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Difference between revisions of "T7 Improvement Ideas"
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**When an oven is owner percentage set, Player 1 starts an oven, Player 2 stops the oven, tiles go into player 1's inventory. However player 1 doesn't need to be near oven. Player 1 can be anywhere, such as at their Funerary Temple on the other side of Egypt. The tiles will still go into Player 1's inventory. This causes huge amounts of tiles to instantly transport themselves across the map. Player 1 can start off with 500 charcoal, go to South Egypt and start up 10 ovens, then head back to their temple in River Plains. Player 2 then has nothing in their inventory, and goes to each of the ovens stopping them at the desired time. Player 1, who is in River Plains at the funerary temples then has the tiles instantly pop in their inventory. So, with no food, or anything else, they can easily have tens of thousands of tiles transported from the ovens to their funerary temples. [[User:Silden|Silden]] 08:54, 24 March 2014 (EST) | **When an oven is owner percentage set, Player 1 starts an oven, Player 2 stops the oven, tiles go into player 1's inventory. However player 1 doesn't need to be near oven. Player 1 can be anywhere, such as at their Funerary Temple on the other side of Egypt. The tiles will still go into Player 1's inventory. This causes huge amounts of tiles to instantly transport themselves across the map. Player 1 can start off with 500 charcoal, go to South Egypt and start up 10 ovens, then head back to their temple in River Plains. Player 2 then has nothing in their inventory, and goes to each of the ovens stopping them at the desired time. Player 1, who is in River Plains at the funerary temples then has the tiles instantly pop in their inventory. So, with no food, or anything else, they can easily have tens of thousands of tiles transported from the ovens to their funerary temples. [[User:Silden|Silden]] 08:54, 24 March 2014 (EST) | ||
*imo nothing needs to be changed here, as blondie stated ([[User:Jaylenaeybarre|Jaylenaeybarre]]-- march 24, '14) | *imo nothing needs to be changed here, as blondie stated ([[User:Jaylenaeybarre|Jaylenaeybarre]]-- march 24, '14) | ||
+ | |||
+ | *I'd like to see something that slows the clay rush on these- change the required Oven materials to something people aren't already preparing for so early on. [[User: tehm|tehm]] | ||
== Keyboard Shortcuts == | == Keyboard Shortcuts == |
Revision as of 07:09, 26 March 2014
If you missed the chat, you can read it here.
Please feel free to add your ideas of changes and things you would like to be implemented in T7.
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Tests
Test of Mentorship
Suggest to Scrap the Mentor Shrine, and change to a point based system where the mentee can award points based on a fixed schedule to player(s) that have been helpful to them. May tie it to levels/test advancement of the mentee. Changes the focus to not just be about mentoring a player up to citizenship. The number of points to pass will be adjusted accordingly, for example it could be 21 points from 7 different mentees. --Porthos 20:15, 22 March 2014 (EST)
- Could keep the Mentor Shrine, but have the mentor build it, not the mentee. Once the test is opened, give each player one token on each level-up which they can then deposit in a mentor shrine of someone they feel have mentored them well. This will act as a cue to players not familiar with the test since they will have a token in their inventory, and allow multiple mentors to benefit from the assistance they provide. I also find that a mentor shrine built today doesn't take into account the mentoring I may get from other people at a later date. Silden 16:58, 23 March 2014 (EST) +1 (Eimear)
- (Moved up from below) I definitely want to increase the amount of interaction between mentor and mentee. However, I don't want to just tie to tests/achievements, etc.. It would feel like Prophet/Promotion/Marriage etc... What about keeping the Shrine, tying it to player retention and requiring both the mentor and mentee to meditate together on it once a week to show that the two actually got together at least the once to accumulate the points. Maybe points based on time logged in at the same time (Bonuses for tests and achievements, but I don't want the majority of points to come from that) (IE - You cant mentor effectively if your not on at the same time) I hesitate to do within proximity of each other with the wide use of chat channels for mentoring it would make mentoring harder which isn't what I want. I am thinking a having test passing be based a threshold, with added bonuses for scores beyond the passing level. (level of effort: 4 hours) --Pluribus 20:27, 23 March 2014 (EST)
- If the mentee can build than more than 1 shrine, say they want to change mentors (if their old one quit etc), then yes a minimum requirement of time on together to be able to choose a new mentor, or dedicate it to their current for that week would be welcome. Maybe limit it to total of 7 weeks that a mentee/mentor meditate together (not necessarily consecutive weeks) and give a message that you can only change mentors once or twice so choose wisely--Porthos 06:48, 24 March 2014 (EST)
- I would like to come back the Beeginer Island, it was a very good idea for new people, and ask player too concentrate them self to this test--Kastou 07:48, 25 March 2014 (GMT+1)
There was a different mentoring process in Tale 4 which seems to work well from my perspective as a newbie player. You had several choices to give mentoring tokens to people who help you and got more as you levelled, so you could spread the appreciation as you progressed. I vaguely remeber there being wells that grew the more mentor tokens were put in, so it was a visible indication of who was a good mentor or not. And yes, bring back newbie island!
Test of Marriage
When was this test modified ? T4 maybe ?
- I liked it much more in T3, i.e. when *both* spouses would win the test on a given week and the points were Nb. of tests passed as spouses (by *either* spouse) x number of weeks since married.
I think that it was way more of a collaboration between the spouses to win together the test of marriage than what is happening now since the test was modified. (Basically now only one of the spouse wins the test, if the other spouse has worked like a slave to pass as many tests as possible)
So...can we have the initial Test of Marriage back ? --Nissim
- FYI : The initial marriage test was in worship (didn't even need to pass worship init)and you could pass it just after you got married. So, yea, i'd guess the t3 version is what would be the preference, since it also includes casanova passes (Which even if we do have them in t6, are a rarity) http://www.atitd.org/wiki/tale3/Tests/Test_Of_Marriage --blondie
- I find that some of the perks for marriage provide too much help for other areas of the game. For example, spouse porting gives an unfair advantage in events that prohibit navigation/expedition/paid chariot travel. It also allows the progress in tests that are designed to make you get out there, and do so with next to no cost. Examples include porting to your spouse who has stumbled along an Ibis, then porting back home when your spouse has finished their travels or porting to a cicada and double hitting it. May I suggest that we change free spouse porting to an extra waypoint instead, where porting to your spouse will cost you navigation time. Silden 17:01, 23 March 2014 (EST)
- Please, please, please, don't mess with spousal warps. I can understand not having it on some events. We've been penalized already on phoenix runs, I think that's punishment enough. There will be plenty of Ibis that people will all get them at one point, same thing with cicadas. There are times when people don't EVEN run to reported sightings or have too many cicadas. I don't think spousal warp should be blamed on losing out on tests. (--blondie, march 22, 2014)I agree fully with you blondie - march 24, '14 Jaylenaeybarre +1 tehm
- I haven't followed the changes in marriage. My understanding is that the complaint is that both players don't advance at the same rate. (IE - one player works his butt off to advance tests and only the partner is rewarded) So, you want me to solve the dead-beat spouse issue... Or is this just a marriage between a main and a mule? (In which case, I dont see a problem) Isn't picking a spouse who wont leave you high and dry part of the test? I am just trying to better understand what the problem is. --Pluribus
- I think marriage passes could be an issue both if you have a mule or if you have a real player as your spouse. If you look at it the way marriage is now, you basically need your spouse to pass tests if you want to pass marriage. That would encourage you to have a mule that passes tests so you can pass marriage. So, if we had marriage go back to t3 ways, both spouses would get credit every time either passes a test. This seems more like the spouses working together for a common goal. Also, the spouse passing tests/active is getting credit for the work they are doing. The t3 way: spouse A passes 2 tests, Spouse B passes 3 tests; they both get 5 points, that gets multiplied by the weeks they've been married. Hopefully that makes more sense in terms of what we are looking for in the test --Eimear (blondie +1)
Test of Seven Phoenix
Should be able to build a monumental Phoenix (in the same way we have with Monumental Towers) Silden 17:08, 23 March 2014 (EST)
Test of the Covered Cartouche
- Buildings built in the building rounds should disappear once the round is over. Otherwise high level players just salvage everything at the end, and not feel the pain that lower level players with poorer salvage skills can manage. Should be able to build monumental buildings (in the same way we have with Monumental Towers) instead. Silden 17:08, 23 March 2014 (EST)
- I think it's mean to have buildings built during building rounds disappear. Some people don't get very far into cartouche rounds and only get a handful (if lucky) of cartouche buildings. You would be, in fact, penalizing people who don't reach high levels of cartouche. Isn't cartouche mean enough? You also can't salvage cartouche buildings. I can't remember for sure if the owner can but i believe they are not dpa-able, at least. Note: cartouche is not an arch test and having the buildings stay after you build is part of the reward of doing cartouche. (blondie-- march 24, 2014)
- let us keep the cartouche buildings! they are a nice deco in your garden - btw yes they are salvable by the owner, but it has nothing to do with your 'high' level, but with your salvage level - so it is even possible for a lowlevel player to get a high salvage level (Jaylenaeybarre-- march 24, '14)
- Build cartouches from previous tellings, like all-star cartouche rounds. Also, having more events/contests where everyone can build cartouche buildings. I think that's worked out very nicely when it's been done. If it were done more often more people would have decorations they could add to their homes. (blondie-- march 24, 2014)
Test of the Oyster Catcher
Swimming shouldn't be given when you take the test, instead Swimming should be a skill you learn at school, and be a requirement to take this test. Silden 17:08, 23 March 2014 (EST) +2 Jaylenaeybarre,tehm
Thought Tests
Can we remove the heavy reliance of so many cuttable gems from a lot of these buildings? Particularly from the principles, but from the actual building construction too... Silden 17:08, 23 March 2014 (EST)
- I don't agree, as it is now it keeps trading for those cutted gems into the game (btw I can't cut all them either) it's a skill like blacksmithed stuff, some are experts, others moderated and most can't do any gem - anyone has the choice to try it (Jaylenaeybarre-- march 24, '14)
Sound Based Tests
I understand Safari and Cicadas are beloved tests and I don't want to suggest changes that will take away from those tests for the majority of players, but I would like to explore if there is a way to make them accessible to players with hearing loss. This was less of a problem in T3 (see the Test of Marriage issue, above), but this Tale my spouse is playing as me to drag me through Marriage so we're not penalised for the fact that anything with directional sound is not going to happen for me. Suggestion: maybe a visual HUD people could load if they wanted it? I realise that would make the tests easier, but it would also make them accessible to more people. --Eimear
- I wanted to add about safari. Frogs used to have shadows in the past. Is it possible to add shadows back? That may help those who have issues with sound (blondie, march 23rd, 2014)
Add me to the issue with Sound Based Tests. I'm registered Hearing Impaired, and I have a problem with Cicadas and Bullfrogs too. If nothing else, for Cicadas have a Main Chat entry when the system first starts to play the cicada chirping saying "You hear the faint noise of a Cicada nearby", and for bullfrogs, as Blondie says above, bring back the shadow, that helps. Alternatively, a range of messages based upon the strength and direction such as "You hear a faint sound of a Bullfrog", "A chirp of a bullfrog can be heard in the distance", "You hear a strong sound of a Bullfrog to your left", "You hear a strong sound of a Bullfrog"... Silden 17:14, 23 March 2014 (EST) (+1 Eimear)
The shadows on frogs were a client bug with the rendering order. (The bug made anything that was invisible have a shadow, and yielded a lot of complaints from players about "clicking on the frogs and getting credit" when there was no frog there... (Silt spawners are an example of these, they are invisible unless the world is in builder mode) That client bug also reduced client speed and so that bug will not be re-introduced. --Pluribus 14:30, 24 March 2014 (EST)
Understood. Anything visual you could think of would improve these tests. Silden has a good suggestion I think. Thanks. (Eimear)
Test of the Safari
Would be fun to add feature to do extended safari, similiar to gaining speed points. Each additional strength point beyond 7 would take x of each animal ^ (Current Strength-7). Also, hinges on changes to limit max chocolate+herb stacking to around +21 on a stat (in early game to dowse for metals)--Porthos 08:14, 24 March 2014 (EST)
--I'd second the points beyond 7 suggestion, but am ambivalent to the herb stacking cap. tehm
Darkest Night Test
Let us have the option to discard a list, like we can do with ritual tattoo (just go to another ubody) or like the banquet : You can obtain a new list from each UBody once/week - the week resets when passes are run. Also let us do more lists (for those who want) just like the ritual tattoo - aka possibility of 28 lists, just need new mushrooms (sofar only 35 ingame now) - but we would still need at least 35 different mushrooms to pass the test - getting all 49 could be another achievement (Jaylenaeybarre-- march 24, '14)
--Second for being able to scrap a list (Darkest Night or Ritual Tattoo) you're finding too difficult, but ambivalent on adding more mushrooms. I'd like more ways to get insight into how mushrooms spawn rather than just finding other mushrooms. tehm
Test of the Funeral Temple
Couldn't we use the fishscales here too? could even ask for 7 different colors to open up the test and then use at least 7 different colors, like the raeli tiles to be able to pass the test?
Also in egypt there were certain rituals when one was about to be buried: with some everyday objects and food (for the less rich ones) and bread, fruit, amulets - aka gems? and furniture (for the richest ones ) for the afterlife
- food: could be anything we have now: vegggies, water, dates, eggs, could even be animals
- amulets: certain gems
- beer
could put it in the principles to have at least 7 different of the fruit/veggie/water/gems?
or put it to pass the test: have to have at least 7 different fruit/veggie and 7 different gems (small, med or large)
(Jaylenaeybarre-- march 25, '14)
Improvement Ideas, Suggestions, and Requested Changes
Fishing Improvements
Reduce the cost to improve fly fishing skill by about 2/3, so instead of 1200 fishing points to go from fly fishing 1 to fly fishing 2, it would be 400 fishing points. (Would say this is the most needed improvement)
Add in new varities of fish, increasing the total types of fish throughout Egypt to 243. Maybe add achievement for catching a # of different varities.
Change how the game places fish, instead of by grid location, make certain fish only capturable in a region. Also tie certain fish to be near terrain features like shallow water, deep water, clay or papyrus or large stone etc, similiar to tattoo. +1 tehm
Allow the higher quality fishing rods to be craftable by players. Maybe tie it to fly fishing level and carving level. (This is probably the 2nd most needed improvement)+2 Jaylenaeybarre, tehm
Add in a rare random event (graphical or text message) that an epicly large fish of the appropriate species (for the location, time and month) is spotted near by. To catch the player plays a mini-game using sliders on line tension (line play), and reeling in, the larger the fish the harder to catch. These fish can be mounted (maybe add an achievement) --Porthos 20:15, 22 March 2014 (EST)
- Fishing needs to be examined in the context of Isis' bounty as I have explicitly been requested to permit fishing from boats. (Not sure the animation system will allow the blending of the boat animations (the boat) with the fishing animations properly while keeping the two together) If doable, then fishing areas will greatly expand. As for the rest of the things, Flyfishing is new tech to me, Let me look at that code a bit and see how easy it will be. (Likely significant time to code) --Pluribus, 22 March 2014 (EST)
Click, wait 15 seconds... click, wait 15 seconds... click, wait 15 seconds... Not very stimulating. I'd much rather have a click, and have the bobble land in a random place, then bob when there's a fish. On clicking the bobble, a powerbar appears with green in a random part, red on either side, and a black bar that randomly moves left and right. Your job, get it to the green area within a couple seconds, and keep it there. Once the allotted time has passed, you catch the fish. The bar on the powerbar moves faster the lower your strength (hence harder to keep in the green area), and the duration of this power bar assigned to Endurance. I would find that much more stimulating. Silden 17:18, 23 March 2014 (EST)
Raeli Ovens
- The ownership feature of Raeli Ovens appears to have introduced a miracle of physics - the instant porting of lots of tiles. A player can have thousands of tiles delivered straight to their temple or warehouse if they start the oven, head to their temple/warehouse, and have a second person stop the oven at the desired time. The oven will then port the tiles straight to the player standing next to their temple/warehouse. Let's have these tiles stay in the machine, with the Take menu displaying Owners tiles and Last Baked tiles. The Owners tiles are only accessible by owners of the oven, and the Last Baked Tiles would hold the bakers tiles (either accessible to all, or have the bakers tiles become the owners tiles if the oven is baked by a new player) Silden 17:32, 23 March 2014 (EST)
- i don't understand what you are saying betweeen "the ownership feature..tiles straight to the player standing ..." this is something you want to happen? Tiles already stay in raeli oven, we see who last used the oven, who can take tiles depends on settings of permission. --blondie march 24, 2014
- When an oven is owner percentage set, Player 1 starts an oven, Player 2 stops the oven, tiles go into player 1's inventory. However player 1 doesn't need to be near oven. Player 1 can be anywhere, such as at their Funerary Temple on the other side of Egypt. The tiles will still go into Player 1's inventory. This causes huge amounts of tiles to instantly transport themselves across the map. Player 1 can start off with 500 charcoal, go to South Egypt and start up 10 ovens, then head back to their temple in River Plains. Player 2 then has nothing in their inventory, and goes to each of the ovens stopping them at the desired time. Player 1, who is in River Plains at the funerary temples then has the tiles instantly pop in their inventory. So, with no food, or anything else, they can easily have tens of thousands of tiles transported from the ovens to their funerary temples. Silden 08:54, 24 March 2014 (EST)
- imo nothing needs to be changed here, as blondie stated (Jaylenaeybarre-- march 24, '14)
- I'd like to see something that slows the clay rush on these- change the required Oven materials to something people aren't already preparing for so early on. tehm
Keyboard Shortcuts
Can we stop the spam of some keyboard shortcuts. The main culprit is the Greenhouses, you press H to harvest a few greenhouses, but get a main chat full of You harvest 100 gress. No grass to harvest. No grass to harvest. No grass to harvest. No grass to harvest. You harvest 100 gress. No grass to harvest. No grass to harvest. No grass to harvest. No grass to harvest.... you get the idea. Silden 17:32, 23 March 2014 (EST)
Trading Posts
Let's change the trading post to allow someone to take what they have to sell, and then indicate what they are willing to take for it. Then, if someone matches what has been asked for, then the item for sale will unlock. The interface should have two boxes, one for quantity, one for resource. I take my 9k hatchet to the trading post, it then brings up a window asking me what I want for it, I put in 100 into the quantity, I type in Steel into the second box, then if someone brings a resource matching exactly that string, and the exact quantity, then it will take the 100 steel, put it into the trading post, and release the 9k hatchet. The seller then just pops along to the trading post, and take out their steel. Whilst some people want the interaction (and the acro, signatures etc), some don't. Not everyone plays at the same time, 8pm in Europe could be 2pm in the US and 8am in Australia. Not everyone is going to be around at the same time to effect the trade, and The Goods don't sell everything (particularly cut gems) Silden 17:32, 23 March 2014 (EST) Note : The goods can sell everything that exists in game, people just need to ask The Goods admin to add missing items - Asnath
Long Range Ferry
- Once constructed, a Long Range Ferry shouldn't de-construct to it's basic components. It should remain as a Long Range Ferry (with an appropriate Weight/Bulk), in the same way an Airship does. Also, it shouldn't cost you a construction site each time you want to place it somewhere. Once constructed, there should be no further construction site costs. Silden 17:42, 23 March 2014 (EST)
- Controlling the way the ferry is placed so you can ride it through bodies of water should be set up better. Sometimes it takes ages to be able to place a ferry and you constantly get a message that you can't go anywhere (blondie, march 24, 2014)
This object is too far away
If it's possible, then please can we reduce the number of "This object is too far away" in respects to situations where it is not appropriate. For example, when you are mining, you should be able to reach all ores, not just some of them. Nothing worse than standing at ore 1, and not being able to select ore 10. Same with trees, there are some occasions when you are the high of your avatar away from a tree, and have that message, then find you can click on a different tree that is 5 times the height of your avatar with no problems. Silden 17:42, 23 March 2014 (EST)
Overlapping Fauna
Can we do away with overlapping fauna and trees? So irritating when you have to be pixel perfect to reach that thorn bush that is inside the hawthorn tree, or two trees that are on the exact same spot, and differ only by the direction of the bark. Silden 17:42, 23 March 2014 (EST)
- This would require building a true collision system into the engine. It is unlikely time for T7... Granted it would prevent ANY building from overlappying, (Like greenhouses, flax beds, vineyards, etc... Also unknown what the added collision detection calculations would do to the engine speed. I will add it to the "play with" list though --Pluribus 20:15, 23 March 2014 (EST)
Peaky hills - Terrain too steep
Some places have peaky hills that generate a terrain too steep message which can be ultra annoying when you think "it's a puddle, why are you saying I can't walk through a lake?". Is it possible to have these hills traversable with care. By this, I mean have it cost a bit in endurance/strength, so that after a footstep or more, you get the message that it was "too much for you, rest a bit", and leave the terrain too steep messages for the terrain that really is a mountain rather than a molehill. Silden 17:42, 23 March 2014 (EST)
Last Jug
Please can we get rid of the "You can't use your last Jug". I know it's a catch-22 (Can't get clay without a jug, can't get a jug without a clay), but those messages when building is far more likely than someone using their last Jug (let them trade for one if they do get into that situation, or give us a Pottery Refresher Course for a cost like 500 wood, where another jug is provided to them) Silden 17:52, 23 March 2014 (EST)
- This one has to stay on by default. The GMs had to reimburse MANY a newbie because they donated their last jug to the university and complained bitterly. I would consider a popup warning the first time warning you that NO reimbursements of any kind will be given... (and make you type "NO TRAINING WHEELS" to acknowledge it...) then FLAG the account so the GMs wont help you... --Pluribus 20:10, 23 March 2014 (EST)
- A possible to solution to this would be to change the free jug to another type of water storage. Some form of water-skin perhaps? It could also a crafting assignment given to the new player, which they would then be able to carry on with them without the fear of accidentally donating it or otherwise unintentionally destroying it. Likewise as a crafted item it could also have a potential to wear out and become useless, or depending on the type of material leak, or have some sort of other downside that would limit its overall usefulness, but still allow a water source solution. --Kartal 20:10, 23 March 2014 (EST)
Guild Storage
Some guilds need lots of storage, and end up with massive amounts of storage buildings to accommodate it. To reduce the clutter on the highway, can the guild-houses be "upgradable" to allow storage of anything. So for every 100 Boards, 1000 Bricks and 10 Cut Stone, the building can hold another 25,000 deben.
- There are already several different storage buildings. Using the guildhall for extremely cheap storage rather than those makes no sense. --Pluribus 20:12, 23 March 2014 (EST)
- This wasn't my idea, but if storage clutter is a concern, how about instead allowing multiple upgrades of warehouses buidling more shelves (Cost: 1000 Boards 25 Iron Strap 40 Mandibular Glue 40 Bolt) each time giving 50,000 more storage like the current 50k to 100k upgrade?--Porthos 07:31, 24 March 2014 (EST)
Insect Rarity Tweaks
As it stands in particular the last tiers of the crop insects (Snowberry Butterfly, Ruby Hornborrer, Corn Maggot, Roseswallowtail, Orchid Hopper and Dew Fly) are impossible to get in any quantity for fly tying skill. Some people have done 777,777 flax or 100k+ onions and not got a single one, as additonal data please see Thorn_Insect_Data so please consider an adjustment.
The tier 7 rarity (Toad Sawfly) for the livestock dwelling and (Feather Midge) herb dwelling may need to be slightly improved as well.--Porthos 06:03, 24 March 2014 (EST) +1 (Jaylenaeybarre-- march 24, '14)
TAKE MY MONEY!
Nobody wants ATITD to become Pay to Win with sold resources etc but the ability to go to a webstore and buy a) cornerstones and b) a KITTY would be awesome. Also, I am pleased the subscription may be dropping to $12 per month; if you offered 12 months for $100, I'd be inclined to buy that if I got something. I don't want something that's a pain in my rear ("Now you can paint your compound! You just need to accumulate 3,000 annoying resources and lean to mix paint!") but something like... a pair of statues, or clothing options, or a frog that hops around your CP or... umm I don't know actually but I am sure people will have suggestions. --Eimear
- Longer term subscriptions are offered during the pre-order time generally... (I dont think that a telling has ever NOT had them once avaialable.) They usually do come with some perks, (I need to see what has already been offered, that makes the decision easier for me :-) ) As for a store for the added things, it is very likely that I will do something like that, I just dont know how fleshed out that I can have it prior to the start of T7... --Pluribus 20:20, 23 March 2014 (EST)
- Here is the info on 12 Month Prepay. Camp decoration is... meh, and has to be super cost-inefficient. I'd rather get a pack of decorations I could place and move myself, like I dunno... two lion statues and a six pack of un-breedable, unique flowers. And a camp frog! Or a wandering sheep! Or a staked camel for the lawn! (I really want a pet, can you tell?) --Eimear Can I second the pet frog? --StarGazeR (+1 blondie)
- It would be kind of fun to have random spawns of sheep. movable deco sounds difficult, though because it's something gm's do. It would be pretty cool if we could get to personalize our camps more with deco. Aww, "un-breedable...flowers" sounds a little bit sad because it's nice to share flowers and there are people who do amazing things with flower breeding.
- Gift subscriptions are something that maybe could be thought about. Many friends have helped others in giving a month of a game. An extension of that might be nice ( like the 3 month, 6 month, 12 month packages). This was part of the chat with Pluribus but I thought i'd add it here to make it more centralized.(blondie, march 23,2014)
New items, changing some existing items
- Moveable camels (blondie, march 26,2014)
- More flowers and flower types (also, can they be released earlier or what about bringing back odd weeds? We used to be able to find Sandblooms randomly when examining odd weeds. That was fun and added the element of surprise. (blondie, march 26, 2014)
- Bring back the look of some of the buildings. Alembics, Old upgrades to guild halls (that used to be camp deco skill, i believe that skill has been broken/not usable for more than one telling), modern sheep farm currently looks the same as a sheep pen, the toxin kitchen and chem lab look exactly the same (blondie)
- can tents be made guildable? (it's probably a long-shot, but i figured i'd ask--blondie)
- Airships to be flown by more than one person. I'm terrible at maneuvering airships, a co-pilot might make flying them easier. (blondie)
- Can we upgrade boxes, chests rather than have to rebuild every time we want to change the size of a storage item with a compound? (We used to be able to do that in t1--blondie)
New seeds
Egyptians also grew beans, lettuce and lentils and figs as fruit (Jaylenaeybarre-- march 25, '14)(+1 blondie)
Newbie Retention
Instructional Help
I have to tell you that as a returning player, the lack of instructions is really, really striking. For the love of Pete, please put in a (?) help button on the upper right of the UI that open a search box that at the very least, searches the wiki. The wiki also needs to cover fundamentals better because, for example, I am doing Test of Reason now and:
- There are no illustrations for Empty Hand, Pathmaker, Gem Cutting Tables, or Venery. I still have no idea what a Venery is. (been putting lots of illustrations on those today)(Jaylenaeybarre-- march 24, '14)
- The instructions for each are on how to build one, not how to play them. I only know what the heck I am supposed to do with a Pathmaker because Silden provided an illustration for hers.
These issues have to be even more profound roadblocks for genuinely new players. --Eimear
- Eimear? you do know that the information on the wiki is made possible by players? There are many people who edit wiki out of the goodness of their heart? Anyone can use it, anyone can update it or add notations, guides, to it. There can always be improvements made but there's a lot of hours put into what is already in the wiki. (--blondie march 24, 2014)agreed (Jaylenaeybarre-- march 24, '14)
- The point is that the game should not have instructions entirely dependent on the goodness of players' hearts. That's insanity. This suggestion is in the Player Retention section, and I am saying, first, that not having a help system in-game is really bad for player retention. Second, and less importantly, I think it's weird there is NO dev-provided documentation. --Eimear
- My point was that you shouldn't blame the wiki for not having ALL the information about the game. If you look back at wiki starting from t1 and even early in a telling how much information is not on the wiki, it's pretty great that we have people that edit, update, etc to the wiki. People work hard on that for no reason other than to help others. I don't know how we do get to keep the wiki up but I believe Egenesis does pay for its maintenance. Then it seems it's somewhat linked to Egenesis but Egenesis doesn't even officially endorse the wiki (I don't think). Maybe it would be a good idea to link the wiki to the game. Even possibly have an option to link from within the game (I mention this because i've seen it in one or two other games, with my limited gaming knowledge). Maybe that would make it better for players with little knowledge of the game. It may also make it better for copying over information from the game to the wiki (thinks like inventories in chests, thistle reqs). But I think the wiki is not something so much in the dev's control (or something the dev is largely involved in). It is player run. So it's up to players to upkeep it. (blondie)
- The things that Kartal says make some sense in the way the game has been running and I don't find it to be the worst thing. There is still a lot of information on wiki and there are still people who, within the game assist new players. There are communities in place, mentoring, mega guilds that assist new players. In addition, we have microphones, regional channels that assist players. I do think we should have welcome island return (that was a good place for mentors to get to mentees without having to travel all over egypt, making mentoring more convenient) (blondie).
- Maybe another resource can be made to assist new players outside of the wiki. We don't really seem to a place to go to (wiki is one place everyone seems to go but it's vast enough that some people can get lost in it trying to find something specific)so everyone can be updated about changes or things going on, aside from looking at logs or asking around hoping to find someone who knows what's going on. System is a bit crowded and adding updates might get spammy or scroll a lot of information away. One thought I had was making a facebook page/group for people to ask questions or for files, pinned posts that gives us updates about the game and people can ask questions and be helped even if other people are not logged on to the game or if people are having issues with the game. I know we have irc but IRC is a bit intimidating from when I've been in there. I know not everyone has facebook but one of the facebook groups that's related to Egypt has been active to some extent (unfortunately, they also talk about other games, but it's not my group, i'm just an invited guest and it does seem to be for egypt refugees). I have been able to get messages through to gms, through devs and between players to help out with the game. So maybe that's one resource we could cultivate. (blondie, march 24, 2014)
- The lack of information is by design, for better or for worse. Moving forward it might wise to provide the basics, especially when it comes to the interface and customization. But when it comes to tests and the like most everything should still be mostly a mystery. Yes there probably should be some basic guide as to how to play empty hand, or design it. But if everything is given to you, then there is no need for player interaction, which is the core of this game. --Kartal 03:18, 24 March 2014 (EST)
- once you make a new char, you do get a bit of help (on top of your window)= the tutorial, but couldn't there be on the 'welcome to Egypt' things to do: as last one, check the wiki, or put the mainwiki page there - it doesn't have to be part of the 'welcome to Egypt', but just to mention it?
or put it on your player options or utily? (Jaylenaeybarre-- march 24, '14)
I feel like my basic point is not being well made or well understood. I am not dissing the wiki. The wiki is great. I am saying that the primary help system for the game should not be both entirely player-developed and entirely unconnected from the UI. The game needs a basic in-game help system. This seems like fundamental customer service to me. (Eimear)
Long-Term Feature Requests
Hops
I had previously suggested this back in T2-T3 and it seemed to have a favorable response back then. As an avid home-brewer as well as someone who grows their own hops I think it would be quite interesting to be able to utilize them in game for beer and the like. Summarizing what I had suggested before. The 'hops yard' would be a permanent plantation housing the bines and main plant. I would think that up to 7 plants in a yard, allowing for different varieties. With a very tall trellis system made of rope for the bines (not vines!) to grow on. Growth and maintenance wise it would be very similar to grapes. Management of mites, wilt, training the bines, checking for readiness, as well as appropriate pruning of lower leaves to optimize production of the cones. Harvesting would cut down both the rope and bines, requiring it to be restrung before the plants could grow properly again. Manual separation of the cones from the bines would ideally require both focus and dexterity. Perhaps some sort of automated device could also be used, at the cost of overall quality of the cones. The cones would need to be properly dried, and we already have plenty of options for that. Crossbreeding would definitely play a role here, further enhancing the flavor or anti microbial properties of the hops. Likewise issues with cultivation such as contamination from male plants, poor growth management, or pollution could also effect the overall quality of the product. Beer flavor would be greatly enhanced, however there is a herbal/medicinal side that could also be explored. The overall benefit of hops would be a increased microbial resistance and longer storage stability in kegs. --Kartal 04:34, 24 March 2014 (EST)
Mead
As a novice mead-maker and beekeeper this is something else I would love to see in game. While my thoughts on this are not as fully fleshed out, the concept still stands. We wind up with such a surplus of honey in game it would be nice to have another use for it. With our already vast and varied herb system, as well as some fruits and veg there we should be able to attain many varieties of mead (There are over 40 variations of mead!) Fermentation and aging usually takes MUCH longer than wines, which may prove to be an issue if we move to a faster pace. But I'm sure a solution could be found. --Kartal 04:34, 24 March 2014 (EST)
mats that have sofar no use or hardly any use
- Wool, wool cloth (except for Clay-Steeped Wool Cloth & upgraded thistle gardens)the wool cloth could be used instead of linen in certain buildings fi: like the welcome banner
- Fish scales: could be used for the funeral temple too?
There must be something we can do with them ?
Looking forward to any ideas that might be put here :)
- I add : cobra venom, crushed eggshells, more uses for compost (blondie, march 25, 2014)