Blacksmith Master

Blacksmith Master

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Luka032  [utvecklare] 15 jun, 2024 @ 1:49
Suggestions
This is the official thread to leave your suggestions for the game :) Community driven feature requests are something that helps me a lot when deciding what to work on, so please share your feedback and suggestions here :)
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Visar 1-15 av 36 kommentarer
ablemandx 15 jun, 2024 @ 6:09 
1: possibility to name people and color their work clothes, so it is a little easier to see who is who and what "team" they are on
2: display window in the wall with options to display several types of product at once
3. option to buy a small cart expensively, (perhaps 5 pcs max), so they can drive with 10+ things and 15+ ore
1: an indicator over the head of your assistants that show what they are creating.
2: take the object from the chests and putting into the cart for the customer
3: if an assistant choose a workbench or a forge to work with and i occupy that before he has the chance, the assistant does not search for another one that is ready to use
Overall it's a nice game that need a bigger space or multiple floors because in no time i occupied every square millimeter of the shop
Senast ändrad av cheatershavesmalldick; 15 jun, 2024 @ 6:42
Joffer - 15 jun, 2024 @ 6:46 
Would love to see skills or talents points for the player u can earn by crafting.
either just craft stuff gain exp and level up, or side quest like "Craft 5x bows, 4x shields and 2 utensils". and then gain a skill point or benefits for crafting faster(ex: the green bar on sawing could be bigger, so u could craft perfect wooden items faster) or extra gains on perfect craft. stuff like that
BodycountOG 16 jun, 2024 @ 5:29 
please add a "invert mouse"
Opene 16 jun, 2024 @ 6:01 
When i create objects for my chest to store them for later map missions, the npcs wont use them. instead they craft all items from scratch and deliver them to the carts.

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Maybe add the option to restock the wood at the end of the day automatically. this would be helpful
Senast ändrad av Opene; 16 jun, 2024 @ 6:01
First off... love it, have a fully built out workshop and store and over 129k gold (gaining 11k per day)

I loved this demo!

I want to be able to assign specific product chests to EITHER rack supply OR map supply, so my assistants can use their "carry 5" ability on map quests instead of making five trips to different bins to get one axe at a time for that map job of 5x tomahawks.

Also, give me the ability to assign assistants to filling racks OR carts OR both when they carry items

Also, give the individual smelters an internal storage of ore, so my assistants that have "carry 3" skill can preload the smelter with 3 ore instead of going for one every time.
^^Better yet you could make that a paid upgrade using either skill or gold to fund expanding the internal rack.

Also, give me an upgrade capability on the ore bin and product chests so that someone can be both depositing AND picking up simultaneously instead of a queue of five assistants waiting for one to finish dropping off ore... or three blacksmiths waiting around while one assistant slowly picks up five wooden scoops.
Delakrois 18 jun, 2024 @ 0:06 
I completed your demo and really enjoyed it. Here are my suggestions that would improve the gameplay:

  • 1. I did not find how to determine specialization. For example, I would like to have a carpenter with carpenter skill 5 and only do woodworking. So that he never occupies the forge.
  • 2. In the reviews above, other players have already written that after the first few orders, your protagonist no longer performs any functions, all the time is spent on micromanagement and work is taken away by hired workers. For example, you can implement a training mechanic: each employee needs to be trained to create a certain type of thing, for this you need to do the work and show him how to do it. Also in this way you can separate the specialization of workers (teach a different set of skills to create objects). This is exactly how blacksmiths work in real life - they train apprentices.
  • 3. It seemed to me that chests were a management bottleneck, because only one worker can interact with a chest at a time. You can create something like an order distribution table that can be approached from four sides at the same time, but the table will have a limited number of item slots.
  • 4. This is not so important, but I would also like to see the “skill” of workers in the game, which would influence the quality of items. This can add depth to the gameplay, but I understand that it can also be difficult to balance and implement.
  • 5. It would be great to see more room customization options: make wall decoration available with different materials. It would also be good if you added the construction of roofs, because now it is not very clear whether there is a roof or not, and I cannot make an external shed for work on the street.
  • 6. This point is related to the previous one: it would be nice to have a variety of threats: ignition of wooden surfaces, or weather conditions (rain) that would interfere with working in the open air.
  • 7. Weather conditions! The weather adds different moods and slightly changes the conditions.
  • 8. Statuses of workers depending on working conditions. Work in cold, rain, hunger. Employees' mood.
  • 9. Daily routine. Now all employees work from 7 a.m. to 11:59 p.m. No breaks. Slave working conditions!

Sorry, your game is already good, I understand that some of my suggestions are too global. Also, I don't know all the features of the full game. Good luck with the development, I'll keep an eye on it!
bowolf36 20 jun, 2024 @ 0:52 
LOVED the demo and I am looking forward to buying the game and building/naming my store/blacksmith shop. Some things that came to while playing that I would like to see if possible would be:
1. Access the chest even during a mission so I can grab items from the chest for the orders.
2. Grab items from shelves in store so I can use them towards a order.
3. Assign a specific forge for the npc's
4. Allow our character to go npc(Auto assign job?)/access the other menu at the same time. Maybe optional in settings for expert/late stage players in the future?
5. Duel wield items/weapons. Right hand always places and can swap items in hands by clicking middle mouse wheel?
6. Allow us to pause while in controlling our character
7. Allow us to make the days longer or shorter to change the challenge up.
8. Special missions to get apprentices that can unlock special abilities for the npc? (Like getting two items per ore and 2x crafting speed?)
9. When character customization comes out maybe through a future trader character or something where we can get rare outfits or equipment for our character that'll be seen using them while working.
10. Special quest or characters approach about making a rare armor, sword or magical artifact that only can be made (they give a rare metal, jewel or magical artifact) once. We can choose to sell this item at a HIGH price or we can keep it as a decoration to boost our store rating/place in display case. Maybe from time to time as well rich or Royal shoppers will offer a hefty sum to buy it off you or you can tell them to hit the road!
11. Royal Shopper: If one shows up you hear a trumpet and see knights outside the building, while they're shopping more commoners show up causing a temporary boost in sales for your store until they leave. They always leave letting you know if they liked their stay or not. If they do they tell you what they like (Perfectly made ladle or decorations look nice) and if they don't like their stay they'll say (Needs to keep stockpile up/need more options or a specific item. Could also say place looks like a mess and needs more decor)

Lastly and maybe the biggest suggestion... Allow us to upgrade our characters with all the upgrades available to the npc's especially moving and inventory. You can even make it so the communication upgrade allows us to buy things like wood at a cheaper price!! Blacksmith and carpentry maybe make the green areas bigger but the minigame faster? Would also love to see our characters wearing a backpack so we can carry more in our inventory like the assistants when we upgrade.

Either way I'm looking forward to playing the game and being a blacksmith!
Don Patzone 21 jun, 2024 @ 0:24 
I really liked the demo. Not sure, if this is something that is already planned for the full version anyway, but from the demo I noticed that items currently take one specific resource to create, even though there are some that are composed of multiple materials. The knife for example has a wooden handle. It would be cool to set up a multi step process where you first forge the blade and then use wood for the handle to create the final product.

And also as others already mentioned. A visual indicator, which of your underlings are currently doing what (Carry Ores, Carry Ingots, mission smith, shop smith etc.)

Possibly controller support. The demo ran smoothly on my Steam Deck without any changes required other than key remapping.

Looking forward to it.
T 25 jun, 2024 @ 6:22 
DEVS please read this carefully!

1. Make INPUT and OUTPUT at the storages (ore, bars, finished items in chests) !!!
2. Counter for finished items so that the assistants can put the items in the chest and not the blacksmith !!
3. More than 1 User at chest at the same time...
4. automatic wood vendor... this manual wood buying suck as hell. or same as ore with the assistances! Or own forrest (same as mine)
5. We need more space (or smaller workbenches)... 4 floors seems not enough, cause i am already at limit in the demo (just iron 1 & 2).......
6. more clever pathfinding... i have 4 cash registers but all stand at 2 and become angry. 2 have nothing to do? wtf?
7. item manufacturing: all blacksmith makes the same items at the same time? 20 stand at the forges and the saws are empty... after a few hours all stand at the saws and the forges are empty... stupid production! stupid pathfinding!
8. why every storage for the ore must be equipped with 1 assistant? my cap skill assistant with 10 item storage can easy equip all storages alone
9. I sell faster than I can produce even though I already have 10 forges and 20 blacksmiths
10. possibillity to turn sound for weather OFF

This Game has SO MUCH potential !! I already wanted produce this game by myself 2 years ago!! Its a GEM and you can do so much with it !!!
MikeC 26 jun, 2024 @ 16:29 
I don't like the current ore delivery method, as you have to micromanage your assistant whenever a crate is filled.

* Current - assign route from Warehouse to specific Ore Crate. Other ore crates are ignored.

* Suggestion: Set assistant to fill Ore Crates of (Type) ore. If you have 3 Ore Crates set to Iron Ore, the assistant would continue to fill the lowest one of the 3.

EDIT: I mean, when you set the Assistant job to fill Ore Crates, you set the type of ore, and they automatically fill all Crates set to that ore, and ignore others. The current "set route" option lets you move ore from A to B. But you will always get new ore from the Warehouse.
Senast ändrad av MikeC; 26 jun, 2024 @ 16:34
office 2 jul, 2024 @ 13:24 
Pls, add a limit to the max number of employees.
Attach this limit to the progress in the story.

Now I have 12 or more smiths and I literally do nothing all day long (only refilling the wood stock). If you add an auto-refill for the wood stock, the game will be an "AFK Simulator" for me :)

https://steamcommunity.com/sharedfiles/filedetails/?id=3280550692

P.S. Making 10 000 gold in a day from spoons

https://steamcommunity.com/sharedfiles/filedetails/?id=3280366438

https://steamcommunity.com/sharedfiles/filedetails/?id=3280367057
Senast ändrad av office; 2 jul, 2024 @ 13:26
Kagerou 2 jul, 2024 @ 21:33 
I completed your demo and really enjoyed it.

1. For some suggestion i have is to have multi select function to change duty type quickly
and implement a group function to group them so that it is easy to see and organized.
2. The function to multi access like in the chest,pallet of ingots, water basin,ore storage.
3. To increase the speed of the blacksmith while holding the ingots material the more you level up the skills.
4. I know that this is going to be implemented but i will still suggest it. Skills to upgrade the speed for the cashier
5. Also to accept a multi quest not just a one at a time.
6. Optimized how the npc interact with the cashier.Based on my observation it seems that the pathfinding for them is to go where is the nearest cashier after they buy but there is one instance when i played, when you have too many customers they always go to that nearest cashier and line up instead to the other cashier and it became a problem where there are so many of them in that line that they always get angry get out.
Senast ändrad av Kagerou; 9 jul, 2024 @ 6:26
office 3 jul, 2024 @ 11:31 
You can make the first part longer - when I work with the forge (I love the mini-games) - with max 2 employees. Just make the "upgrades" on the map to cost more, a lot more. Now I finish 2 daily quests and hop - there is an upgrade. Then the new quests wants me to make 20-30 items - I simply can't do it alone, and I'm forced to have more employees, then the game ... in 2 hours ... transforms into an "AFK Simulator". I love the mini-games - slow down the progression by :
- the upgrades cost more contracts, not only 1-2, but let's say 5-10
* 15-20-30-40 contracts per upgrade at end of the game - the last upgrades
- or make the new quests give less gold and demand less items to be completed
- limit on the number of employees - tie it to the story progress
- limit on the number of decorations (and the type of decoration - lock the furnace and the book shelves) - tie it to the story progress.

P.S. I completed the demo in 2 hours max. Then I continued playing. Now, at 4.4 hours, I don't have a thing to do - everything is completed and the shop makes so much money, that there is no incentive to continue playing. There is a video on YouTube called "Protecting MMORPG Players From Themselves" by "MadSeasonShow" - if you have the time, watch it. It's the same here - protect the players from finishing the game too fast (I make 10 000 gold/day in the game only with spoons - the first item in the game).
Senast ändrad av office; 3 jul, 2024 @ 11:41
Acaios 4 jul, 2024 @ 7:49 
Since the workers have level up mechanics, it would make sense that you choose specialized ones.
Instead of having them spilt in the categories : 1) map missions 2) racks, it should be instead for 1) smithing 2) woodworking 3) smelting ore 4) technology
Metal skill should affect smithing and smelting ore, or have an extra skill about ore. (atm I think the worker smelting ore hasn't got any skill useful, apart from minor movement speed - I think carrying two ore doesnt produce 2 ingots but i`d have to test that)
Also, priority for crafting new items AND for moving them (towards racks or missions), should be for missions first.
Also, I think the icons above their heads should be what item they`re crafting, or both if there`s room (smithing icon next to tomahawk icon)
If this change happens, it would make sense that more specialized workers should be available for hiring, instead of jack of all trades ones.

A bug:
yesterday I had two workers on smelting ore duty, waiting with a new ingot in their harnds, stack over the box. But they didnt let it go. I think it was bugged. Today, I reloaded a previous save, and I had one worker this time on ore duty, and noticed him waiting over the box with the ingots again. But I noticed that I had activated a recipe that needed a metal ingot. So, he kept waiting for me to pick mine, before he put his finished one in the box, and continue with his work.

Edit: Also being able to put more than 1 item in one rack. At the very least 2. (Having a rack with 12 knives isnt gonna make the client buy all of them or something, but having a variety of things, especially as the game progresses and you have unlocked more things to craft, will probably enable him to buy something)

Edit 2: Option in the settings : Pause the game while on map. (the ingame time passes fast, so in the beginning i was wasting ingame time, while I was reading the tutorial screens).
Also being able to pause the game too while you`re in crafting mode, without first having to press TAB to enter manager mode, would be a QOL thing.

EDIT 3: Workers moving ore, instead of having to select where to pick it from and where to put it at, should just have 1 selection: what type of ore they`re supposed to be carrying. And automatically to fill any available box with free room of that type of ore.
Also, customers should only enter and leave from the door of the store. Not the side doors of the room where the production happens. It kinda breaks the immersion.

EDIT 4: After having unlocked the level 2 metal ingot production, I stand corrected about the workers. I guess being able to carry 2 ingots on one go, and the rest his skill points in movement, would probbaly be the way to go.
Also, as a solution to the bug I mentioned, perhaps give them a 5(?) second waiting period, and if the player doesn't perform this action (take a metal ingot to craft an item), then the worker can carry on with his job (put the ingot in the stash, and carry on to make a new one). Or to completely change that behaviour, and have him perform like everything else, where the player has to wait for his turn (for example, above a chest)
And a last point, I think the bonus for crafting an item yourself should increase as the item's value also increase.
Senast ändrad av Acaios; 10 jul, 2024 @ 21:45
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