Smalland: Survive the Wilds
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Alex_Merge  [Разработчик] 22 мар. 2023 г. в 7:48
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Share your FEEDBACK HERE
We'd love to hear all of your idea's and suggestions.

Is a system a little too fiddely for your liking? A specific UI feature that would make things easier? Would you like more customization options?

Dump any idea's youd love to see below and we'll be sure to see what we can implement into the game.
Отредактировано Alex_Merge; 22 мар. 2023 г. в 8:12
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Сообщения 1,2761,290 из 1,538
There shouldn't be hostile creatures so close to the tree butler at the bottom of a tree that you get swarmed. I am at the Tree north of Hildred an when i took the butler down, I was immediately swarmed by 2 small wasps and 1 big one. I feel like that is poor design. Not to mention the goldola slows you down while you are on it.
the pet interactions are atrocious ... the ♥♥♥♥♥♥♥ hornet is like a autistic kid with separation anxiety
Автор сообщения: Chilevec
Spiders and Geckos should climb walls and such.
Geckos is somewhat agreeable. But, I DEFINITELY agree on the spider climbing on walls. Funny that they cannot, whether they're wild or tamed.

Автор сообщения: ʕ•ᴥ•ʔ thotiana ʕ•ᴥ•ʔ
Автор сообщения: Kinsoku-Nyan
If you call that a joke, it's pretty poor, considering the "pidgey" in the video is five times bigger than a player and the actual pidgey is no bigger than a human arm.
I never said it was a good joke.
And I never said that it is, nor is it bad.
35 buckaroos for this game is INSANE, just thought you should know from a whale that buys an extreme amount of games. I bet 10's of thousands are waiting for you to come to your senses before purchasing...
Автор сообщения: kojiham
35 buckaroos for this game is INSANE, just thought you should know from a whale that buys an extreme amount of games. I bet 10's of thousands are waiting for you to come to your senses before purchasing...
35 bucks is not much for a game. its actually cheap for a game.
*spoilers*
with the new update I was a bit disappointed when I saw that the queens grace does the same damage as the viper sabre
I am at wasp level armor and I don't feel like continuing the game because two things:
- I will get a flying mount as soon as I visit the historian but I will also advance to an area that discourage flying. I feel bummed that the game decides to cut off my excitment of flying right away.
- The infinitely respawning spiders underneath the ruins discourage exploring the area and I have to watch youtube video(s) to find a way to get to the historian

Also didn't like:
- world event, it is tedious to even reach the location and I am busy doing something else, I don't even feel to try it. The same like I hate the emergency missions in the game Control. It felt so like mobile or mmo. I probably will find a cheat for the faction points.
- pet leveling, I have lvl 3 grasshopper and even with my OPness, it is hard to level it up cause it seems it have to do the killing blow or something to level up. As people have talked, seems the pets are mostly useless beside for traversal (which then if they die, you are stranded).
Автор сообщения: lego_is_ cool
Автор сообщения: kojiham
35 buckaroos for this game is INSANE, just thought you should know from a whale that buys an extreme amount of games. I bet 10's of thousands are waiting for you to come to your senses before purchasing...
35 bucks is not much for a game. its actually cheap for a game.
The game was cheaper back before it was $35. That's too bad on late-comers.
Hey there! Just got the game, played a few hours and it's pretty good. I had a few suggestions though:

INVENTORY:
1. Equipped armor should not take up inventory slots - it makes zero sense, since you're wearing it, and reduces the already limited inventory space.
1.a. Same goes for arrows - maybe integrate an upgradable quiver?

2. Blocking is....janky. It's hard to get the timing right, and I still can't quite figure out what constitutes a perfect block vs partial (where you take damage). Maybe add a small tutorial? The two guards near where Henly(?) is could be used to offer optional combat tutorials.

3. A backpack for additional inventory space would be nice, similar to the ladybug pack. I haven't progressed very far into the game, but this would make more sense as an early item. Maybe even with multiple tiers, like a fibre sack, then a leather backpack, etc. for progression.
3.a. On the same note, a utility belt for tools? Again, space is at a premium if we stick to the initial inventory slots.

UI:
4. The antenna sense - it's a good idea, but it's extremely hard to see anything when I activate it, particularly right in the middle of the screen where it is so bright white I literally can't see any info unless I'm right next to a creature. Which defeats one of the main purposes i.e. checking a creature out for weaknesses and resistances to better prepare. By the time I can see those, I'm usually close enough that they agro on me and trying to switch weapon types when in active combat is not exactly easy if (like me) you panic easily.
4.a. Resources don't need the big block of text describing what they are - it's quite immersion breaking tbh. I'm not saying remove it entirely, but maybe make it a toggle in the settings menu?

ANIMATIONS
5. I haven't checked the road map, so take this one with a grain of salt: the animations for the different tools absolutely NEED to be fixed / made different. Swinging an axe and using shears should not look and feel the same.
5.a. On that subject, please change how big the swing animation is - my character is swinging their entire upper body like some demented rubber clown, and there is no 'weight' to the action. (again, haven't checked road map so please ignore if this is something that is already planned)

CHARACTER CREATION
6. The female body to head ratio looks....odd. And not in a purposeful way. The body itself just looks like a slightly misshapen male body was used, instead of a dedicated model. It looked so strange and unappealing that after playing a female for a bit I went with a male character instead. I can't explain it too well in writing unfortunately. I'm hoping these are placeholder models.

7. When customising the character eyes, please let us zoom in a bit more on the face? I could barely see what each pupil type was, and being unable to get a close look at my character in game means this was a player's best chance to choose right (they just fade out, which is fine btw since that means they don't block my view)

8. With the different appearances / skin colors etc, maybe add some small starter bonuses? A slightly better sneaking ability if you pick the forest type, slightly improved night vision (mostly relevant in caves) for the night skin type, etc.

MAP:
9. I'm not sure if this is a glitch or not. After talking to Henly I get a notification that my map has been updated with the Great Tree locations. However when I check my map, the trees don't show up, only the different faction leaders.
9.a. If the above is intentional, I'd suggest that discovered major landmarks (such as the great trees) get automatically updated on the map once discovered.

10. I enjoy being able to put markers on the map, but some customisation of the icon/text color would be great. This is extremely minor, the current system works fine ;)

MOBS:
11. All bugs are aggressive (so far), with very few exceptions, which is kinda off putting. I don't want to play on peaceful (tried, made things boring for me). Bees shouldn't be immediately aggressive unless close to a hive, while wasps are fine as they are with attacking on sight. Variety would make it a lot more enjoyable traversing the world and encountering new creatures.

12. Pets, specifically the gecko: I was very disappointed when my gecko couldn't climb vertical surfaces :( It would be an awesome ability for this particular mount.
12.a. Pets get in the way of combat more often that not, it actually makes combat with a pet more difficult.
12.b. Speaking of, my level 95 gecko did the exact same amount of damage to an enemy as my level 15 gecko. Is that normal? Because if that's the case it makes levelling up a pet completely irrelevant. If the pet is instead meant to be a tank, then the enemy AI should aggro on them in combat instead of focusing on the player like it currently does.

Anyway that's...all I have for now. I do like the game so far, it has good graphics and a solid base. And since it's still in early access, I'm sure there's a lot of improvements coming. The dev team has done a great job so far, and I hope this helps a little!

Cheers and keep up the great work :cozybethesda:
It's not that it's an important suggestion, but don't use red walls at the edge of the map, use the eagle, it's more immersive and it's really cool to see how it catches you. sorry for my English
please make the scaling of the stuff distance based and not server wide, its so frustrating playing with 2 more friends and getting killed from evrything and cant upgrade stuff because you dont get the rersources from the insects
Автор сообщения: Benito Camela
It's not that it's an important suggestion, but don't use red walls at the edge of the map, use the eagle, it's more immersive and it's really cool to see how it catches you. sorry for my English
I never thought that there'd be a red wall at the end of the map. Usually, when I reached to a certain out-of-area places, some sort of a large bird (could be an eagle, since it's a shadowy figure for some reason) charges at me with it's claws.
Though, there should be a giant fish when you jumped far off into the "sea". Like the large bird, you'll see it's top fin charge towards you before you get gobbled up by the fish.
Regarding Events and Factions

Conceptually, these seem like great ideas in my opinion, but the practical application has been given insufficient analysis with the result that it will remain largely unexplored by much of the player community.

As has been mentioned in the discussion forum, the Contribution points per Events is completely at odds with the cost per Faction item or buff. Likewise, based upon the points, one Chest piece of faction armor requires completion of 10 events, plus the material cost, and a time investment between 3 and 4 hours assuming the player successfully engages all world events during that period. At a cost of 1000 points, almost 170 events, and between 50 and 60 hours playtime, it does not seem unreasonable to conclude some number crunching has been overlooked in some stage(s) of design and implementation of the Faction Tiers, as well.

But I assume you're already aware of these things, so I'll pursue other aspects of this new addition.

Among the items that can be purchased at each Faction, there are what may be called the Faction Signature Consumable, and the Faction Armor.
I'll address these in a moment, but first I want to bring your attention to the Signature Weapons in the Ant and Spider factions:

Ant: Mandibular Greataxe - 20-27 damage, 1200 durability
Spider: Spider Faction Scythe - 3-5 damage, 400 durability
Both of these items cost the same amount Contribution points. I don't think I need to address this further.

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Signature Consumables

Ant: Blood Potion - 1 per 50 Resin. Craftable, by the player, at a cost of 4 Blood Sacs + 2 Seed Oil. 50 Resin seems a little high, but given the effort to obtain Blood Sacs, this is almost a reasonable transaction in my opinion. On the other hand, with the addition of the World Event in the Swamps, it is suddenly significantly easier to obtain Blood Sacs, and this deal is diminished in value.

Beast: Lesser Stamina Potion 1 per 50 Stone. Craftable at a cost of 1 Strawberry and 1 Seed Oil. I don't think this requires further comment, but to be clear, this seems like a VERY poor exchange.

Bee: Healing Patch - 1 per 50 Fibre. Craftable at a cost of 1 Fibre + 1 Honey. As with the Beast consumable.

Spider: Lesser Poison Resistance Brew - 1 per 20 Resin. This is a reasonable exchange in my opinion.

All of these currently unpalatable transactions would actually seem more reasonable if the purchasing character were to receive a number of Contribution Points in addition to the consumable itself. Similarly, some form of material contribution to the factions in exchange for Contribution Points would very likely be welcomed by the player community.

------------------------

Faction Armors

I hoped to buy a piece of Faction armor, for the sake of this submission, but the 48 points I have accrued so far do not register against the purchase requirements, leading me to conclude armor purchase only becomes an option after purchasing Tier 1 in a given faction. Needless to say, at the current points per event exchange I will not be gaining access to tier 1 in any faction.
In any case, the purpose for purchasing one of the armor pieces was to verify that they, like the standard pieces, are subject to improvement via the Item Rarity system. So just as I can purchase a Primal Breastplace that turns out to be Rare quality, I wanted to test whether the same was possible for a Faction Signature armor. That will have to be for another time, and likely another player willing to go to that effort. Moving on.

Each Faction charges the same amount of Contribution Points for their armor pieces, with those costs varying between 45 and 60 points, depending upon body location. This price parity across the factions is an excellent design choice, in my opinion. However, when comparing the factions to each other, it is clear that each Faction Armor is basically cosmetic change to the standard armors offered by the faction leaders. The result is that the bang for buck is significantly different, depending upon the faction.
Ant: Durabilty per piece - 800, Protection per piece 28
Beast: Durabilty per piece - 550, Protection per piece 16
Bee: Durabilty per piece - 700, Protection per piece 24
Spider: Durabilty per piece - 700, Protection per piece 24
This disparity is not really conducive to player satisfaction, in my opinion.

In any case I have some suggestions:
First - Make the Faction Signature Armors of all factions equally matched in terms of their protective qualities.

Second - Purchasing a piece of Faction armor should unlock it for the player, thus allowing them to craft it on their own workstations at no further expenditure in Contribution Points. This will enable high intelligence character to make multiple attempts to craft high quality armor pieces. Alternatively, if it is intended that only Faction Leaders can create the armor, then ALWAYS give the player the highest quality armor their intelligence may allow them to craft, so at 80+ intelligence the player is guaranteed Legendary armor.

Third - Remove the existing 3 tier cap on upgrading Faction Signature Armors. This would allow players to continually upgrade their Faction Signature Armor and wear it throughout their playthrough.

------------------

Anyway, I hope this give food for thought. The Events and Factions are a great idea and with a bit of tweaking could be a very popular addition to the game.
Love this game, have played since it released in Early Access and very happy with how it's been developing! I have a bit of feedback on a few systems that could be tweaked to make it even more streamlined and fun to play, and some thoughts on new features that have been teased:

- Hornet pets set to follow currently follow SO close I am frequently knocked off ledges by mine, or have it get right directly in front of me while I'm trying to gather resources or creature drops, and block me from gathering. I've gotten around it by turning it off follow a short distance away, but this extra step isn't something I've had to do for any other pet and it would be nice to have the hornets keep just a little more space away LOL

- From what I gather we only ever have a chance to block? But it's difficult to time blocks so I don't ever know if I mistimed or if the creature broke my defense. Showing a block was attempted failed with a sound effect/symbol like you get with a successful block would be really helpful!

- When gliding down I often try to fall the last bit of distance because using the wings to drop down without moving forward is quite slow. I often take fall damage because of this and struggle to gauge the safe drop height. Either removing fall damage if you have wings attached, like flying pets, or having a different animation/sound when you are falling from too high, like a yell to telegraph you need to reopen your wings, would really help!

- I lost a damselfly flying too close to the water. It moves very fast and doesn't turn quickly, and once it was in the water it dropped like a rock to the very bottom of the river and immediately died. And then I drowned, too. :C This was pretty discouraging, especially from a pet you only ever find flying OVER water. I would love if flying pets, at least those that still have stamina, didn't immediately sink but instead floated over the water the same way as they fly over ground.

- Please make Hoots easier to use. Either add more ways to get them - like from completing world events, additional items to sell to the merchant like common resources and boss trophies, and/or as rewards for completing boss fights and story quests. OR reduce the cost of things. After two days of lengthy playsessions gathering Pyrite and killing Elites with a friend, we finally got an egg and enough Hoots to buy ONE bird... but have decided not to get it yet because it is SO expensive and are afraid of it dying as many of our pets have due to accidents with water or patrolling enemies killing them while our backs are turned. I don't want to lose it a couple days later and then have to start the grind over again. Hoots are much harder to gather than any other resource, and I don't play Smallands to spend 6 hours hitting rocks in the dark of a cave or looping the same set of camps killing the same specific guys over and over, I play it to wander around a vibrant world with interesting animals and secrets to find.

- I saw on the roadmap that there's going to be more progression to crafting stations and gear building. If game going to get more resource grind heavy, PLEASE add some additional interactivity like increased yields from better tools, pets that auto harvest or help harvest, places to buy resources, or enemies dropping crafting materials. Right now a higher level pick only speeds up gathering and unlocks new resources; if I'm going to have to grind then I want to feel a more satisfying sense of progression as I level up my gathering abilities than that!

- If crafting being time based means things like smelting ore will take real-life time and not be instant.... PLEASE also include a setting to turn that off and remain instant! I know you guys get a lot of complaints that the game should be harder and more grindy, but that was honestly never the appeal of RPG games for me. There's a lot of grindy games out there competing for attention and that's not what I play Smallands for! I'm less likely to play if my play sessions are going to have to change from exploration and messing around with friends to endlessly hitting stuff with my axe and pick and waiting for items to finish crafting.
I really enjoyed playing this game even though it still has a lot of bugs.(If you respond in your house the bird is stuck in the house / The gliding and falling speed has been very strange since the patch. Things in the house have been destroyed and the materials have disappeared to name a few errors but there are many more. )


I can live with that, but I'm very disappointed with how carelessly the ending was done. It seems to me like they just wanted to end the whole thing quickly. I was expecting more animation and the patch is very flawed, you can just use it Fly the bird to the tower and when you are at the window, unmount it, so you are immediately in the tower and can skip everything.


What annoys me the most, however, is that the STEAM achievements are not unlocked. And when I look at the percentage of players who have the achievements I think it's Buggi, please fix it quickly (The new achievements don't work. Am I the only one with this problem? I've done most of it for ages)
Отредактировано Rampage; 22 фев. 2024 г. в 2:20
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Дата создания: 22 мар. 2023 г. в 7:48
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