. then they would be able to swim also. which makes the map and the bridges a rather useless feature. would massively impact defensive strategy everyone would just b line to the destination. even just animals swimming would allow them an escape or possibility to die in an area you can't reach. this would really suck in the case of boars.
the seasons at present really only matter for the first couple years, unless other things are implemented there really isn't any point. if that changes then 100% agree. that is the first challenge. make it trough winter without losing too much health and stamina to fight.
the loot system is just the way it is. now as you progress to building those higher armors maybe they could become part of the drop. but perhalp wearing a dead guys armor is something your people have a fearor superstition of. think of all the battle sites around the world. weapons and armor are still there. you'd think if nothing else they would have gathered all that stuff and melted it down .also if you cant't craft an Armour you can't repair it. I think from what i've seen armor will eventually have points hopefully used items will be allowed to be re worked giving resources
there is an indirect stealth option. if they can't see you they don't attack I did this when I found my first couple iron nodes they were well Guarded I'd sneak up position myself and mine lucky that sound doesn't seem to travel. load up and run like hell. you can use the trees and rocks to hide.
buildings do get damaged if the Raids are successful. abandon some used up camps and you will see they take damage.
lastly spoilage isn't a problem. you are just making/ harvesting to many things consistently feed yourself and your people the best you can offer. 3 solid meals gives you a full day of feed troops. this is extreamly important on long marches. limit the variety available and they will march a long time and you can throw togeter a outpost dump food and have them resupply if they run out. at present I think they can be consuming 3 items and take 7 more with them thats 3 + days march
The workers wander off if they're hungry, looking for something to eat.
For the most part it just needs more streamlined progression and interface right now.
Interface-wise, making deliveries and such would be more convenient if all settlements were displayed in one list, rather than having to go through them tab by tab.
Would also be nice if the backpack and log sling were available earlier to make it less of a slog going back and forth for items.