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The game doesn't start. I just see the text "Loading..." and nothing happens. I tried with Chrome, Edge and Internet Explorer. The same.
Should I install something special ?
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Carving the Route 7 Crossroads totem swaps back and forth between displaying HP and Woodworking in the active skill display.
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Suggestion: In the bank a "sort by type" option would be nice. Simply having type be the image icon would be fantastic. That way, we could find all our fish when doing fish things, weapons when doing weapon things, etc.
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Bug report: I had rabbit and moose meat that had finished tanning in the tanner, and due to lack of space in my inventory, I added some deer pelt to the tanner. The deer pelt promptly disappeared. I suspect it was because the tanner was not emptied of items that had finished tanning before more was added.
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Oversight/bug: the act of making an arrow shaft should itself make the space needed for the shafts when there is no stack of arrows already present and inventory is already at 0 space left, yet in those cases it complains about there being no space available.
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"Smelting bars is giving no exp though it says in the wiki that it should be IE cinnibar ore -> bucket of mercury is supposed to give 350 exp but is giving 0"
If you smelt mercury not using auto - you got 350 exp, also if you smith for example iron axe - you got 175+175 exp. Bot if you use auto it gives - 0 (mercury) and 175 (only for craft iron axe from bar) exp.
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Smelting bars is giving no exp though it says in the wiki that it should be IE cinnibar ore -> bucket of mercury is supposed to give 350 exp but is giving 0
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Auto smithing (using Skia the Monopod) before level 60 give exp for creating metal bar & item, after smithing 60 (or i missed something) exp given only by smithing item (not for creating bar/bucket). So auto smith Cinnabar => Bucket of Mercury give 0 exp. May be this correct - if you don't do anything you got nothing. But in this case can you add checkbox "Hide items with high level/doesn't have materials", because smithing is hard to level up (you must press buttons put ore into forge/take bar from forge/create item/cool item/take item) and for example Bucket of Mercury is at the bottom of screen...
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Will there be a way to produce mercurice arrow tips (possibly with mercury and ice) other than looting from monsters?
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@ixath, as you said yourself, you didnt take tanning exp into account which changes your numbers completely:
making one bison hat gives you 6710 including tanning (not only 210) which is over 30 times more exp. so you wouldnt even need a full day of nonstop bison hunting for this single lvl
i agree on the part that the exp tables need an balance update because in my opinion tanning should NOT give 30 times the amount of exp than crafting the hat at the end
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Adding on to my previous example, at 40 carcasses per hour (assuming we get 100% Bison) you earn 960 in a day. So say 1,000/day. That gives 1,000 pelts per day. This is 21,000 exp/day. In purely ideal conditions this puts the player at 25.3 days of 100% hunting (at 40 bison/hr) to go from 91 LW to 92 LW. In reality, you get a fraction of the carcasses so you're looking at closer to 100+ days. This is obviously not taking into account pulling the hides from the tannery, but crafting exp definitely needs to be upped.
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EXP from leatherworking is bunk. Higher pieces with higher leather requirements need to give drastically more exp to be worth it. Right now it's more effective to make low level stuff than bother with Bison or grizzly. As an example, 15,000 bison leather will make 1,500 hats, which will give 310,000 exp total... which is slightly more than half of a level of exp from 91 -> 92. Ignoring the fact that it would take a month+ of hunting to get that many pelts to begin with. Really need to increase number of pelts from animals and give more hunting exp (by a factor of x5 or x10 imo)
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Please add option to sell directly from bank, maybe at lower price.
Or remove option to sell in shop entirely and just sell things in bank?
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@sealseatbagels You find a fisherman in the Rocky Shores, who say: "One to start, no choice of course. One, two, travel true, one, one, don't run, three, three, almost free, two, two, and I'm through. HeHA! HeHAHA!"
Follow the numbers to get out.
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Since I keep weapons and ammo locked the "hide locked items" doesn't help me as much as it could. I'd reoccomend a "hidden item" box on each inventory item and a "show hidden items" check at the top of inventory. That way you can hide the items you don't normally interact with (zone access items and armor) while leaving weapons and gathering tools visible.
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Suggestion: add a personal hp-bar to the battle-system. (makes it easier to see how well we are doing compared to our foe(s))
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I've been playing the game through the Github. The fact that it runs full screen makes it much more enjoyable. The scrolling artifacts from inlining on Kong here make it vary annoying.
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i figured out how to get money and also a way to cheat the gym system because you can just stop the training and start it immediately after and you can train at full speed again
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Perhaps locked inventory items should get their own tab? Honestly separating out items by type into different tabs, with a tab to view all inventory, would be easier to manage
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I just realize that arrows not consumed with each attack. Now I imagine our brave character in battle shot arrow to the enemy, run up close, rip previous arrow from their body and shot it again at them at point blank. That is also how he keep getting hit in melee even with ranged weapon.
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Is AutoSmithing bugged ? I already have the follower but I can't pick any ore or end product, even when I having a bunch of tin ore.
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Thanks for the equations. Many things about them may bring unintended results.
1) The damage add-ons from character stats are vastly higher than the weapon damage. This means that even with the nerf, aluminum weapons have the highest dps (with the exception of the steelflame axe which has not yet been released).
2) The gathering bonus on several items is excessive because of the 90% cap. Large nets, for example, need not be replaced with magic nets because once you get your fishing up to 80 to use a magic net, you have already reached the cap with the large net.
I'm still very open to balance changes. I think you're right that stats could matter less, I'll see what I can do. The gathering bonus is going to be greatly changed in a coming update, so I'll keep that in mind when I redo it! Thanks for your comments.
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Thanks for the ongoing developments. Bug report: I spent time sorting my inventory using the new arrow keys, only to have it jumbled again when my hunt ended. This happened twice (out of two times, so far).
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Please, please add the ability to save the order of your inventory! These recent patches changing the order don't seem to be fixing anything. At least to begin with I just had to learn the logic of the item placement and adjust. Now the patches keep changing the logic and the ability to rearrange does little as the rearrangement is forgotten when saving.
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Really enjoying the game so far, it's a really neat semi-idle game. Just a few things though. With the new crafting tab, a stop button should be added and the 'can make' is a little misleading when combining two items as it uses the larger quantity instead of the lower quantity. For example, let's say I have 30 feathers and 640 arrow shafts, it says I can make 640 arrows (unfinished) instead of 30. The alchemy levels should do something as well. I also think that having some sort of tab in the inventory to have only locked items and another for unlocked items would be neat too. If the experience that's shown during activities (gathering, smithing, fighting) also showed the level in brackets that would be cool too. Great work on the game!
Hiding items that are locked with a toggle is on my to-do list! It should be in the game in the next few days. The crafting tab should be fixed with tonight's update. I'll see about adding the level to the experience tab, thanks for your suggestions!