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- As someone who wants to get all the villagers to like me, I'm starting to dread popping the question to Abigail seeing as how once you get married, or so I've heard, your spouse gets a jealous streak a mile-wide. Like, even giving gifts to non-marriage candidates will cause them to get stupid. I would imagine giving gifts to the other bachelors/bachelorettes causing this behavior, sure. But come on. Either alter the behavior to make this ridiculous stuff not happen or outright nix it/alter events for when you get married. Like, say, I do an event with one of the other bachelors/bachelorettes but since I am married things play out different and things don't get all hot and heavy. It's what Persona 4 did (Though you COULD opt to fool around in that game and be a two-timer. Or a three-timer. Or a four-timer. Or... you get the idea.) and it worked out great though to be fair, that game was made by an entire team over at Atlus and with all sorts of resources that Concerned Ape doesn't have. Some leeway needs to be given there.
- Expand upon combat some more. Adding some new weapon types would be a great start, like Spears (great for ranged melee and reasonably powerful but, because it is a thrusting weapon, it can't swing like swords, clubs, and daggers), Bows (great ranged attack but relies on arrows to be used, though you CAN craft different arrows for different situations, such as Incendiary Arrows to provide a small AoE explosion on hit, Poison Arrows to leave a DoT on impact, Piercing Arrows which travel through enemies, etc.) and Rods/Staves (terrible melee attack power but immensely helpful if you decide to dabble in Magic which, speaking of...).
- Magic. We got a game where Magic is real and where we fight Monsters, so why can't we dabble in the Arcane ourselves? I'd personally like to see Magic restricted to Combat/Utility instead of using it to Sorcerer's Apprentice our Farm but with proper design using Magic to assist in farm work could be viable. As mentioned above, for those who really get into Magic, Rods/Staves would be their ideal weapon, as it would both amplify the power of their spells while at the same time staving off the energy drain of the spells themselves, as Magic draws upon Energy to be used. And it uses a lot of Energy, so if you don't have food with you, well... hope you like exhaustion. Examples of spells the game could have are:
- Fireball (a classic spellcaster spell)
- Paralyze (useful for keeping that one damned enemy in place!)
- Charm (no, Mr. Skeleton, you want to attack THAT guy, not me)
- Escape (for when you absolutely need to get the HELL out of there fast!)
- Teleport (useful for transporting yourself quickly from one locale to the other but, to make it so that transport totems aren't made obsolete by this spell, this spell would have a cooldown attached to it, whereas totems can be spammed)
- Heal (trade energy for health for those real emergencies!)
- Minions (I made a topic about Magic earlier and someone mentioned Pumpkin Minions, which is a pretty cool idea though for something like that, you'd need actual Pumpkins on hand to serve as summoning reagents)
- Berserk (for those wanting to dabble as both a Fighter and a Mage, this would increase attack power at the expense of defense)
- Time. Probably one of my chief complaints about the game is that time seems to move pretty damn fast, to the point where every second in-game counts and a single mis-step can prove disastrous. If I wanted that, I'd go play Super Hot, heh. But I do know that there are people who find the current passage of time just fine. So, personally, I think allowing a person to choose, at the start of a new game, how fast time passes would be a good compromise. I mean, hell, Darkest Dungeon did something like that in regards to both Corpses and Heart Attacks by letting players choose them to be on or off. And, while I know there are purists out there for that game that look down on people who turn off one or both of those options, allowing the player to have the choice of things rarely goes wrong so long as it is designed properly.
- And lastly, having expanded information on the relationship tab would be awesome. Like, as I get to know a villager, it fills out with more information on who they are, what they do, where they go throughout the day and, perhaps most importantly of all, what they like/dislike based on stuff you learn from other villagers/the villager in question themselves as you experiment with gifts. While I fully realize there is the Wiki that I can access to get me that information, that means I have to pause the game, bring up the Internet tab, look up the information, find it, then go back to the game. It detracts from the experience of the game, and having the information available to you in-game that is unlocked AS YOU PLAY promotes socializing and experimenting with what villagers like/do not like.
That's what I have to suggest. Thank you kindly for this game, Concerned Ape.
especially the hiring workers part
maybe using rare gems to do so?
also, the slingshot controls are a little weird. my mouse disappears when I try to aim, and it kinda throws me off. That would be a really awesome fix :)
+1 for owning your own store and selling your produce in it, maybe the store starts as a stand outside your house and you can upgrade it to a better store like you can your house.
+1 stock your own fishing pond and collecting pearls from oysters
+1 aquarium in your house, add fish food and tank cleaner to the game
+1 survival mode where HP doesnt reset on sleep (might give cooking an actual use)
+1 more options with your dog/cat. very pointless to have in the game atm
+1 have people move in and out of the town using the bus or train(like animal crossing)
+1 jobs or apprenticeships with businesses like the blacksmith, carpenter, and salesman
+1 more from the adventure guild. add more people to the guild. maybe recruit other members of the guild to help you in the mines.
+1 make a new zone/zones that are only accessible in certain seasons. like an island in summer, and a new cave in winter
I'm not sure what all is planned for the multiplayer addition of the game, so some of this might already be in the works, but those are the additions that I think would benefit the game and make it last longer than year 3. =D
I'd thought it was wise to place a chest in the centre of the village (image below) with the thought of placing items that people loved in order to gift them as I passed, limited backpack size, only to awake the next day and it was gone along with 2000g worth of items!
http://i.imgur.com/GmXwYJI.png
Because of this where should I also avoid placement of chests?
- More house expansions (More rooms / Basement / Wine House)
- A dog house / cat bed (The player have to buy it in the carpenter)
- More space to stock things in the kitchen
- A Jukebox to put inside the house, to trade the music of the game (could add CDs to collect, so you can trade the music)
- More uses for some itens like battery pack (could be used to repair the Plasma TV, Jukebox*), dressers (give it a real use, put all the hats inside)
- The possibility of changing the selected skills (maybe in the wizard, like the appearance one)
- Add Chicken Fight + Tomato War festivals (like HM)
- More places (Winter cave, Pyramid at the desert, islands, cave iside the sewer with mutant monsters)
- Player's birthday (receive gifts from people who likes you by mail)
- Possibility to buy a car (money sink), to travel to the desert by yourself
- Possibility to buy a boat, to travel to a new island