Humble requests from a Peasant

Please don’t pee on my leg and try to tell me it’s raining. This literally says “super food only accessible from him”. So this wouldn’t be an additional option it’d be the only option.

Oh I would say if these were added they shouldn’t be able to be used if you chose the highest difficulty settings or perma-death. Those should be difficult and if you or your team can’t handle it lower your difficulty settings.

Look I can do all the things you want made easier, enjoy doing it, and accomplish what I want. You can see some of my screenshots in other threads of me doing it. Cooking takes 2 seconds. Farming takes a few minutes but I have around 100 plots. I’m at day 197 and I have cabinets and crates overflowing with everything. Resource gathering is quite relaxing. Honestly all of the tasks in this game are quite relaxing when it comes to getting all the things you need in mass quantities.
You might find various parts of resource gathering or cooking, etc relaxing, but that doesn’t mean everyone does. Having these as OPTIONS is the point. You can still CHOOSE to not use them. Perhaps even a server setting to enable or disable them. 
 

My points are:

- If you look at the amount of time a player would take doing each of the various things, the time really does stack up. Even the “10 seconds” that Suxar claims. These give a way for players to cut down on the time spent on these parts and more time into what they enjoy.

- Having NPCs around helps bring some life to the game. Look at the difference between Traders having unique voicelines in comparison to old version (console). It makes spending time at or around the trader much more enjoyable!

- In a perfect situation, you would have individual players that ENJOYED doing these particular tasks. Not everyone will have a group like that though. Plus what happens if that player isn’t online that day? This seems like a good way to solve those situations.

- In terms of difficulty, perhaps permadeath isn’t the best example, you are right. However, harder difficulties would still benefit from this. Like the medic for example. It would only help when you are at your base, but not out in the field. Personally, I think having some kind of bonus for what is essentially a base upgrade should help with harder difficulties. It’s up to the player just how hard they want to make it on themselves though.

Ok )))).
Aim at the box with water, press "E", hold down "Shift", click on the water, release "Shift", press "E".
Aim at the box with ingredients, press "E", hold down "Shift", click on the potato, click on the corn, click on the mushrooms, release "Shift", press "E".
Aim at the fire, press "E", click on the recipe, click on the maximum quantity arrow, click on the production button, press "E".
Aim at the box with ingredients, press "E", click the box button with one arrow twice, press "E".
Even if it takes 10 seconds, it's still very little.

Yes, there may be options. But I don't like a large variety of food in the inventory, it takes up a lot of space.

I am a melee fighter and usually pump up health regeneration. To clear the same weapons factory, I need about 6-7 vegetable stews. This amount fits perfectly into 1 inventory slot. If I carry a variety of food, it will take up more slots.

I use canned food, but usually after I have accumulated a sufficient amount of it. The food from them is good, but canned food has become rare now.
As far as “large variety of food” ideally you would be able to set recipes that you want them to cook, and just by dropping supplies in their box they will automatically cook those things. 
 

As I said, it would cut down the time spent. Especially when players don’t have a ton of time to play. Saving 10-30 sec each time actually does stack up faster than you think. 

 
- If you look at the amount of time a player would take doing each of the various things, the time really does stack up. Even the “10 seconds” that Suxar claims. These give a way for players to cut down on the time spent on these parts and more time into what they enjoy.
I have enough time to do everything interesting. There is even a lot of time to sit AFK in a single game, since forges take a very long time to smelt the materials I need. 10 seconds to cook. And 6 stacks of food, which you will eat for about 10-15 hours of real time. This is actually something in the error range. This is not a waste of time.

- In a perfect situation, you would have individual players that ENJOYED doing these particular tasks. Not everyone will have a group like that though. Plus what happens if that player isn’t online that day? This seems like a good way to solve those situations.
So what if it won't? I played with friends, we had a full box of prepared food. Someone's absence for 1-2 days of real time didn't affect the game at all. There were quite enough supplies.

 
Please don’t pee on my leg and try to tell me it’s raining. This literally says “super food only accessible from him”. So this wouldn’t be an additional option it’d be the only option.

Oh I would say if these were added they shouldn’t be able to be used if you chose the highest difficulty settings or perma-death. Those should be difficult and if you or your team can’t handle it lower your difficulty settings.

Look I can do all the things you want made easier, enjoy doing it, and accomplish what I want. You can see some of my screenshots in other threads of me doing it. Cooking takes 2 seconds. Farming takes a few minutes but I have around 100 plots. I’m at day 197 and I have cabinets and crates overflowing with everything. Resource gathering is quite relaxing. Honestly all of the tasks in this game are quite relaxing when it comes to getting all the things you need in mass quantities.
I totally understand where you're coming from on keeping it a struggle and that its half the fun...I love the game. All I was doing was teasing and pushing boundaries on ideas that maybe they game can change in little ways. The idea is that it's an apocalypse. I'm sure a cook survives. A doctor. An engineer. I guess it's more along the lines of maybe making navigate more alive I guess. Same with bandits an all they plan to do with the game. 

 
You might find various parts of resource gathering or cooking, etc relaxing, but that doesn’t mean everyone does. Having these as OPTIONS is the point. You can still CHOOSE to not use them. Perhaps even a server setting to enable or disable them. 
 

My points are:

- If you look at the amount of time a player would take doing each of the various things, the time really does stack up. Even the “10 seconds” that Suxar claims. These give a way for players to cut down on the time spent on these parts and more time into what they enjoy.

- Having NPCs around helps bring some life to the game. Look at the difference between Traders having unique voicelines in comparison to old version (console). It makes spending time at or around the trader much more enjoyable!

- In a perfect situation, you would have individual players that ENJOYED doing these particular tasks. Not everyone will have a group like that though. Plus what happens if that player isn’t online that day? This seems like a good way to solve those situations.

- In terms of difficulty, perhaps permadeath isn’t the best example, you are right. However, harder difficulties would still benefit from this. Like the medic for example. It would only help when you are at your base, but not out in the field. Personally, I think having some kind of bonus for what is essentially a base upgrade should help with harder difficulties. It’s up to the player just how hard they want to make it on themselves though.

As far as “large variety of food” ideally you would be able to set recipes that you want them to cook, and just by dropping supplies in their box they will automatically cook those things. 
 

As I said, it would cut down the time spent. Especially when players don’t have a ton of time to play. Saving 10-30 sec each time actually does stack up faster than you think. 
With the cook there isn’t a choice if you want super food. You have to recruit to cook for that…there is no choice. You can’t get super food. Please reread that part of the suggestion.

Plus you are talking about taking DEV time and money to make harder difficulties easier. There is already an option for that…choose a lower difficulty  level.

I mean I could see these suggestions to help SP but as a SP I don’t need these. If you want/need these for MP this is what having other players in your world is for. Not to ask for robots because you have people on your team who don’t enjoy doing what needs to be done to survive and not willing to take up the slack if someone can’t play.

 
With the cook there isn’t a choice if you want super food. You have to recruit to cook for that…there is no choice. You can’t get super food. Please reread that part of the suggestion.

Plus you are talking about taking DEV time and money to make harder difficulties easier. There is already an option for that…choose a lower difficulty  level.

I mean I could see these suggestions to help SP but as a SP I don’t need these. If you want/need these for MP this is what having other players in your world is for. Not to ask for robots because you have people on your team who don’t enjoy doing what needs to be done to survive and not willing to take up the slack if someone can’t play.
I gotcha and hey I love this game and have spend a literal 12 hrs in a day digging with an auger, but I do see the unforeseen consequences and balances that would have to be worked out. I'm not trying to make the game easier per sey just more "alive Ina dead world" ;)

 
I totally understand where you're coming from on keeping it a struggle and that its half the fun...I love the game. All I was doing was teasing and pushing boundaries on ideas that maybe they game can change in little ways. The idea is that it's an apocalypse. I'm sure a cook survives. A doctor. An engineer. I guess it's more along the lines of maybe making navigate more alive I guess. Same with bandits an all they plan to do with the game. 
Hoping bandits can be turned off or relegated to a story map. Don’t want them, don’t need them, did not like when human npcs were added to FO76,  and think this game will lose that same amazing feel that FO76 lost from the addition. But I know a lot of people want bandits and the kickstarter goals so I’m begrudgingly okay that they will eventually show up. Just really hoping I can keep them out of my world.

Look adding npcs that help out, would rather have them spend time on other things. Adding npcs that you have to recruit to get certain items, I’m against that. Would lessen the sandbox I like. Don’t like that about solar cells as well but that was already there, so be it. I don’t want more of that.

 
I'm not trying to make the game easier per sey just more "alive Ina dead world"
Want a live game? Play on a dedicated server. You're riding a motorcycle around a bend, and a truck hits you head-on. You want to make a concrete mixer, but then you realize that someone has already taken apart all the cars within a 5-kilometer radius and you won't have an engine. You forgot to lock the house and went out, came back and the house was empty.

 
Hoping bandits can be turned off or relegated to a story map. Don’t want them, don’t need them, did not like when human npcs were added to FO76,  and think this game will lose that same amazing feel that FO76 lost from the addition. But I know a lot of people want bandits and the kickstarter goals so I’m begrudgingly okay that they will eventually show up. Just really hoping I can keep them out of my world.

Look adding npcs that help out, would rather have them spend time on other things. Adding npcs that you have to recruit to get certain items, I’m against that. Would lessen the sandbox I like. Don’t like that about solar cells as well but that was already there, so be it. I don’t want more of that.
I understand how that could cheapen the lone wolf experience. I'm super interested to see how they deal with bandits. How there AI works and how they will attack your base 

Want a live game? Play on a dedicated server. You're riding a motorcycle around a bend, and a truck hits you head-on. You want to make a concrete mixer, but then you realize that someone has already taken apart all the cars within a 5-kilometer radius and you won't have an engine. You forgot to lock the house and went out, came back and the house was empty.
Well im on Console so my world is alittle dimmer then the  PC Master race 😂 ,but I ment more alive in the sense of things to do. They should let use tranq animals and keep them. You know how many hrs I'd put into farming? Or getting all the high end base npcs? All of this on a non dedicated server. I didn't mean an MMO. I'm not complaining on how much there is to do. I love this game and have only played alpha 13. I just walked through the Veil of alpha 1 and I can't help but scream for joy and think about what it could be. 

 
Wait a little and the console and PC will be able to play on the same server.

The developers responded that this would not happen.
I've been told...yet I still think its an untapped potential that could really add a whole new layer to the game. Funpimps if you're reading this....thank you for a wonderful game. Please let us keep pets so my wife can have a zoo 😂 Thank you for your time :)

 
Zombies love to eat animals. This won't be a zoo, but a lure for hordes of hungry zombies.
Of course! And how rad would that be to manage and keep your farm safe. Give them all heat signatures. Give us gaurd dogs or turrets that repell zombies. Make them Hella hard to get/breed/ manufacture. 

AcobTheMeek said:
Of course! And how rad would that be to manage and keep your farm safe. Give them all heat signatures. Give us gaurd dogs or turrets that repell zombies. Make them Hella hard to get/breed/ manufacture. 
Apocalyptic Scarecrows :)

 
It seems some people expect the game to be different from what it is.  This game is at least partly a crafting game (that includes farming and cooking as those are types of crafting).  Just because you don't enjoy doing those tasks doesn't mean they shouldn't be part of your routine in this game.  Using an NPC to do your work for you isn't a good thing, imo.  If you don't enjoy doing tasks, then this isn't really the right game for you.  Not every game will have everything you like and some types of games will have daily tasks you need to do and aren't going to automate it for you.  You either accept that's true for those games or you don't play them.  They won't automate these tasks in this game and if you're on console, you already know you can't mod it, so you either accept that you have to do tasks or you just don't play the game.

Automation = definitely not happening.

NPCs for your base = extremely unlikely unless part of a DLC.

NPCs at traders or bandit compounds that are just there for looks = very possible, but again... "just for looks".

Farming made faster or easier = far greater chance that it will be slowed down as they've been working on reducing the ease at which players get water and food.

The only thing I'd want to see as a QoL for cooking and crafting is the ability to automatically add enough fuel to the workstation if you have enough in your inventory.  Or, at the very least, have Shift = 10 pieces and Ctrl = 100 pieces.  It takes too long to get the right amount of fuel and I hate wasting it by just tossing a ton in there instead of counting it out.  People do ask for crafting from nearby crates often enough and I am not against that, though I see no real need.  If you organize things, it takes very little time to grab the necessary components.  It would be faster, yes.  But is it really necessary?  I don't really think so.  But I'm not against that.  But doing your cooking for you?  Making farming even faster than it already is?  No, thanks.

As far as pets and a zoo.... this isn't a zoo game or an animal game.  It's a survival game (at least in part).  You might have something like chicken coops in a survivor camp, but you're not going to build a zoo.  It's important to understand what a game is and what it isn't.  If you want a different kind of game, then there are plenty to choose from.

 
It seems some people expect the game to be different from what it is.  This game is at least partly a crafting game (that includes farming and cooking as those are types of crafting).  Just because you don't enjoy doing those tasks doesn't mean they shouldn't be part of your routine in this game.  Using an NPC to do your work for you isn't a good thing, imo.  If you don't enjoy doing tasks, then this isn't really the right game for you.  Not every game will have everything you like and some types of games will have daily tasks you need to do and aren't going to automate it for you.  You either accept that's true for those games or you don't play them.  They won't automate these tasks in this game and if you're on console, you already know you can't mod it, so you either accept that you have to do tasks or you just don't play the game.

Automation = definitely not happening.

NPCs for your base = extremely unlikely unless part of a DLC.

NPCs at traders or bandit compounds that are just there for looks = very possible, but again... "just for looks".

Farming made faster or easier = far greater chance that it will be slowed down as they've been working on reducing the ease at which players get water and food.

The only thing I'd want to see as a QoL for cooking and crafting is the ability to automatically add enough fuel to the workstation if you have enough in your inventory.  Or, at the very least, have Shift = 10 pieces and Ctrl = 100 pieces.  It takes too long to get the right amount of fuel and I hate wasting it by just tossing a ton in there instead of counting it out.  People do ask for crafting from nearby crates often enough and I am not against that, though I see no real need.  If you organize things, it takes very little time to grab the necessary components.  It would be faster, yes.  But is it really necessary?  I don't really think so.  But I'm not against that.  But doing your cooking for you?  Making farming even faster than it already is?  No, thanks.

As far as pets and a zoo.... this isn't a zoo game or an animal game.  It's a survival game (at least in part).  You might have something like chicken coops in a survivor camp, but you're not going to build a zoo.  It's important to understand what a game is and what it isn't.  If you want a different kind of game, then there are plenty to choose from.
The perfect fuel is a wonderful idea :)

I want you to know that I love this game. I have 1000s of hours playing this game. So I'm not coming here with 5 hrs of gameplay and complaining it's too hard....

I'm writing this bc i can see the future with this game...they will never be finished with this game...so how can we make th world richer. More alive. More to do. 

Also to your point of knowing a game is or isnt...as one who has spent 98% in version 13. Electric systems, quest system with the trader, robotic turrets, and a robotic companion from my perspective could be argued they made the game too easy and not what it should be. Change is coming my friend. Embrace it :) I mean no disrespect and Hate. Just love :)

 
Their roadmap shows the end of the main development of this game.  They will still do some DLC, of course.  But they will be moving on to a different game that they've already started developing but haven't told us what it is yet.

 
Their roadmap shows the end of the main development of this game.  They will still do some DLC, of course.  But they will be moving on to a different game that they've already started developing but haven't told us what it is yet.
Thats awesome :) I'm super ready for whatever they make next. I wish bloodmoons was for console. 

 
The only thing I'd want to see as a QoL for cooking and crafting is the ability to automatically add enough fuel to the workstation if you have enough in your inventory.  Or, at the very least, have Shift = 10 pieces and Ctrl = 100 pieces.  It takes too long to get the right amount of fuel and I hate wasting it by just tossing a ton in there instead of counting it out. 
Usually I threw a full pack of wood and didn't bother. However, now playing on a server where tree seeds are disabled, it has become a problem for me. Although counting the required amount of fuel from a pack doesn't take that long. There is a right mouse button ))). For me, keeping in mind the melting time of different resources is a big problem.

 
Usually I threw a full pack of wood and didn't bother. However, now playing on a server where tree seeds are disabled, it has become a problem for me. Although counting the required amount of fuel from a pack doesn't take that long. There is a right mouse button ))). For me, keeping in mind the melting time of different resources is a big problem.
No, but when you're counting out a couple hundred, it's a pain.  :)   I do tend to split stacks over and over until I get around the right amount, but that's still a pain.  Like I said, it's just a QoL I'd like and it isn't something that affects anything as far as gameplay, so should be fine to add.

 
No, but when you're counting out a couple hundred, it's a pain.  :)   I do tend to split stacks over and over until I get around the right amount, but that's still a pain.  Like I said, it's just a QoL I'd like and it isn't something that affects anything as far as gameplay, so should be fine to add.
As I've said in the past, I'd like either stations to turn off when they're out of work, or to let us split stacks into specific amounts, instead of just half or 1.  Trying to get 73 wood from a stack of 6000 is a massive pain.

 
As I've said in the past, I'd like either stations to turn off when they're out of work, or to let us split stacks into specific amounts, instead of just half or 1.  Trying to get 73 wood from a stack of 6000 is a massive pain.
Yeah, turning off automatically or splitting stacks by a specific amount like you see in many RPG games also work.  Anything to make dealing with fuel for the workstations require less clicking.

 
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