Some additional suggestions.


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Maps:

Map markers: I'd like to be able to place a pin on the map and add my own note to it. Like "i dropped some stuff here" or "good place to trap rabbits" This update can easily supplant requests for additional specific items being shown on the map.

Map way points.

a single map marker could be checked as a way point. Then an arrow circling the clock (like a compass point) could appear. The arrow could change in size based on distance. small for far away, bold and fat for very close.

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Items:

Backpacks!

Backpacks have 4 storage slots. Each slot stores only one full stack (32 items) of one specific type of item. backpacks can only be carried in the Use slot, never on the belt.

Miner Backpack

flint, rocks, gold, sticks(?)

Hunter-Gatherer Backpack

berries, carrots, flowers, seeds

Lumberjack Backpack

logs, pine cones, sticks, grass

Advanced recipes--

as above, but with one additional slot for a torch, to allow for nighttime exploring

Logbook!

Something to make after you make all that paper! :)

A place for the user to type notes. Additionally add an automated daily entries. A list of things collected, made, or used during the past day, special log entries when the player encounters new activities. (first tool made, first combat, etc) most programs have a log available to use for debug purpose. This can be a stylized version of that.

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Knowledge:

Prepare a list of tips, hints, and detailed descriptions about objects in the game, ranging from obvious to subtle to inside info. then every time the players interact with the object, they gains one knowledge point. perhaps the first time, they gains two or three. put the object in the Science machine and get four. when they players get a certain level of knowledge, the player is shown the tidbit, and this tidbit is recorded in the Logbook and cycles through the "Examine" responses.

Example: the evergreen.

0 knowledge points: "It's all Piney"

2 knowledge points: "I wonder if I can use that somehow"

4 knowledge points: "A better axe might last longer"

8 knowledge points: Tree growth related comments for examine - "If I let that grow, I'll probably get more logs"/"That tree will die Soon"

16 knowledge points: "This log will burn longer if I use some kind of kindling."

and so on. The more knowledge tidbits that can include per item, the more entertaining this will be. Although you probably wouldn't want to keep it on an exponential scale!

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Interface improvement: object priorities.

Sometimes objects are hard or impossible to select when they fall behind other object. usually, a little patience is all it takes, with some repositioning of the character to see things at a different angle.

But this can become very frustrating at times.

I was in forest at night, when a spider attacked. I whacked it with my torch, and Soon the whole forest was ablaze. I returned the next night, ( I was trying to collect fireflies, and there were several in that area) The interface would not let select anything other than the burned trees, no matter how careful I was in attempting to select the fireflies, pinecones, etc. Eventually the spiders returned, and I was unable to select any of them to attack. Fleeing, I ended up surrounded, and died quickly.

another time, I was in combat at night, belt full. I was being attacked by three or four spiders. I'd kill one, and try to attack another, but the interface registered a click on a silk (or monster meat) instead of attack. so the cursor is suddenly holding an object, and the character stops everything else he is doing to tell me his hands are full. I cannot attack again until I click somewhere on the ground to drop this item.

Precise clicking in combat is a problem when I'm moving to avoid incoming attacks. the enter screen is shifting under the mouse. I'm sure this is why this sort of thing has happened to me more than once.

perhaps if you assign click priorities to object types, (along with scanning a small area around the click location, a circle of 10 or 20 pixels maybe?)

object types I'd suggest, low to high priorities,

mapped: non-mobile objects tied to the map: trees, grass, stumps, boulders, ...

drops: object that appear as a result of player actions: logs, sticks, rocks, food, ...

opponents: mobiles that can be targeted for combat or other actions (Give) beefalo, spiders, bees, ...

if a log falls directly behind the stump, the log, having a higher click priority, can easily be picked up.

Or, the player can move through the burned out remains of a forest, and still collect items from the ground, or fight the spiders...

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Interface It's nice to be able to interrupt a clicked action, but I'd also like to queue actions up. pick up that grass, then chop the tree.if there is still some alt-click, shift-click, ctrl-click combination (or possibly middle-click or right click?) left unused, this may be a way to accomplish that and leave the instant interrupt available.

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Knowledge:

Prepare a list of tips, hints, and detailed descriptions about objects in the game, ranging from obvious to subtle to inside info. then every time the players interact with the object, they gains one knowledge point. perhaps the first time, they gains two or three. put the object in the Science machine and get four. when they players get a certain level of knowledge, the player is shown the tidbit, and this tidbit is recorded in the Logbook and cycles through the "Examine" responses.

Example: the evergreen.

0 knowledge points: "It's all Piney"

2 knowledge points: "I wonder if I can use that somehow"

4 knowledge points: "A better axe might last longer"

8 knowledge points: Tree growth related comments for examine - "If I let that grow, I'll probably get more logs"/"That tree will die Soon"

16 knowledge points: "This log will burn longer if I use some kind of kindling."

and so on. The more knowledge tidbits that can include per item, the more entertaining this will be. Although you probably wouldn't want to keep it on an exponential scale!

I really, REALLY like this suggestion.
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Hey there Starving. While I can't comment on your ideas individually, I can say that they are being read. We love to read them and we enjoy reading players thoughts on those ideas as well. We spend a pretty decent amount of time discussing ideas brought forward on the forums, so keep them coming!

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- InterfaceSince the SPACEBAR is not used for jumping, how about if user presses SPACEBAR, the Menu on the Left and bottom both hide. If I press SPACEBAR again, the both appear. Gives more run to look around like this, specially for the bottom Menu where the items go.

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Storyline?I'm hoping that the final version will have some sort of storyline attached. Who is the guy who appears in the opening scene? Does he have some purpose in mind? Is he a good-guy or a bad-guy?How did (character) end up on this island?Why was (character) brought to this place?Is there any hope of getting back home?A storyline like this could be delivered in tidbits. Scraps of paper found laying about... perhaps the remains of a dairy of a former castaway, now long dead. Or dug up from the graves? Rare random drops from slain enemies?Working toward an eventual goal (like rescue) beyond tedious day to day survival would bring a lot to the game.

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This is on the Klei website:You play as Wilson, an intrepid Gentleman Scientist who has been trapped by a demon and transported to a mysterious wilderness world. Wilson must learn to exploit his environment and its inhabitants if he ever hopes to escape and find his way back home.

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- Mouse affects friendly viewable positionWhen trying to get a piece of wood or any other item with pigs following, many times the pigs get in the way. A suggestion would be that the pigs will "move apart" when the mouse hovers above them, this way they are not in the way of the user when he/she tries to pick up an item.- Quick StoreWhen a chest is opened, a way to quickly storing items in them should be available. For example hodling SHIFT or CTRL then clicking on the item would quickly store the item in the chest. If an already existing item is available then the item that will be stored will check if the exiting item is stackable, and if yes, will see if it is in 32. If not then it will max the amount in the chest and leave the rest in the inventory of the user.

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I usually play using WASD, and it would be nice if you made Q and E rotate the camera left and right. The arrow keys are too far from all the other useful buttons.A close button (X) on the chest window would be also be nice.and +1 for space opening/closing side and bottom menus and maybe chest windows.

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[...] the pigs will "move apart" when the mouse hovers above them [...]

I really like this idea.

[...] If an already existing item is available then the item that will be stored will check if the exiting item is stackable, and if yes, will see if it is in 32. If not then it will max the amount in the chest and leave the rest in the inventory of the user.

You can already do this by opening the chest with the item in hand. Select the item, click the chest and he'll open it and store it just like you described it above.

I usually play using WASD, and it would be nice if you made Q and E rotate the camera left and right.

THIS. We need this. Like, now :D
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Interface It's nice to be able to interrupt a clicked action, but I'd also like to queue actions up. pick up that grass, then chop the tree.if there is still some alt-click, shift-click, ctrl-click combination (or possibly middle-click or right click?) left unused, this may be a way to accomplish that and leave the instant interrupt available.

I searched for this because I was about to suggest it. THIS is definitely something I'd really REALLY like! :D I do love a lot of your other suggestions too, especially the map markers :)
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This is on the Klei website:You play as Wilson, an intrepid Gentleman Scientist who has been trapped by a demon and transported to a mysterious wilderness world. Wilson must learn to exploit his environment and its inhabitants if he ever hopes to escape and find his way back home.

This is pretty much all the plot I'll ever need for this game. :)
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- InterfaceSince the SPACEBAR is not used for jumping, how about if user presses SPACEBAR, the Menu on the Left and bottom both hide. If I press SPACEBAR again, the both appear. Gives more run to look around like this, specially for the bottom Menu where the items go.

actually, the spacebar does have a use, and it will be implemented with the next update afaik
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actually, the spacebar does have a use, and it will be implemented with the next update afaik

Did Kevin say what the Spacebar would be used for? I think we still need a key to hold while fighting so we can "hold our position" when clicking to fight enemies. I hate mis-clicking and having Wendy accidentally run somewhere instead of attacking.
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Did Kevin say what the Spacebar would be used for? I think we still need a key to hold while fighting so we can "hold our position" when clicking to fight enemies. I hate mis-clicking and having Wendy accidentally run somewhere instead of attacking.

It's kinda like that, but not quite. [spacebar] will perform an action with the tools/weapon you are holding. Chopping, slashing, whatever.I would prefer the diablo-like solution you propose, holding still while clicking away freely.
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It's kinda like that, but not quite. [spacebar] will perform an action with the tools/weapon you are holding. Chopping, slashing, whatever.

So basically it would double for the current LMB?

I would prefer the diablo-like solution you propose, holding still while clicking away freely.

Yup. Ever since I heard this idea suggested in another thread I've fancied it, and the Spacebar really is the easiest key to locate in a rush (i.e. combat).
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So basically it would double for the current LMB?

Yes, is more oriented to keyboard-only gameplay I think. Add the inventory hotkeys to that and you are fairly near of being able to play without a mouse. Perhaps they should use the [F1/F12] keys for the building menus?
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Hi, I couldn't find an appropriate place to post my ideas/requests so hopefully here is ok.

Idea/request 1: inventory auto-location of item types (customizable?)

By which I mean that food goes in certain slots only, tools in others, weapons in others, etc. Ideally this would be customizable. Because I find it really frustrating wondering which slot my (for example) axe has gone into this time. (Or is there already a way to control this? If so, I am desperate to know it.)

Idea/request 2: (and this also may exist somewhere but my web searches have so far not revealed it)

A guide to playing using the keyboard only (not mouse).

Thanks very much!

:)

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