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Additionally the item weight assigned to items does not make sense at all, a ring weighing more than a piece of armor?
A few idea to solve the problem might be:
1) add to the game some kind of transport means like carts and make them easier to get, there are already horses but they are hard to find
2) introduce a general currency so you can sell your staff
3) reconsider the weight assigned to items, jewelry should not weigh so much
4) add some warning to the UI to avoid gathering stuff that overburdens you and limit your movement range
5) have a way to build some storage place other than the town
Different kinds of boat stack, try to make the lightest and cheapest combination of ships possible to travel thorugh seas.
I don't think "cheating" should be the only way to solve the problem, just give the player options to solve it by himself in gameplay
If desired, could restrict the number of stores so only have one per island.
Better balance. I like it.
My dad has this issue in many games because he doesn't know when to trade or dump items he doesn't need. He keeps pretty much everything because it's valuable, he might need it later etc etc. Any excuse he can not to lose most items.
Could break immersion somewhat by having carts travelling over mountains and through forests but we already do that with our boats.
I agree with this, but it also is a good point that it's annoying to have to keep dropping all the random stuff you get after every event.
Just add some transport means as craftable equipment, this would greatly help managing this core aspect of the gameplay.
Yes, the same volume of stone and metal weighs more, but you probably need much less to make goods (thinner metal for armor for example), meaning a smaller volume per unit collected, and therefore comparable weight. (Also, mithril is often portrayed as being as light as cotton.)
It feels bad then 2/5 of the goods you get are first to be dropped when you are overweight.
I still like the game, and usually love micromanagement, but in this case there's very little reward for it. Streamlining these systems would be awesome, and would probably bring in a lot more players. Skipping frames in setting up normal battles would be awesome. The battles themselves are fine at high speed after you've seen them enough times, but waiting to set up the field is really slow. Some form of auto-cooking would be nice, or at least remembering the recipes you set up, and auto-populating those with the same characters you had there last time as soon as you camp.
For this, you could go a couple ways. The simple filter that was mentioned would be good. At a certain point in the game, there's basically no need for keeping any T1 material at all. Or, especially since stone is usually one of the biggest issues, let us craft more totems. Not for towns, but it could be a nice place for a set of events (just like certain terrains will trigger events, totem terrains would trigger its own set). Animals might wander by, definitely some demons, bandits might look for prey. Setting up camp there could give some minor bonuses, like +1 spirit restored/turn and rituals +10 or 20.