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First off, I'd like to start off by saying I've loved the game so far (for many refreshing and unique reasons that make it all the more awesome a find). That being said, there are some places that can do with some easy touch ups to make crazy stuff like 446 days in game the fruit of korean starcraft-esque finesse only. 1. Pigging out is de-lish~! It's far too easy to farm pig camps in the game. It takes about 2 days to have the materials necessary to begin farming for a total of 8 pieces of meat a day in these camps. This takes out the tension in finding food when such an abundant source is also the most effective. An easy fix to this would be to not have pigs run when you come close to them(It'd also make giving them meat less of a chore). That means it's much more skill-based and time consuming while generally being much less reliable. Having them in that kind of grouping also means you'd usually have to forego the meat to have a pigskin there to collect later and create a single pig shack to get a steady stream of meat, which still necessitates gathering more food sources. 2. Tufts and saplings and farms, oh my! Gathering resources is tough on a survivor, but when you centralize a big stream of resources flowing in, it's not quite as tense anymore (and frankly, it's just over-powered). An easy thing to implement that would make it much more of a challenge is giving the grass tufts and twig saplings the same fertilize mechanic as the berry bushes (3 grabs and then a manure refresher). This makes manure much more valuable, and perpetual farming much more stressful as competing needs for a relatively scarce resource gets tough. 3. Totally bushed Berries are still just a tad too over-powered a resource (even with the several limitations already put on it (gobblers were genius, bye the bye)). It's great that gobblers are super fast (makes them a huge time waster to the easily angered and sadly uninformed), but I believe even Kevin acknowledged that they can just wind up providing the player with even more meat. To bring just a bit more tension with the berry grab, a new hostile mob should have a chance of spawning out of a berry bush (though at a smaller percentage chance than a gobbler). Atleast it's monster meat at the trade of a hit, or more, instead of free, pure meat. 4. Pig power Taking down spider dens, or tentacles, or the newly aggroed tallbirds(great change for balancing purposes) can be a chore. And like most things, throwing pigs at the problem is a great solution. This does take out much too much of the tension in these encounters, though (also, allows for collecting silk and the best weapon in the game way more easily than it should be). Giving them monster meat 3 times turns them into werehogs, which is a good idea, but seeing as they usually won't last too long depending on their usage, having them turn into werehogs at complete random when given monster meat will make it all the tougher a decision. Also, forests are plenty of effort to forage (luckily, wilson's no sap). Pigs make recovering wood a breeze... far too easily. Making them 'winded' after 3-4 trees, needing more meat, will limit the usefulness and add more of that precious resource known as time to the wood gathering process. - - - Updated - - - 5. Jump start Frogs are tricky, especially with those super small hit boxes. All the same, they're way to easy to gather meat from. Many will say that the tentacles provide a general fear of the swamps enough to not worry, but many of the ponds are alongside the road anyway. A simple implementation to solve this would be to have two toads spawn by a pond instead of one. This means it's much tougher to collect without atleast taking a hit (yes, it means more meat, but it also means they get to actually attack at all). 6. Nighttime visitors aren't expected, but are always fun The hound addition was great (random mob swarms? count me in), and the hell hounds are a great counter to tree forts. However, it's still a bit too easy to fortify yourself so you won't have to be afraid at night (my tree fort never lets more than one hound randomly through), but i'm sure you developers don't want us breathing easy, especially at night. An easy implementation to kick things up a notch is add a ghost spawn that relentlessly follows you for the entire duration of the night, this means that a player will always need a portable light source handy, and it'll mean delicious circumstances like mutually spawning hounds and a ghost sprinkled with those hungry spiders for the unprepared. Since torches can't last the whole night or put up a fight, miner helmets will be all the more necessary and make fireflies another mandatory resource. Since this is a bit too much for beginning play, an effective implementation of this would be to wait until day 30, or better yet have it happen randomly after a player has dug up a grave (and more chance of happening over the amount of times the player digs up graves), this makes digging for golden booty a tougher strategic decision on the whole. 7. Golden opportunities Who even uses flint tools anyway, amirite? Gold tools can last for months. And gold is pretty abundant.... So with the above implementations limiting the pig king use (or atleast making it a tougher choice), getting gold is still just a bit too easy. I like the nov 13 change not having every boulder provide gold, but considering the amount of boulders on any given map, the rate should still be lowered, making it more of a commodity and having the need a difficult decision about food (now more scarce with the above additions) and nighttime terrors when getting gold tools. 8. I never knew wilson was a meat-cat Meat effigys are great (tentacles are seriously ridiculous, man), but you can make how many? It's not too tense journeying back to your dropped loot when you have 4 more meat effigies. Where's the tension when you have safety net after safety net? There should only be one meat effigy at any given time. The mechanic of having wilson wait to grow out his beard for the resource is an awesome game mechanic that makes way too much sense, but meat me half way, here (heh... half way). Even with all of these things in mind, It won't at all stop me on my journey to collect max of all stackables and make my hat collection complete (just need one more bit of tentacle genitalia, oh boy), but it'll definitely make everything much more balanced and enjoyable to newcomers and veterans alike. Also, be sure to add your guyses/ galses thoughts and ideas below
Bug Submission Please choose a category [Gameplay] Platform Chrome Version Number 69338 Issue title Unlock available after death Steps to reproduce Enough research points to unlock something Science machine death! Describe your issue Hi, I was standing next to my science machine with the research menu open (on tools) but then died. When I hit retry I was still able to unlock something as Soon as I got back into the game without having the machine
Ever since I watched the lets play that made me get this game, and playing it, I've loved it, but something that's always annoyed me is that in the map, there IS a difference between how biomes appear on the map (biomes meaning like swamp, grass, yellow field, forest etc.), but they are very slight differences. Whenever I look at the map, I need to zoom right in and have a look straight in to see the biome I'm trying to find, I have bad memory so I can't memorize where a place on the map is. Is it at all a problem to implement this?
Bug Submission Please choose a category [Gameplay] Platform Steam Version Number I can't find any version number =/ Its the newest Issue title Unlock Item Without Science Machine Steps to reproduce 1) Gain enough research point 2) Move away from science machine 3) Click any locked item Describe your issue Not sure if this is intended, it will unlock the item even if you are not beside a science machine. It will still deduct your research point though. Edit: I am pretty sure it is a bug. It will also work when you click an item that only can be researched by an alchemy engine when you are standing beside a science machine.