ASKA
Zarazandra Jun 25, 2024 @ 2:42pm
2
Feedback after 42hrs gameplay
Hi there!

I think it is time to share some of my thoughts about ASKA.

Overall it's a nice game, but there's always a but ... I will share my negative points first, but the good things will follow ;)

Negatives:
- The walkingspeed is wayyyyy to slow. I changed the gamespeed with a cheatengine to double speed, which is way more gamerfriendly. I always had the urge to push my character with a flicking finger (which wouldn't work anyway in front of my monitor, I know ...).
With double speed, it's way better to endure when walking over half of the map. Changing the whole gamespeed made the days and nights shorter, but hey. You can't have everything. I really can't go back to normal speed anymore.
- Better Villager Overview - let me see in one screen their traits, their capabilities, if they have problems and what's their Job. Okay, maybe if they have a home is crucial too, but somehow I nearly forgot to mention.
- Being able to rename Villagers and Buildings - When having three Astrid's it gets confusing. Or was it storage 1 or 10 which holds the sticks? Being able to name a storage "Woodstorage" makes it way more obvious without doing the extra click. Maybe even make an overview filterable?
- Marking tabu zones, where Villagers should not go through, for example Wolf Den's. If it's on their way, they run right through it.
- Being able to MOVE BUILDINGS! Pretty please! It is so annoying to destroy buildings, and build them anew. When moving several buildings, it's taking AGES. It's totally fine that they have to destroy the building first and then rebuild it, but this would also make it possible that they reuse the material, which fastens things up big deal.
- Being able to save tasks in workshops etc., so that I just can recover a tasklist, if I just moved a building.
- less clicks (e.g. demolish stuff)! It takes so much extra steps to demolish a building. Instead of T - click on demolish - click on ok (even enter won't work) is way too much. Also the extraclicks needed to plant crops seems quite unnecessary.
- Make it possible to store tools directly where it's needed - like e.g. hoes in the farm, so they have no need to run all over
- The difference between Forge and Workshop in terms of work seems also quite a bit unnecessary to me. Forge: put coal and iron into the smelter, use the thing which name I can't remember rn (blowing stuff), press R to cancel once it's done, turn the fire off, clicking T to add it to the anvil, hammer on it like a maniac (which is cool done), and then pressing T again to take it out. The Workshop: Just throw the metal into the smelter, just add fuel with R, wait, choose what to make, hammer the ♥♥♥♥ out of it again, press T to finish.
My two cents: please choose another hotkey for throwing the forged stuff into the cooling basin. It happened way to often, that I throw my stuff into the basin while pressing the wrong hotkey. Or make it a long press, as long as the item's not finished, PLEASE! <3 Hearts and flowers!
My other two cents: please make the smithing experience similar. It is way more fun, trust me.
- Some things use long hold e, some long hold r - please, keep it less confusing and just choose one, please.
- Gimme some rest between bloodmoons! Bear attack, two bloodmoons in a row and a direct announcement of an invasion IN WINTER, where nobody could do ♥♥♥♥ because of the freezing cold! I came out of winter with one Villager left out of ten. It was absolutely frustrating and I was nearly at the point to throw the game off my drive.
- Filtering and sorting! For everything! :D
- A F*ING GARBAGE CAN! My Storage is overflowing with rotten stuff, I have no need for or add some fertilizer farm, to get it to some use.
- don't let a villager leave his workplace before finishing their actual project! My smithy always leaves the hot iron, which turns bad as soon as it gets cold. In the beginning, where it's hard as f*ck to get iron anyway, this is more than frustrating. Or at least, please let me reheat that ♥♥♥♥, otherwise this is just unnecessary waste of materials which already are rare as sh*t.
- To this day, I nearly never build lightsources anymore, because in the end NOBODY seems to refill or light that s*it besides ME. I even have no idea, who is responsible for that, even though I see the trait tor people who are great doing this. Oh, and it takes AGES which makes it a really annoying task.
- Being able to link storages together to make more room. I always end up with dozens of storages, needing equal number of people to run those, which seems quite unreasonable. I would very much prefer, to have one large storage with a higher amount of people than so many next to each other.
- The market seems quite unproductive. I am currently rehoming my whole village to another place. The market seems so unqualified to help me out with this. I would highly recommend to overthink the acutal thing. Instead of saying "move this stuff from this storage to this", let me define villages by area OR, if you want to transport inside a village, the possibility to choose only the destination. Like "I want all my reeds in Storage 8", so they just collect all reeds in other storages to his. Or maybe you have something cooler in mind, but please change some things here!
- It's really hard to manage jobs. Please give me an overview, which shops have which problems or what exactly they are missing. At one point my Workshopdude came to me, saying he has no tools. ITS HIS JOB TO CREATE THOSE, SO PLEASE PRIORITIZE THAT WHEN YOU RUN OUT FOR ODINS SAKE!
- One big problem I really couldn't understand was, that people feel unsafe. I did everything. I surrounded the whole villages with walls, I added fortifications like watchtowers, my whole village is swarming with wolves - still they complain that they felt unsafe. Per Chance I discovered, that I could add the wolves to certain people for protection, which lead to all my dogs dying, because they were so responsible to never go for some food. Or I threw them meat infront of their noses (not the big chunks, but the small ones), but instead eating, they died in front of me.
- Which brings me to starving population! Hell, I really can't cope with that. There is nearly no usable information about starving, or overall dying villagers. The only way is to walk from villager to villager to check by hand or going over tab, clicking every single one of them. It doesn't help that you can sort the villagers for problems. Even if I see that someone is already loosing health, this goes so f*cking fast, that I can't run to them, feeding them in time (this killed most of my people in the winter mentioned above. At some point I was so frustrated, that I just didn't run around anymore). When adding food to the storages, people NOT starving are taking everything and when the starving ones arrive, there's nothing left. Thanks, A-hole.
- I have one BIG problem, if not the biggest, with building stuff! It is not guaranteed that you can build additions to your building, even though it was marked green when initially placing the building (yes, I look at you, Workshop and storage!!). Speaking of: the placing of buildings seems not quite clear.
As I was rehoming my village, I wanted to set several buildings on a strategic better place, but even though the floor seems perfect, I always get red ground when trying to place a building. There are no stones in the way or water sources or other stuff, but I just can't build it! Sometimes it helps when I level the terrain, but that just seems so unnecessary, since you have to level the ground nonetheless. Plus: it just helps in maybe one out of ten cases. Please mark at least red, what's interfering with my plan, so I at least know what to look after!
Also, the additions, I spoke at the beginning of this point, can't be built suddenly, even though it was marked green when placing the initial building. I really get angry over that! I even removed every item and stuff laying around, because I wasn't sure, if that is responsible, but nooo ... I flattened the ground, tried again, still nope. I chose this place BECAUSE it was shown green and suddenly it doesn't work? Come on. That's not fair. This is really one of the most annoying stuffs so far and makes me so angry at times! Please, help me out!
- In addition to that: make it please possible to remove several stones and structures laying on the way. It is really hard to create a nice village pattern, when you can't build the way you want.
- One last thing about villagers: Please, let me prioritize stuff for them. Or let them do other stuff, when they just sit around, digging their nose. Let them help build or transport stuff, when they don't have stuff to do! As soon as their work comes active again, they should hurry back to that. I think of a prioritazion-menu like Rimworld maybe? It's so much easier to do so!
- Set a Schedule automated for Nightowls, morning people and so on. Make it more obvious, that people are set to certain worktimes. I really don't want to micromanage every single one of them over and over, especially with the thought in mind, that they die so easily and when having to do that anytime, a new guy comes, hell. Please, don't do that to me!
- Please, let me choose the difficulty of the game! Let me honor Soulmask at this point, where you can choose casual gamemode for example, which takes waaay more stress out of the game with more loot.
- Please add some more descriptions. I killed my very first savefile, because my character died and I had no clue, what that countdown is for (I still don't know). Somehow I then learned in my second run, by trial and error, what the options really mean for me.
- There are too few ways to get metal. I always kill stuff, but the amount you get as loot is laughable low. I was 30+hours into the game, when I finally found a stone where I could build the mine (and I found just 2 of them so far, both were so damn far away from my village, that's why I moved the whole town). It is so crucial to have and so extremely hard to get.
- Please let those villagers choose a free bed, when not set right away. Often I was half a world apart from my village, slaying some mobs, only to be surprised by Ivar, walking right up behind me, sobbing that he's so tired. THERE ARE A QUADRILLION EMPTY BEDS IN MY VILLAGE, LET ME BE!
- Please, let me add more (permanent) markers, where I can remember stuff! Pretty, pretty please! With flowers and hearts!
- Tools break way to fast. My farm, for example, uses so much stuff, it's nearly not worth the hustle ...
- Please let me pack my carriage the way I want. I don't want set itemslots for each item - let me use the space to my liking. When I want to transport wood, it's really annoying to run so much more, even if I use a carriage. There's so much unused space when just transporting one sort of stuff.
- Let me please 'deactivate' Spawnpoints by setting a special marker or building. I think it's no coincidence that the best farming spots are around spawnpoints? That's wayyy too dangerous to use :(
- Ah, just another thought crossing my mind: If the needs for a job would be bound to the building, not the villager, it would be better to look into, I'd think.
- Edit 06-27: Please, let me open gates when holding a cart! I always have to let go of my cart, open the gate, grab the cart again and if I'm not fast enough, a villager walks right past me and closes the gate in front of my nose.


Okay, that was quite a bit, so let's come to some neutral parts.

~ I like the forging system, because it's way more interactive. Although, there are way to many steps with too much clicking and time restriction. Maybe if altered, it would be more fun? But nonetheless, it is a nice feature!
~ The possibility to walk through several "ages", means unlocking new stuff with new materials, is always a nice thing to work with, even though they should be a bit more.
~ Some items go to several containers. Why should I build an arrowstand, if I could just build a rack for tools, which has nearly the same format and takes so much more of them? Consider a rebalancing for storages please. But since this workaround works, I do not really care.
~ Somehow some recipes are a bit off? I have tons of vegetables, but there is no explicit recipe for them. Also, as soon as I have the cooking house, steaks aren't possible anymore (at least not there, just over the firepit). Maybe get some structure in that, so I don't have to have several stations which should do the same? Also I haven't found garlic soup, which is recommended when having a sore throat. I guess that's what the healer's supposed to do? I haven't checked yet, so I can't really say. But I would think that you can get healed there faster or better than eating onions and garlic like a maniac?
~ I have no clue, if, where or when villagers will collect stuff laying on the ground. Sometimes they swarm around me like bees, grabbing stuff for building for example, but sometimes the stuff just decays, because nobody seems to notice the stuff anymore (I know that if they have no storage left for certain stuff, they won't collect it, but sometimes it is maybe out of range or I really don't know). Is there a clarification, what can be hauled and what not? Maybe give me a menu to mark it as "collect it please" - but please do not micromanage so far that I have to choose a certain person for it
~ Winter seems way too hard and too long. If you couldn't get enough rations, the first winter always has a extreme high toll. It takes a lot of time, until you are able to craft better clothes, even then it's not enjoyable to be around, next to finding nothing to eat except meat, which is also hard to get with these fast basta... animals. Maybe tweaking the difficulty of winter may make it way more enjoyable. Maybe alter the days of a season to a random amount between x and y? Also, the temperatures seem a bit off, but that may just be flavor.
~ The translation (german) needs improvement. I happen to be a game translator, maybe we can get in touch for that?
~ A bit more variety in animals would be wholesome




And now, last but not least, the positives:
+ Graphics, music and sonds are really nice! I really enjoy the atmosphere!
+ I like that the game is a prettier alternative to Valheim, with less clutter around it. Just build and survive.
+ I like it, that there are set spots for enemies. So you can just do your stuff without loosing MORE villagers.
+ I really like the game mechanics, that you have to build your village, survive, organize stuff ...
+ The dynamic of getting better at stuff is great! At the beginning I hated it, that I need ten chops to down a tree, but now with the biggest axe it is really enjoyable! I really like progressing skills while used.
+ the changing flora around, while going through a year is ultra nice!
+ PET WOLVES! You have my love for that!
+ IT IS FUN! Even though you might think I hate the gut out of the game for the long lost. But let's say it this way: the list wouldn't be so long, if I won't care for the game.


Alright, I guess that's it so far.
I hope my feedback helps you to work on the game. It's a raw diamond and I look forward to upcoming updates :)

But I'll stop for now - I still have to move my village. :)
Last edited by Zarazandra; Jun 27, 2024 @ 2:13am
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Showing 1-15 of 17 comments
RunningShadow Jun 25, 2024 @ 3:26pm 
(posting here to add comment count so hopefully they see it.) also inadvertently answered the question i came here for about how the ♥♥♥♥ do i cook meat at the cooking station. ya don't, got it lol
Apo Kinuh Jun 25, 2024 @ 3:38pm 
UP :steamthumbsup:
SaGe187 Jun 25, 2024 @ 3:44pm 
Gekochte Gerichte sättigen deutlich mehr und haben, je nach Zutatenliste, auch heilende Wirkungen. Bei 2/4 Wasser, 1 Fleisch und drei Gemüse (Pilze/Knoblauch/Zwiebeln/Kohl/etc.) bekommt man einen Eintopf, bei 3/4 Wasser eine Suppe. Gleiches bei den Beeren, es gibt Brei und Marmelade...was natürlich mies bezeichnet ist (da keine Zitrusfrüchte enthalten sind, sollte es Beerenkonfitüre heißen)
Ricardo Paixao Jun 25, 2024 @ 4:04pm 
3 - you can rename anything, just clock on the gear icon on the top left corner of the character or building menu
5 - remove and rebuild is the same as moving a building since remove grants you 100% resources back. However, its pretty annoying that big resources (logs, long sticks and stones) are counted as obstacles for building, so if you junt want to move a building a lil bit to the side you will have to take all resources back by hand to clear the area.
8 - Blooming and Smiting are historically and in practice two different things, AFAIK. But the accidentally pressing T and ruining the smiting piece is really a PAIN
11 - yes, I miss a sorting button.
15 - dozens of storages?! i have one storage per village on day 90. Are we playing the same game?
17 - setting priorities is your job, not the villager
18 - walls give no safety, and towers only give safety if they are manned.
19 - about dehydration and starving - agreed. its hard to keep track.
20 - never had this problem with add-ons.
24 - I believe the game was not meant to be casual.
28 - Agreed, i kept on forgetting where stuff was because i could only had one marker

neutral 5 - about priority, villagers take what they need at the moment for any tasks. then, if a villager is a resource gatherer they will take something from the ground (E.g. woodcutter grabbing a stick that you dropped). lastly, if a villager works on a storage that has modules with empty space, they will grab and storage everything that is on the ground.
6 - IMHO winter is pretty easy, when we compare to cold and winter from games like the long dark
DrunKraken Jun 25, 2024 @ 4:39pm 
Bump:steamthumbsup:
Commander Raymond Jun 25, 2024 @ 5:08pm 
I would also add repair costs being nerfed in this list. Repairing buildings currently is a hassle and needs to be fixed. it shouldnt be more economical to destroy the structure and rebuild it then just repairing it.
Ralathar44 Jun 25, 2024 @ 5:49pm 
In addition to what the other poster said:

- walk speed is an interesting one. The island isnt THAT big and this also has massive combat implications as you can just walk dodge every enemy now and never need to dodge again. It also lowers makes you a far more effective resource gatherer. IMO if you want scouting then increase the duration and fly speed of the raven form. THAT would be far more balanced than the major cheat you currently have enabled.

- If you go through the first winter freezing without clothes, that's your fault. Its a new game, you're learning the ropes, I did too and made the same mistake. But there is zero reason to go through the first winter freezing. Back to back Bear + blood moon is already on the devs radar to be fixed so they don't happen same day. But the winter, that's on you. Its alot like the first winter in Rimworld. When you're new it wrecks you. Once you know what you're doing you enter the first winter fully clothed.

- No they should not make it easier to demolish buildings. People will just start complaining its too easy to accidently demolish buildings lol. You should not be demolishing very often intentionally. This is by far the lesser evil.

- Tool storage is fine. Place your warehouse properly and the run won't be long for anyone. It's not like they need to replace tools that often. A single tool lasts for a good while. Especially when you get to iron. The main thing tool storage needs is easier to use filters and some sort of sorting.

- Light sources (standing torches, stone lanterns) are refueled and lit by builders, and only at night. They do so consistently. If you're having issues with them not being lit nightly consider making your builders go to sleep an hour later and getting up an hour later. I didn't have to do that for mine though.

- You don't need dozens of storages. You need 1 warehouse if well organized. 2 if you're me lol. I made a 3rd one just for hardwood near my workshop to cut down on travel time but that's because of my poor city planning lol. Do for a city of 35 people 4 working warehouses should be enough and well planned you could get away with 2.

- Pretty sure the market is meant for steady sustainable movement of specific goods and not entire relocations lol.

- You can set priorities of workers via the task management on the building and storages as well as set what can be stored where and what to prioritize in that storage. It needs more QOL featues to make it easier/faster. But its there. As far as idle workers and job distribution: that's your job. A colony management game where you don't manage the colony isn't much of colony management game.

- Schedule assignment has saved presets and you only need to set schedules once per villager. I wouldn't mind being able to change the default setting (if you can't already) but NO to automating night shifters. That's your job as colony management and with the saved preset its easy. I also don't always want night shifters on night shift. Late game yes, early game having workers offset is often highly detrimental to productivity.

- People feeling unsafe takes a bit of reading and experimentation to understand but its actually pretty straightforwards if you fully explore building descriptions and tabs and generally commit to learning a new game. If that's not for you, honestly week 1 early access is a bad choice of timing to play a game. tl;dr verison: only manned buildings and patrols provide defense (plus puppers as a special case). An empty tower protects nobody. A wall in the middle of a field protects nobody. You need soldiers. Create a barracks or archery building. Assign a colonist. An area around the manned barracks/archery building is considered defended (logical). Create patrol flags near areas you want to be considered defended. Set up a task at your barracks/archery building to visit each patrol point. Everything patrolled is considered defended. Towers only defend buildings near them if manned.

- Wooden tools are cheap and last for a decent while but yes regularly need to be replaced. This is not a problem. Want longer lasting tools, go make iron tools. If wooden tools lasted alot longer half the benefit of iron tools disappears.

- Your sled having set item slots is for balancing, so you can't just run out and bring back 75 iron ore in one trip with the sled lol. If it was freeform its overall storage space would need to be much smaller. If you want to carry more, that's what the Cart is for. They are there to help with transporting large quantities of items, not trivialize it.



Most of the rest i agree with, the other poster covered, or you just need more time in the game before you realize "aha, so that's how I make that soup" lol. Trust me, some of those answers are RIGHT THERE :D.
Ralathar44 Jun 25, 2024 @ 5:50pm 
Originally posted by Commander Raymond:
I would also add repair costs being nerfed in this list. Repairing buildings currently is a hassle and needs to be fixed. it shouldnt be more economical to destroy the structure and rebuild it then just repairing it.
Ironically this is pretty realistic. Alot of things IRL are replaced rather than repaired because its simply not worth the time/cost to repair them and the repaired item would be markedly inferior to a new one anyways.

I DO think however that repairs costs should be low at low damage levels but scale up quickly. Right now the problem isn't the total amount of repairs for a moderately or heavily damaged structure, its that a single arrow can be like "you need a log, a rope, and a long stick to repair this". So give us lower repair costs at lower damage but scale to meet current repair costs at like 70% health. That way really light damage is just maintenance mostly but heavier damage starts costing resources quickly.
Last edited by Ralathar44; Jun 25, 2024 @ 5:54pm
Commander Raymond Jun 25, 2024 @ 6:00pm 
Originally posted by Ralathar44:
Originally posted by Commander Raymond:
I would also add repair costs being nerfed in this list. Repairing buildings currently is a hassle and needs to be fixed. it shouldnt be more economical to destroy the structure and rebuild it then just repairing it.
Ironically this is pretty realistic. Alot of things IRL are replaced rather than repaired because its simply not worth the time/cost to repair them and the repaired item would be markedly inferior to a new one anyways.

I DO think however that repairs costs should be low at low damage levels but scale up quickly. Right now the problem isn't the total amount of repairs for a moderately or heavily damaged structure, its that a single arrow can be like "you need a log, a rope, and a long stick to repair this". So give us lower repair costs at lower damage but scale to meet current repair costs at like 70% health. That way really light damage is just maintenance mostly but heavier damage starts costing resources quickly.
cool, I dont think this game should go down the realism route. I am here to play a game, not play a second job. there that scratch the itch if I need something to match realistic repair costs.
Ralathar44 Jun 25, 2024 @ 8:18pm 
Originally posted by Commander Raymond:
Originally posted by Ralathar44:
Ironically this is pretty realistic. Alot of things IRL are replaced rather than repaired because its simply not worth the time/cost to repair them and the repaired item would be markedly inferior to a new one anyways.

I DO think however that repairs costs should be low at low damage levels but scale up quickly. Right now the problem isn't the total amount of repairs for a moderately or heavily damaged structure, its that a single arrow can be like "you need a log, a rope, and a long stick to repair this". So give us lower repair costs at lower damage but scale to meet current repair costs at like 70% health. That way really light damage is just maintenance mostly but heavier damage starts costing resources quickly.
cool, I dont think this game should go down the realism route. I am here to play a game, not play a second job. there that scratch the itch if I need something to match realistic repair costs.

You literally don't have to do basically anything. Your villagers handle 95% of things unless you have a poorly managed colony. I've only repaired or supplied something being repaired or rebuilt like maybe a dozen things in over 100 in game days.
Last edited by Ralathar44; Jun 25, 2024 @ 8:19pm
ThunderfulPaige | Community  [developer] Jun 26, 2024 @ 2:11am 
Hey thank you so much for all this feedback its so good to hear! We will definitely take it into consideration
Bandit Jun 26, 2024 @ 2:17am 
Let's see what your next steps look like and when they will be taken :) I haven't been able to decide on a purchase yet, I don't feel like drinking a bathtub empty every day :)
Zarazandra Jun 26, 2024 @ 4:45am 
Wow, this really blew up!
Thanks for the feedback on my feedback. I will read along and may come back to some points. Thanks!

Oh, and I remember one more thing I forgot to mention: May I please open gates while holding the cart? ❤
Last edited by Zarazandra; Jun 26, 2024 @ 4:57am
Zarazandra Jun 26, 2024 @ 5:34am 
Originally posted by Ricardo Paixao:
3 - you can rename anything, just clock on the gear icon on the top left corner of the character or building menu
5 - remove and rebuild is the same as moving a building since remove grants you 100% resources back. However, its pretty annoying that big resources (logs, long sticks and stones) are counted as obstacles for building, so if you junt want to move a building a lil bit to the side you will have to take all resources back by hand to clear the area.
15 - dozens of storages?! i have one storage per village on day 90. Are we playing the same game?
24 - I believe the game was not meant to be casual.
6 - IMHO winter is pretty easy, when we compare to cold and winter from games like the long dark

3 - OMG I have never found that! Thank you so much! :D
5 - Well, yes, I am aware of that. But this way they could use the exact same material without the need to pack them away and haul anew. If they just would kinda link those processes, I would appreciate it.
15 - Well, yes I am a hoarder. I have a whole storage (3-tiled) just for woods for example. One reason is as well the flooding with rotten stuff, which always fills my storage of small materials, so there is no room left for ropes or ambers. I really don't want to sort it out all by hand, just so the villagers sort stuff back in. That's why I really wish for a trashcan or filters for storages.
24 - Yeah, I think so. But why not serve several types of gamers instead of just hardcore gamers? I really enjoy the game, nonetheless I am quite overwhelmed with all the major tasks I have to do and lose track 90% of time. It's like a rabbithole at some time.
6 - Well, I found it quite hard. You couldn't move away from fire for too long. I wasn't good prepared as I was still in the middle of understanding the game and yeah - it didn't go well. And I was still faaar away from sewing clothes anyway. :D I am a quite slow progress-player.



Originally posted by SaGe187:
Gekochte Gerichte sättigen deutlich mehr und haben, je nach Zutatenliste, auch heilende Wirkungen. Bei 2/4 Wasser, 1 Fleisch und drei Gemüse (Pilze/Knoblauch/Zwiebeln/Kohl/etc.) bekommt man einen Eintopf, bei 3/4 Wasser eine Suppe. Gleiches bei den Beeren, es gibt Brei und Marmelade...was natürlich mies bezeichnet ist (da keine Zitrusfrüchte enthalten sind, sollte es Beerenkonfitüre heißen)

Macht das der Kochdude automatisch oder muss ich das erst "Vorkochen"? Meiner kocht nämlich aus Prinzip nur Fleischsuppe, Beerenmarmelade und noch was mit Beeren.




Originally posted by Ralathar44:
In addition to what the other poster said:

1 - walk speed is an interesting one. The island isnt THAT big and this also has massive combat implications as you can just walk dodge every enemy now and never need to dodge again. It also lowers makes you a far more effective resource gatherer. IMO if you want scouting then increase the duration and fly speed of the raven form. THAT would be far more balanced than the major cheat you currently have enabled.

2 - If you go through the first winter freezing without clothes, that's your fault. Its a new game, you're learning the ropes, I did too and made the same mistake. But there is zero reason to go through the first winter freezing. Back to back Bear + blood moon is already on the devs radar to be fixed so they don't happen same day. But the winter, that's on you. Its alot like the first winter in Rimworld. When you're new it wrecks you. Once you know what you're doing you enter the first winter fully clothed.

3 - No they should not make it easier to demolish buildings. People will just start complaining its too easy to accidently demolish buildings lol. You should not be demolishing very often intentionally. This is by far the lesser evil.

4 - Tool storage is fine. Place your warehouse properly and the run won't be long for anyone. It's not like they need to replace tools that often. A single tool lasts for a good while. Especially when you get to iron. The main thing tool storage needs is easier to use filters and some sort of sorting.

5 - Light sources (standing torches, stone lanterns) are refueled and lit by builders, and only at night. They do so consistently. If you're having issues with them not being lit nightly consider making your builders go to sleep an hour later and getting up an hour later. I didn't have to do that for mine though.

6 - You don't need dozens of storages. You need 1 warehouse if well organized. 2 if you're me lol. I made a 3rd one just for hardwood near my workshop to cut down on travel time but that's because of my poor city planning lol. Do for a city of 35 people 4 working warehouses should be enough and well planned you could get away with 2.

7 - Pretty sure the market is meant for steady sustainable movement of specific goods and not entire relocations lol.

8 - You can set priorities of workers via the task management on the building and storages as well as set what can be stored where and what to prioritize in that storage. It needs more QOL featues to make it easier/faster. But its there. As far as idle workers and job distribution: that's your job. A colony management game where you don't manage the colony isn't much of colony management game.

9 - Schedule assignment has saved presets and you only need to set schedules once per villager. I wouldn't mind being able to change the default setting (if you can't already) but NO to automating night shifters. That's your job as colony management and with the saved preset its easy. I also don't always want night shifters on night shift. Late game yes, early game having workers offset is often highly detrimental to productivity.

10 - People feeling unsafe takes a bit of reading and experimentation to understand but its actually pretty straightforwards if you fully explore building descriptions and tabs and generally commit to learning a new game. If that's not for you, honestly week 1 early access is a bad choice of timing to play a game. tl;dr verison: only manned buildings and patrols provide defense (plus puppers as a special case). An empty tower protects nobody. A wall in the middle of a field protects nobody. You need soldiers. Create a barracks or archery building. Assign a colonist. An area around the manned barracks/archery building is considered defended (logical). Create patrol flags near areas you want to be considered defended. Set up a task at your barracks/archery building to visit each patrol point. Everything patrolled is considered defended. Towers only defend buildings near them if manned.

11 - Wooden tools are cheap and last for a decent while but yes regularly need to be replaced. This is not a problem. Want longer lasting tools, go make iron tools. If wooden tools lasted alot longer half the benefit of iron tools disappears.

12 - Your sled having set item slots is for balancing, so you can't just run out and bring back 75 iron ore in one trip with the sled lol. If it was freeform its overall storage space would need to be much smaller. If you want to carry more, that's what the Cart is for. They are there to help with transporting large quantities of items, not trivialize it.

Most of the rest i agree with, the other poster covered, or you just need more time in the game before you realize "aha, so that's how I make that soup" lol. Trust me, some of those answers are RIGHT THERE :D.

Okay, I added numbers to your paragraphs to answer in a more directed way. :D

1 - Yeah, it sure would be more balanced, I totally agree! For now it's all I have :D

2 - As mentioned before, I am a slow progresser, in all the world I wasn't so far into progress to only think about crafting clothes. :D Even with the first linen clothes weren't really protective after all.

3 - Well, at least hitting ok per enter would be one thing or make a special hotkey with longpress, it's all I want.

4 - I don't know, but my tools break so fast, it's like they need a new thing way too fast. As soon as I had the carpenter, I crafted a knife for him to do his work, walked around a bit, came back and the tool was gone. He didn't work his ass of in that time. Don't know if he lost it or if it broke. Didn't found it one way or another. In addition: you first have to GET iron tools! As mentioned in my post, it's really hard to find iron, if you have not found a mine. Even then it takes some time until you can provide everybody with iron tools.

5 - That's a good hint, maybe I should alter the workschedules for them. Thanks! Didn't think of that.

6 - congrats if you can manage to only have 3 storages. As written above, I am kind of a hoarder and am flooded with useless stuff. Since I have no chance to get rid of stuff, you may think I live in a junkyard. :D

7 - Yeah, thought so, too. But as soon as you want to split things between storages, you have to plan a different tour. That's just wasted time.

8 - Yeah, I know about that. I meant that more in a more common way like "if you're not busy, haul things or help X with Bla", if you get what I mean.

9 - Yeah I know that, I already work with that. It's just that I have no real oversight over my people the way it is now and it's always a greater task to set all people.

10 - Yeah, I already thought of that, worked on that but still there are high percentage of buildings which are not protected and people still complain. I always struggle with that. :/

11 - I have the feeling that they break so damn fast. I made my farmer tools and he destroyed one while working ONE field.

12 - Yeah, maybe. But the game already IS really hard for me (I am no strategist and a really chaotic person, so many things just slipped away from me). Making it just harder seems like a good idea for people who enjoy being beaten by a game. I really like the mechanics, but that doesn't mean that I like to be beaten. :D

Thanks for your feedback! I learn new things every time I play and learned a lot in this thread!



Originally posted by Ralathar44:
Originally posted by Commander Raymond:
cool, I dont think this game should go down the realism route. I am here to play a game, not play a second job. there that scratch the itch if I need something to match realistic repair costs.

You literally don't have to do basically anything. Your villagers handle 95% of things unless you have a poorly managed colony. I've only repaired or supplied something being repaired or rebuilt like maybe a dozen things in over 100 in game days.


I DO think however that repairs costs should be low at low damage levels but scale up quickly. Right now the problem isn't the total amount of repairs for a moderately or heavily damaged structure, its that a single arrow can be like "you need a log, a rope, and a long stick to repair this". So give us lower repair costs at lower damage but scale to meet current repair costs at like 70% health. That way really light damage is just maintenance mostly but heavier damage starts costing resources quickly. [/quote]

Good point! I wouldn't mind a bit better scaled repair costs. Plus: repairing tools would be grand!

In addition: yes, your village does the job, but often it takes ages or they are on free time or whatever. Sometimes it's easier and faster to just do it yourself. :D
Ralathar44 Jun 26, 2024 @ 6:33am 
Originally posted by Zarazandra:
3 - Well, at least hitting ok per enter would be one thing or make a special hotkey with longpress, it's all I want.

4 - I don't know, but my tools break so fast, it's like they need a new thing way too fast. As soon as I had the carpenter, I crafted a knife for him to do his work, walked around a bit, came back and the tool was gone. He didn't work his ass of in that time. Don't know if he lost it or if it broke. Didn't found it one way or another. In addition: you first have to GET iron tools! As mentioned in my post, it's really hard to find iron, if you have not found a mine. Even then it takes some time until you can provide everybody with iron tools.

12 - Yeah, maybe. But the game already IS really hard for me (I am no strategist and a really chaotic person, so many things just slipped away from me). Making it just harder seems like a good idea for people who enjoy being beaten by a game. I really like the mechanics, but that doesn't mean that I like to be beaten. :D

13- Good point! I wouldn't mind a bit better scaled repair costs. Plus: repairing tools would be grand!

3 - You might at least be able to save a click by hitting Q to go straight to the tasks area of many things. I don't think it makes verything faster, but it definitely makes it faster to deconstruct nested items. (IE storages in your warehouse) if you walk up to that item and hit Q. End of the day I don't think there is a wrong choice per se, just which headache the dev wants to deal with haha. People wanting it easier vs people accidently deconning their stuff despite a confirmation box :D.

4 - Carpenter uses an iron draw knife and that should be good for like 20+ beams or shaped wood made easily IIRC. If that didn't happen a villager prolly grabbed it. If its not in the inventory of the carpenter it'd prolly be helpful to find out who grabbed it and then let the dev know as that's likely a bug. Normal knives are used by things like cooks and hunters and etc.

11 - The only way I can think a farmer destroyed a wooden hoe working a single max sized 4x4 field in a single day is if they were a fresh level 1 farming noob and the field was also overgrown with weeds thus doubling the work. I've watched their tool consumption before as well as manually done the farming myself. Shouldn't be breaking THAT fast without some sort of bug or oversight. As their skill level rises they get much more efficient and with the correctly traited people assigned they start at an ok skill level and then also get a large exp bonus to gaining skill faster. Skill levels make a massive difference and the higher your worker's skill levels get not only the faster they complete their tasks but the less durability damage each task does to their tool.

12 - its your first week, you'll get better at it. Rimworld used to kick the absolute dogcrap out of me, today I'm pretty good at it. It just took time and experience to learn the ropes and get used to the important things to keep track of and keep on top of. And lots of failure to learn hard lessons :D. There are room for both types of games though. Games that you'll pick up with the expectations of not losing and just having a cozy chill time as well as games that you pick up expecting to have to learn and practice a bit to do well at. Both are good. But each game can only really be one. Sliders and difficulty settings help (and im sure Aska will get those eventually), but a game balanced by those is never ever the same quality as one designed for that targeted difficulty level by default.

13- IIRC iron tools don't need to be fully recrafted and the metal part can be reused, so you only need to replace the wooden part. That's what I've heard anyways. I hit metal way late in my game due tot he location of the cave so my first wave of iron tools haven't broken yet. I still need to confirm. The metal heads and bits go into the broken metal pieces storage though. I'm sure of that.


Still like all the feedback and lets hope the dev addresses as much as possible. Here's hoping you have a great time out there :).
Last edited by Ralathar44; Jun 26, 2024 @ 6:34am
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Date Posted: Jun 25, 2024 @ 2:42pm
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