Graveyard Keeper

Graveyard Keeper

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ShaTiK Aug 19, 2018 @ 2:27pm
Some ideas after 40 hours
I’m usually not the person to go to forums to give feedback. Always felt it was kinda usless. Others are doing it, devs are busy with bugs etc.. But after seeing a lot of great changes just week after release (after day length change I just started over, because it became almost a different game) I decided to give my feedback after 40 hours of gaming. Who knows, maybe it even be useful. I’ll divide these into major and minor categories.

Major:

- inventory – some way of increasing the size will be great, as well as making a separate ‘inventory’ for equipped tools (basically a player doll);

- fertilizing – since farming is quite a large part of the game it would be great to have some form of automation for fertilization. Right now I need to pick a fertilizer, then crop – and do that on every plot. Maybe pick a fertilizer and then toggle ‘always use it’. Not great when it comes to current mechanics fertilizer as far as I can tell, but this whole click-fest is not fun;

- ability to carry 2 big items (logs, stone chunks). I cleared graveyard of trees and spend the next 15 minutes hauling logs. Might be an upgrade/research same as ones about combat and crafting, nothing fancy, just hauling 2 or even 3 items at a time. Later in game I end up hauling a lot of logs and stones in quarry, right now I have to kick one while carrying the other;

- crafting station rotation – some of them could be rotated, while some can’t for no apparent reason. Why alchemy racks have to be horizontally placed, while alchemy table can be rotated? Would be great to rotate all crafting stations (I guess not all of them have appropriate sprites tho..);

- glass and sand. Some rebalancing to reduce sand requirements for glass or glass for cones would be great. Right now it takes sooo long to dig sand (2 strikes with steel spade makes no sense when clay is 1), then to make glass, then cones. And embalming take a lot of cones, so does many buildings;

- balance of bees and beeswax. Basically, because beeswax is too much of a hassle, so are most of the candles. Apiary must give guaranteed wax, and maybe even have cost reduced to 10 bees (which is challenge in of itself right now). For know it’s all about honey – which is not the reason to have an apiary right now. I need a lot of wax for candles, some for alchemy and some bees too;

- time indicator for crafting recipes – we have energy and tool efficiency (if applicably), time would be great too;

- notification for when someone is in the confession booth. I will most likely ignore it (either I’m too far or too busy to go and get ‘just’ a story a faith point), but still it would be nice;

- cremation – some sort of midgame permanent crematorium fueled by firewood/coal would be great. Now, 8 billets is not the end of the world, 2 trees, circular saw, perk and you are golden. Before that, though, it’s much more hassle. Fell 3 trees, haul logs, saw them.. And since I botched a lot of bodies in the beginning of the game I had to burn a lot of them. Even in midgame. So, buildable crematorium, yay;

- clearer crafting station descriptions - I kinda gather that, say, embalming mk2 is faster, but I still have no idea what preparation mk2 does. Fridged pallets - do they stop decay or slower it? Is stone breaking faster on stonecutter mk2 or no? Stuff like that;

- ability to delete outdated equipment and sermons. Right now I have to have a 'junk' trunk for old tools;

- clearer descriptions in general - particularly buffs. Before you test inspiration buff by trying to write something at a desk, there is no telling what it does exactly. Not a problem, you could say - just try it. But when it comes to, say, 'butcher' perk and 'steady hand' buff - from my own experience I think the former guarantees there are no mistakes with hard and softparts, but still don't know whether steady hand does the same for both (it requires onions, weirdly mid-game crop, and even if I have it – I need to test it). Another case of the same problem - prosperity sermon. Still zero idea what it does. Farming one – it reduces time, increase quality one step, two steps? Things like that;

Minor:

- some lategame perk to know which important part to extract for what effect. Not entirely useful since lategame bodies (if needed) are all about embalming and having skulls, not eliminating them, but still will be nice;

- some form of indication on the body what embalming was performed would be great, so I can look at a body in the grave and instantly see what I can do with it. It’s minor, but will be useful;

- for some reason making a book only benefits from ‘jeweler’ perk and not at all – from writing ones. I get that it’s all about cover and encrustation and whatnot, but still it’s a bit unreasonable;

- some form of increasing movement speed. We now have teleport and we always had underground tunnel for quicker home-village route, but still some 20% increase would be great;

- few places in the game could use shortcuts. Small gate in the graveyard near mortuary, gap in the fence in the lower right part of the garden, shortcut to the apiary area (make it blocked road like one to the vineyard) – that kind of things. And for the love of all that is good – move the toilet to the farthest right part of the yard and out of the way!;

- item stacking – while some I totally understand and agree (tombstones and whatnot), others are quite irritating. Namely – ‘important’ bits tend to clog containers in the beginning of the game; embalming solutions take up too much place both when hauling and storing; some items stacks can be bigger (sticks are just 30 per, that’s way too little);

- house upgrades – increase containers capacity/number and maybe upgrade the bed to increase energy regen while sleeping;

- some tip for new players that writing books is a great way to get blue and science points;

Last thing is about energy – I don’t know where to put it, since I’m on the fence about it. For me, game is divided into two parts – one when I have wine and one where I don’t. The former is straightforward – I chug the wine until I have ‘tired’ debuff, at which point I finish whatever I was doing, go to bed, chug once more before the bed, ‘sleep’ for a few moments and go on again. This, of course, requires you to have quite a lot of wine (and preferably perk ‘wine master’). The latter though is quite tough – I spend little money that I have on items with ‘deep sleep’ bonus, since I can’t make them (hey onions, nice of you to be midgame crop), work until I ran out of energy, pop said food, go to sleep. And, honestly, I don’t know what is better and if there any need (or even way) to fix it. On one hand it forces you (if you know, more or less, what you are doing) to have wine as soon as possible, maybe ignoring other stuff. On the other, after you have the very first batch of wine game becomes much faster and more action-filled. For some time I felt like I’m on steroids. But then again – without, say, wine, there is no reliable way to clear dungeon in comfortable and not-that-tedious manner. So, I’m neither here nor there in regards to energy/foods in this game, that’s my sort of feedback, if you can call it that.

All in all, great game. A bit with Town was sneaky and I was a bit irritated, but then quests and story started to progress well for me, so I'm not too anrgy about it.
Last edited by ShaTiK; Aug 19, 2018 @ 2:29pm
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Showing 1-8 of 8 comments
HardWorkingLoner Aug 19, 2018 @ 4:20pm 
+ "stopped counting number" :D

yea realy all are valid points ...
i will just add to that

upgrading home: this should apply to the quary outpost also
blue points: thats somethink that for example astrologist could tell you

GET RID OF THE TOILET +10
Prozix Aug 20, 2018 @ 5:22am 
I'm keeping a repository of bugs and feature requests that I personally experienced for a better overview:
Add a toolbelt[github.com]
Add dedicated fertilizer slot to gardening patches[github.com]
Have a way to transport multiple logs[github.com]
Candles do not seem worthwile[github.com]
More crafting station rotations[github.com]
Add a better way to collect River sand[github.com]
Add more efficient ways of cremation[github.com]
Improve descriptions[github.com]
ShaTiK Aug 20, 2018 @ 6:41am 
Originally posted by Prozix:
I'm keeping a repository of bugs and feature requests that I personally experienced for a better overview:
Add a toolbelt[github.com]
Add dedicated fertilizer slot to gardening patches[github.com]
Have a way to transport multiple logs[github.com]
Candles do not seem worthwile[github.com]
More crafting station rotations[github.com]
Add a better way to collect River sand[github.com]
Add more efficient ways of cremation[github.com]
Improve descriptions[github.com]
That's actually a neat idea, to keep track of all suggestions
scoorh Aug 20, 2018 @ 7:46am 
Originally posted by ShaTiK:

Minor:

- some lategame perk to know which important part to extract for what effect. Not entirely useful since lategame bodies (if needed) are all about embalming and having skulls, not eliminating them, but still will be nice;


there is a perk to know what parts gives what effect, you need to almost complete the storyline to unlock it

although its bugged , +- signs are flipped
Last edited by scoorh; Aug 20, 2018 @ 7:48am
ShaTiK Aug 20, 2018 @ 8:30am 
Originally posted by scoorh:
Originally posted by ShaTiK:

Minor:

- some lategame perk to know which important part to extract for what effect. Not entirely useful since lategame bodies (if needed) are all about embalming and having skulls, not eliminating them, but still will be nice;


there is a perk to know what parts gives what effect, you need to almost complete the storyline to unlock it

although its bugged , +- signs are flipped
Did not know that, thx for the info
Lokiator Aug 20, 2018 @ 9:12am 
Originally posted by ShaTiK:
- balance of bees and beeswax. Basically, because beeswax is too much of a hassle, so are most of the candles. Apiary must give guaranteed wax, and maybe even have cost reduced to 10 bees (which is challenge in of itself right now). For know it’s all about honey – which is not the reason to have an apiary right now. I need a lot of wax for candles, some for alchemy and some bees too

Yeah, at 46 hours in, I've managed to acquire 11 bees through harvesting honey from the 4 trees on my route to the quarry/mine area.

At this point, I've decided to just start buying them from the beekeeper. 1 silver each is a bit steep, but I'd really like to get that apiary up and running. I'm drowning in hemp and need to start making candles out of all that rope. :P
Prozix Aug 20, 2018 @ 9:20am 
Originally posted by Lokiator:
Originally posted by ShaTiK:
- balance of bees and beeswax. Basically, because beeswax is too much of a hassle, so are most of the candles. Apiary must give guaranteed wax, and maybe even have cost reduced to 10 bees (which is challenge in of itself right now). For know it’s all about honey – which is not the reason to have an apiary right now. I need a lot of wax for candles, some for alchemy and some bees too

Yeah, at 46 hours in, I've managed to acquire 11 bees through harvesting honey from the 4 trees on my route to the quarry/mine area.

At this point, I've decided to just start buying them from the beekeeper. 1 silver each is a bit steep, but I'd really like to get that apiary up and running. I'm drowning in hemp and need to start making candles out of all that rope. :P

About candles...[github.com]
Last edited by Prozix; Aug 20, 2018 @ 9:21am
Lokiator Aug 20, 2018 @ 11:22am 
Originally posted by scoorh:
although its bugged , +- signs are flipped

Not really... The +/- signs indicate what effect that organ has on the body, not what happens if you remove the item.

For example, blood is +1 red -1 white. Removing blood will reverse that effect by removing the added red skull and returning the missing white one.
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Date Posted: Aug 19, 2018 @ 2:27pm
Posts: 8