First off, you guys are the best. I have been avidly following this games development since the kickstarter. I was a proud sponsor and continue to be impressed and satisfied with Team Radiant’s attention to detail, intent to do it right, fan support, community based progress and lastly, the product so far. So enough brown nosing, and on to the jist of it…
I have been playing the alpha for countless hours already and am completely satisfied and excited with where it’s at and where it is going. Unlike the previous alphas that I have played, I feel obligated to throw out a few suggestions that might actually be heard and see the light of a dev’s eye. My intention here is to avoid any topics that arent completed, implemented or still being worked on, but instead suggest revisions or different methods to the core mechanics as they are now. Although I have read many of the previous entries, and know that some items here are redundant, I feel repetition may reinforce the point…
Food storage as a requirement for progression ruins the mid-late game. Instead of focusing on creating an aesthetically pleasing town, all of my workers efforts are forced to finding places for food storage so that my entire screen isnt random food buckets littered across endless fields. Although, I am interested to see the changes that crates will bring, I don’t think the concept is appropriate and the gameplay ends up revolving around a pointless and uninteresting requirement. Instead, what may be a better option, is the food satisfaction rating, a ratio of food storage:current population, food diversity requirements, etc.
First, I dont think stockpiles should allow for LOS. I can put multiple 1x1 stockpiles across the map and have full, active LOS everywhere…
Second, although it’s nice that you can assign stockpiles to particular items or groups, I feel that the mechanic is still a little off. Too often my workers will bypass whats close and go on random spirit walks in search of the required raw material. Being able to assign a priority to filling a stockpile and/or assigning a particular plot to a particular construction project may solve the issue.
Lastly, working off the previous comment, being able to manually and intentionally move materials from one location to the other would be a major help when expanding your town. Although workers will automatically do it, it is a seemingly miniscule task and far down on their list of priorities. It can take a long while for all of my workers to complete all the other implied tasks (such as collecting raw materrials laying around, replacing old stockpiles, moving objects, etc) before they get to what I am waiting for them to do (and in the current alpha state, if they have too many of these ‘implied’ tasks, it seems they just say ‘screw it’ and go sit by the fire whille half my town is littered with empty stockpiles, uncollected resources and fences waiting to be moved).
This is my big one… While the class system, I think, is off to a great start and arguably one of the best features of the game itself, I feel workers need a little more love. Currently, and justifiably, workers are on the bottom of the totem pole. They own this position of blue collar labor and do their best at it. However, we (as players) desperately need a little more control over their efforts. In the current build, if I am building a cottage but my blacksmith needs some ore, I have to stop everything I am doing, put a pause on life and go mine. Mining complete… back to cottage building. Oh but wait, im out of wood, stop everything again and go cut trees, then life will resume. In this example, life would be much easier to assign a ‘role’ or ‘position’ to workers (i don’t think this is appropriate anywhere else or for any other classes except maybe shepard. i.e. shepards who can be assigned sheep for wool or cows for meat, etc). These worker roles could include lumberjack, gatherer, harvester, mover, builder, miner or an assistant to a profession (goes and gets the resources for a carpenter/delivers the goods). So with this feature in place, I can go back to my example: A lumberjack collecting wood for my upcoming cottage, a miner collecting ore for the blacksmith and a builder constructing my cottage uninterruped.
Thats all I have for now… I hope it was coherent and my point was conveyed. Moral of the story is you guys are doing a phenomenal job and you have a loyal fan just throwing in his 10 cents.