ASKA
Joggy Nov 5, 2024 @ 5:43am
Suggestions for Enhancing Gameplay and Balance
1. Forester: It would be beneficial to hire a forester dedicated to planting trees and managing sustainable regrowth.
2. Tool Usage: Some workers avoid using tools even when they're right beside them in the workshop, leading to inefficiencies.
3. Item Collection: Workers struggle to use the "T" function effectively. For instance, it can take up to 5 minutes for archers to pick up arrows or gather sticks.
4. Monster Damage and Health: At the start of the game, monster damage should be reduced, and their health significantly increased to make fights last longer. Currently, battles are too short—for instance, an invasion on Viking difficulty only took about 4 minutes. My militia and I could defeat all opponents with a single hit.
5. Arrow Durability: Arrows break far too quickly during training. This needs adjustment, or the rate of feather collection should be increased substantially. I constantly ran out of arrows despite having a gathering hut dedicated to feather collection.
6. Fertilizer Production: Fertilizer should be easier to produce.
7. Tree Stump Removal: Woodcutters should be able to remove tree stumps to gather firewood.
8. Alternative Healing Method: A more durable healing option is needed. At the healer’s hut, it should be possible to craft a “bandage” that lasts longer than garlic. In winter, healing while traveling is nearly impossible.
9. Woodworking Efficiency: Wood processing in the carpenter’s workshop is extremely slow. At level 50, I only deal 3-5 damage to wood, making it take ages to craft a wooden beam.
10. New Armor Options: Additional armor pieces, like chainmail or breastplates, should be introduced—or even a new upgrade beyond iron, like steel.
11. Faster Travel Option: A faster means of transportation would be helpful. The raven ability is great, but it should last longer and allow faster movement in raven form.
12. Additional Game Mode – Legendary: Please consider adding a “legendary” mode. After about 20 hours, I had completed everything in the game, even on Viking difficulty, and felt the invasion difficulty was lacking. A “legendary” mode or wave mode could introduce significantly increased attack waves, with attacks happening every second night precisely at midnight. Players could also benefit from building traps or even automated defenses to compensate for the limited archers available early on. In a “legendary” mode, the focus should be heavily on defense and combat strategy.
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Showing 1-8 of 8 comments
Arbadacarba Nov 5, 2024 @ 6:02am 
An option for single press interactions, press and hold feels bad pretty quick.
Power Nov 5, 2024 @ 9:36am 
Originally posted by Joggy:
1. Forester: It would be beneficial to hire a forester dedicated to planting trees and managing sustainable regrowth.
2. Tool Usage: Some workers avoid using tools even when they're right beside them in the workshop, leading to inefficiencies.
3. Item Collection: Workers struggle to use the "T" function effectively. For instance, it can take up to 5 minutes for archers to pick up arrows or gather sticks.
4. Monster Damage and Health: At the start of the game, monster damage should be reduced, and their health significantly increased to make fights last longer. Currently, battles are too short—for instance, an invasion on Viking difficulty only took about 4 minutes. My militia and I could defeat all opponents with a single hit.
5. Arrow Durability: Arrows break far too quickly during training. This needs adjustment, or the rate of feather collection should be increased substantially. I constantly ran out of arrows despite having a gathering hut dedicated to feather collection.
6. Fertilizer Production: Fertilizer should be easier to produce.
7. Tree Stump Removal: Woodcutters should be able to remove tree stumps to gather firewood.
8. Alternative Healing Method: A more durable healing option is needed. At the healer’s hut, it should be possible to craft a “bandage” that lasts longer than garlic. In winter, healing while traveling is nearly impossible.
9. Woodworking Efficiency: Wood processing in the carpenter’s workshop is extremely slow. At level 50, I only deal 3-5 damage to wood, making it take ages to craft a wooden beam.
10. New Armor Options: Additional armor pieces, like chainmail or breastplates, should be introduced—or even a new upgrade beyond iron, like steel.
11. Faster Travel Option: A faster means of transportation would be helpful. The raven ability is great, but it should last longer and allow faster movement in raven form.
12. Additional Game Mode – Legendary: Please consider adding a “legendary” mode. After about 20 hours, I had completed everything in the game, even on Viking difficulty, and felt the invasion difficulty was lacking. A “legendary” mode or wave mode could introduce significantly increased attack waves, with attacks happening every second night precisely at midnight. Players could also benefit from building traps or even automated defenses to compensate for the limited archers available early on. In a “legendary” mode, the focus should be heavily on defense and combat strategy.

Considering some garlic and onion mixed will heal you to full in a few seconds I can't really understand the healing issue. It's already super easy. I usually just carry five of each and if I do somehow manage to lose a good chunk of health with this combat system I just skyrim chug the food and poof, full hp.

I find it very strange that training with arrows uses up durability but training with melee doesn't. Seems like an oversight.

I don't think this game will ever have really good combat. the ai is just too simplistic and too slow and the physics are just too janky but maybe they can iterate. It's probably just the 100s of hours I have in elden ring and dark souls but these systems are laughable. I can take on entire armies of enemies by just running in a circle and right clicking with my big sword. But it works I guess. I don't think making fights "last longer" would up the fun in any way.

The villagers desperately need a tune up with their hauling and tool usage. The best way to play seems to be to do the hauling yourself. And have warehouses dedicated to 1 thing with 2 workers. I had 1 warehouse Just for wood, 1 just for food, 1 just for small crafting items etc all with 2 workers. At that pointed they mostly managed to keep the stocks full.

I noticed the cooks wasted a ♥♥♥♥♥♥♥♥ of time running back and forth for ingredients. So every few days I'd just grab it myself and through it all in the cooking station storage and chop the meat myself. With that 1 gatherer 1 fisher and 2 cooks (on opposite shifts) were able to feed my entire village with no issue though I'd have to play the part of hauler once a week or 2 in game.


My BIGGEST ask would be to let the warehouse workers use the freakin carts. There's zero reason to not let them use the sleds and carts.
moyer4487 Nov 7, 2024 @ 8:38pm 
do villlagers still chase after u and tell u over and over they don't have a tool or can't find sticks? its like they wait for u to get back and just follow me around waving at me. drove me nuts sometimes.
argenex Nov 8, 2024 @ 11:19am 
Originally posted by moyer4487:
do villlagers still chase after u and tell u over and over they don't have a tool or can't find sticks? its like they wait for u to get back and just follow me around waving at me. drove me nuts sometimes.

Yes. And they still freeze to death standing next to an unlit fire next to a cart full of coal.
dolfire999 Nov 8, 2024 @ 6:41pm 
more ways to inceace their happiness i all ways have 3-4 vills never happy

when the coal station gets a upgrade i hope we can turn cpal into charcoal sp the fires can burn longer aswell get the vills ai to use coal for the fireplaces aswell

hopefully the Devs working on other metal ore soon.

one suggestion i would like to ask the devs do they plan (follow the player) like how can assign the dogs do. for example if i want to raid a monster spawn or do a boss fight. i could use the horn then they start running to me or make a task for the archery/ barrack follow thge player task instead of running out to a monster spwan and putting a ptrol maker and with for the next day.
casa06885 Nov 9, 2024 @ 7:59am 
A forester would be a good idea. Just to add to that the breaking down logs and long sticks is annoying. It would be better that at the carpenter stations they can craft long sticks out of logs. then firewood or sticks out of long sticks. I tend to make too much bark from beams and posts that it clutters the work area (250+). then turning that into fiber i don't need to farm it anymore. this way you can stop the ai from chopping out side the village, wasting resources and making the game lag.

as far as tool usage they can be managed by making a place in a warehouse for tools they grab it from there. I put mine with the cooked food making it easier for them to get tools on there breaks. My issue comes from the new villagers arriving with axes that i just drop on the ground.

The coal worker should be tweaked a little. I think it should use a pickax and go chop up stumps. Give the workstation a inventory slot for firewood. Then It should also be responsible for lighting fires around the village. This way its not just standing around when its full production.

Fertilizer would be great with a compost bin that the ai puts excess raw food and spoiled food inside. this way there is less clutter on the map. atm moment i am running 5 farms with 4 fisheries producing spoiled food for compost.

on the topic of fisheries with hunters, a butcher station/upgrade to help relieve the workload of cookhouses and others. this station would break down fish and meat. in the future could make other items like sausage links for example.

I figured out the best way to keep your villagers happy is to make a lot of decorations around there home and work stations. i put 12 villagers in a long house with 4 room barriers, 6 tables and a fire pit. Using the U formation you can put stations in the nook, like a cook house or other house improving workstations. Along with a fence and a lot of decorations, i put a few rain collectors. Without any patrols or watchtowers, or rune-stone buffs. All my villagers are 100 happiness. This not only helps with road design it makes the village look less barren.

Three words: Drunk Viking Feast. A couple new buildings i hope to see the tavern, Mead brewery, great hall.

I do hope the aggressive ai does get some rework along with the combat system. I have faith that the devs have many ideas for future works that includes magics. Currently its true the ai is simplistic, but for early access at least we have this far scale of combat. hopefully in the future they allow for coordinated battle structures with the ai villagers, ie shield wall and archery lines.
ThunderfulPaige | Community  [developer] Nov 11, 2024 @ 3:11am 
awesome suggestions folks! noted :)
Joggy Nov 11, 2024 @ 7:28am 
Originally posted by dolfire999:
more ways to inceace their happiness i all ways have 3-4 vills never happy

when the coal station gets a upgrade i hope we can turn cpal into charcoal sp the fires can burn longer aswell get the vills ai to use coal for the fireplaces aswell

hopefully the Devs working on other metal ore soon.

one suggestion i would like to ask the devs do they plan (follow the player) like how can assign the dogs do. for example if i want to raid a monster spawn or do a boss fight. i could use the horn then they start running to me or make a task for the archery/ barrack follow thge player task instead of running out to a monster spwan and putting a ptrol maker and with for the next day.
a very good idea of how the coal worker can be used. the idea of the Fertilizer also sounds exciting. You should be able to set which foods should go directly into the Fertilizer.
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Date Posted: Nov 5, 2024 @ 5:43am
Posts: 8