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Here's 3 little ideas I think are neat. What do you think?


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  I'm sure we all have ideas for small things that would be pretty neat to have in the game. Just a little something that could spice up the game, nothing big or fancy.
I for one love coming up with concepts or ideas, be they really small or pretty big, thought it's usually the smaller ones that end up the most interesting to me personally. So I figured I might share some I've had for quite a while actually. (If any of you have had similar ideas, or even the same ideas, please comment as I don't want to hog all the credit)

These are less so suggestions, but more so just concepts or ideas I wanted to share. I don't expect them to be in the game at all or even think they're absolutely essentially or anything. Keep that in mind.

 

Idea 1: Beefalo farming saddle

Spoiler

Tilling soil can be quite time consuming when it comes to farming, if you grow crops a lot (and especially on larger scale planting sprees) this can really add up and you might not be playing as wormwood all the time.

Since livestock (at least to my knowledge) used to be utilized to prepare farm soil I thought it might be cool if there was some sort of saddle which would till the ground you ride over with your beefalo.
The way I'd imagine it working is by creating three tilled soils behind you as you move over farm soil, maybe with durability that degrades as you use it so that regular garden hoes aren't entirely neglected once you do tame a beef and slap a saddle on.

 

Idea 2: Construction Site Plan

Spoiler

Building up a base can require a lot of planning and not only may you not have the necessary resources available at the time to place a structure right then and there, but if you have multiple people in a world things can get very messy with multiple people contributing (either that or only one person builds and that can feel a bit disjointed).

As a result I feel some sort of group construction item could be quite neat. The idea is simple: You place it down somewhere, select which structure should be placed in that spot and then anyone can go along and provide materials for it. This helps plan things out, communicate what you're going for with your build better to others and... well I just think it has a certain charm to it to have some sort of smaller construction site.
Also since just making an item with materials to then get more materials to spend seems counterintuitive at first, this item would either be infinitely reusable or have some sort of really high amount of uses, with a super cheap crafting recipe either way.

 

Idea 3: The Throwing Net™

Spoiler

Now before people get out pitchforks and/or gigantic approval, I would like to say that this idea is not related to the scrapped fishing net besides both things being nets and intended to get yourself stuff out of the ocean. That's why I named it the throwing net and not the fishing net, it's not meant for fish in any way and would only take away from ocean fishing.

With that being said, I just think it'd be convenient to pick up items from the ocean without having to steer your boat right up to something or using a lazy forager, which is only obtainable in the ruins and a thematically a bit odd when put in this context.

A way this could potentially work is through a castable net that picks up items along the way of you returning it to your boat. In terms of gameplay it's essentially a sea fishing rod specifically for items floating on the water's surface that gets harder to pull back the more items are within. Giving the net durability so it's not infinite makes sense, but if so it should be relatively high as it could easily get super costly otherwise. Failing to return the net properly would result in a higher loss of durability so paying attention is pretty important.

And those are all the ideas I wanted to share for now. As I said, they're just some pretty small ideas that I think could go a long way.

Now again, I far from expect to see any of these things to come to the game, I just figured I might share them since I think they're really neat. Plus I just really like sharing ideas and am curious what you all think. Not to mention I'd love to see ideas everyone else can bring to the table.

If a fishing net is introduced (and it should), I would expect it to fish for me. I don't want to be on day 500, still fishing fish one by one with half a dozen baits that I need to remember what they do for max efficiency, survival methods should not keep stagnant, it becomes boring as heck when I want to do other things as well. You could still fish at that point in the game if you wanted to, but the important thing is that you wouldn't have to if you wanted fish, and in my opinion you shouldn't have to.

6 hours ago, QuartzBeam said:

Eh.

It's that type of response to such QOL ideas that really throws every frustratingly grindy part of the game that should be addressed under the rug. New players especially have very little attention span to do anything in a game that offered them not much else and way too much cheap deaths. Please, reconsider.

42 minutes ago, ZombieDupe said:

It's that type of response to such QOL ideas that really throws every frustratingly grindy part of the game that should be addressed under the rug. New players especially have very little attention span to do anything in a game that offered them not much else and way too much cheap deaths. Please, reconsider.

For context, I think he only commented that as a joke after I asked some people on a discord what they think.

He's got an... exhausting sort of humor sometimes.

10 hours ago, Nettalie said:

Since livestock (at least to my knowledge) used to be utilized to prepare farm soil

I bet they still are by like Amish people or something. Plus one for tilling beefalo, I've always been a fan of that suggestion.

I love the second idea. It sounds amazing.

I like the first idea in concept, but i don't think there should be a need for it to exist. I think the hoe tilling animation should be much faster and the animation for harvesting crops should be the same as the animation for picking flowers. The reason I stopped farming as my main source of food (except when playing as wurt) in this game is because so much of the time spent doing it is bloated with unnecessarily long animations.

As for the third idea... I can't say I've ever run into a situation where it would be super helpful that I didn't just bring the lazy forager in advance. I suppose for people who aren't comfortable getting the lazy forager it would be nice, so I don't see anything wrong with implementing something like it as long as it has a cheap crafting recipe as you suggested.

7 hours ago, SuperDonuts said:

I like idea#2, no comment on it.

For idea#1, I use the hexadecimal pattern when I farm so I have 10 crops per tile. I would like to not loose that.

I mean nothing would really be lost you could still do it just fine.
Also who knows maybe you could find a setup with which youd be able to replicate the hexagonal pattern using the saddle

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