NokiMo
Syvaron
Syvaron

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Town Movement

I want to add a lot of content to the town itself like new locations with actions events etc. which leads to a few problems regarding gameplay so i'll just make two polls to get the general opinion.

First poll: TownMovement
(Movement will never take very much time (maybe 15 min to walk from one end of the city to the other))

1. instant teleportation to everything(like now):
Needs actions like wait etc. for everything event related. Some time related things wouldn't be possible, because that would reward clicking through all locations every once in a while, which would be really annoying.

2. moving between core locations(the ones that are currently in the game(with npcs)) takes no time.(no events for those locations, otherwise you'd also always have to click through every location all the time). moving to less important locations takes time (has to be unrelated to the current core location which is really weird)

3. moving always takes time (some exceptions like farm<->home):
(incentivizes not checking on everything, but at the same time also adds another layer of complexity in thinking about efficient paths you take)/ events can happen on arrival. 


Comments

I'll have to agree witch srk-ares, time is already precious. I feel like switching to locations inside the city is part of the UI and not of the gameplay, even more because you would be punished for missclicks (we have that already in fights and on portal-maps) and it could cause frustration if you miss a kingsquest or some other thing because of that. If you want to implement events for the town you could f.e. do the check/roll for them on the day-turn 23:59 -> 0:00.

Escalor

i guess that would be a risk, that people just use it to gather a bunch and then switch to something else for combat, i assume thats what you mean? otherwise one could make the tools viable weapons, at least competing with the standard sword (especially now that items are a bit rarer overall). personally i'd always take an item that increases yield or lessens time spend on ressources over a standard weapon, unless its detrimental.

srk-ares

having those as actual weopons would reward always moving things around inventories/reequipping characters all the time etc. which is just really boring. I might add some items that cant be equipped which weigh a certain high amount that you can just choose to take with you on every mission etc., lowering your carrying capacity for some bonus effects

Syvaron

time seems already like a rare commodity in the game. nearly every action you take, like training chars, even with eachother, already takes up so much time, so i feel like making it even rarer by punishing your misclicks or just wanting to check out something isnt ideal. also while im here i want to make a suggestion for weapons that increase the yield of mining and harvesting wood, if possible, i.e. axes and pickaxes (should be weaker than normal weapons, of course).

srk-ares

Seeing the initial votes: try to consider the other poll about schedules. Teleporting between locations when schedules are a thing, could result into something where you would be rewarded for spamming all the available locations everytime the time changes (or the schedules for everything at the core locations would need to be known to the player at any point, which would lead to constantly checking some random list etc.).

Syvaron


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