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  1. I am new to the game and so far i am loving it but since there is a green house and a pet system it would make sense to also add animal husbandry to the game. it doesn’t have to be the typical pigs and chickens. it could be deers, rabbits and wild boars.
  2. Some might recognise the contents of this feedback from somewhere else, rest assure it is not plagiarism and the original author have given permission to post it here in an edited form. This is also not an accusation that anyone with similar ideas are plagiarising. We highly welcome everyone who have similar ideas! This thread will split into 3 parts: Item suggestions, Gameplay suggestions and Feedback. Item Suggestions Let's start with food/nature: Animals Frogs and Toads. Frogs will be near water and Toad will be found inland. Ducks Snails Crayfish (Aka Crawfish) + Crayfish Trap. Crayfish trap can only catch Crayfish but it could be a slow and not so rewarding method to balance things out. Fish roe Dropped randomly when fishing. Can be eaten raw. Plants Herbs and Spices Bishop's Lace (Vildmorot) Wood Sorrel (Hasyra) Evening Primrose (Nattljus) Oregano Thyme - As far as I know these are all native to Sweden. Can be used in dishes to add minor bonuses as well as provide variety. Wild edible plants Lingonberries Blueberries/Bilberries Raspberries Wild Strawberries - All of these plants are found in the wild and are native to Sweden. In-game they are basically the same as Blackberries, this is just to give variety. Fruit Trees European Plum Sweet Cherry European Pear - Once again, native to Sweden and the blossoms of these would match the art style well. Greenhouse plants Potatoes Carrots Onions Cabbage Peas Leeks Squash - I choose these because they are naturalised in Sweden too, thus available in the wild. Medicinal Plants Arnica/Slåttergubbe/Hästfibbla (Arnica montana) - Pain relief Everlasting/Hedblomster (Helichrysum arenarium) - Anti-allergy, anti-microbial and anti-oxidant St. John’s wort/Äkta johannesört (Hypericum perforatum) - Anti-rheumatic, anti-inflammatory, antibacterial and antiviral Roseroot/Rosenrot (Rhodiola rosea) - Stimulant, energy booster. Basically Nordic Ginseng. - Again, native to Sweden. Minerals Rock salt. Mineable from rocks, edible. Crystals, gems, gold and silver nuggets. Small little trinkets mineable all across the map from caves to cliffsides. Mostly for use in decorations. Others A bench. To sit and enjoy the view and ambience. Equipment slot upgrade on backpack. Allows player to hang 2 equipment on the sides, one on the front of the backpack and maybe one more slot on the top and bottom of the pack. Currently would be for the axe, pickaxe and fishing rod + tent & campfire. Toolbelt upgrade to outfits. Allows players to hold compass and lockpicks without taking up inventory space. Gameplay Suggestions Extension suggestions Beer brewery/Winery/Distillery - Why not? Rabbit cage/farm - Analogous to Apiary suggestion. In order to breed, rabbits will have to be fed with something you grow that isn't found in the wild to balance it as a food source. Existing rabbits may not need to be fed (Could be solved with a food pile drawn into the farm for aesthetic purposes), this could satisfy those who just want to keep the rabbits as pets. Massive Proposals Mini-Extensions Proposal This to add mini-extensions (ME) to help fill up main extensions and gives the player more things to do, hence creating a better attachment to their cabin once everything is fully upgraded. It also adds a small amount of complexity to the crafting system to make it more engaging and realistic but not too much so it becomes unnecessarily difficult on the higher levels. There should be around 1 to 3 MEs per extensions and should range between 1/3 and below the cost of main extensions, depending on the size of the upgrade. Some should require blueprints to balance things. Examples would be: Crafting room – Tool rack for holding hammer, saw, manual antique hand drill, etc. Each of these tools are the MEs, they should not be added to the inventory but remain in place as a ME. Greenhouse – Compost bin (Use unwanted food items to hasten growth), Small heater made of clay (retains water through moisture control – works best with charcoal suggestion.) Cooking room – Coolgardie safe/zeer pot (Low tech fridge that you just need water to keep it cool) Sewing room – Sewing kit (To save resources, but expensive to craft), simple hand loom (to sew higher level stuffs) Forge/Smith Room Some of the items we can craft doesn’t make sense without this room, e.g. metal plates, bolts from pipes and nails from wires, this room is suggested to be attached to the crafting room, parallel to the greenhouse. This room will process clay items and salvaged steel items into pottery stuff and metal items like plates, nails and bolts. It should have 3 MEs: Kiln-Furnace- I’ve read that kilns can be used for smelting ores, so it should be able to soften steel enough to be worked. Stone wheel- Potter’s wheel and grinding wheel combo. Theoretically possible. Anvil + Smiting set- Anvil and an aesthetic for slack tub (water tub for quenching) + Tool set on rack (like the crafting room ME): For hanging tongs, hammer, chisel, fuller and hardy. This is one entire set to balance out the cost. Tiered Crafting Proposal for crafted items to have tiers; the higher the tier, the more you need one of the aforementioned mini-extensions to create. Suggest to have only 3 tiers max; tier 1 will only require base expansions, tier 2 will require 1 or 2 MEs, tier 3 will require all MEs and maybe even inter-expansion involvement. Example 1: 3 levels of axes: Crude axe (made of salvage steel but lacks in quality) Flint axe (Thanks to numerous flint suggestions. Sharper but still much to desire) Crafted axe (made of processed steel [forge extension], best quality) Example 2: Coolgardie safe suggestion is a tier 3 ME. It could need a burlap weaved in the sewing room with the Loom ME and then its metal & wooden frame assemble in the workshop before finally combining them in the kitchen. Plank fuel + Charcoal production Upgraded stoves can use planks. Stoves also produce charcoal if using planks. To prevent charcoal hoarding (which will affect the forging suggestion), I suggest the stove to implement the ME suggestion too, so that only upgraded stoves can produce charcoal. Planks will produce 1-2 dollop of charcoal under this scheme. Furnace will only use charcoal and could produce ashes by chance for the compost bin suggestion. Item degradation + Repair System Items like equipped tools, maybe clothes and backpack, degrade but are never broken, they are just rendered unusable and needs to be repair; like water can refilling. Matched with Tiered items, the higher the tier the longer they last but more expensive to repair. Repair shouldn’t be overly expensive, definitely below 1/2 the original crafting cost. Neither should decay rate be too high (could be regulated by difficulty). Hunting If hunting is ever implemented and requires the usage of projectiles, there could be a hitbox trigger that automatically homes the projectile right into the heart of the animal so that it can be depicted as being dispatched off as humanely as possible in a hunting scenario. The hitbox should be around the chest area and if you aim anywhere else your shot will miss by flying over the animal or landing short and scaring them away. This to prevent depiction of excess cruelty by having animals run off injured. Depositing of materials into pre-constructed extensions. Allow pre-constructed extensions to hold the needed crafting items. The needed items can be added to the construction tab first and save storage space. The only item that can really be abused through this are planks, but then again, the benefits of building the rooms should outweigh the hoarding of planks during early game, where charcoal production (if implemented) is still unavailable. Feedback Let us arrange items in our inventory and storage by dragging. Auto re-equip held item after picking up items - Perhaps they just picked up something with one hand. Or they just placed whatever they were holding back into the pocket or on the ground. Whatever the case, they re-equip whatever they were holding right away after picking something up. Auto-walk function - Would help some players with the tedious aspect while also creating an option where players can just stroll through the game relaxingly. And that is all after a massive post. Feel free to add on or suggest improvements!
  3. Noticed there was a duplicate of the 'warmth' beverage, and figured there should be an item to fill the gap, while also solving the weirdness of using the first aid kit as both healing for food poisoning and things such as bear attack injuries simultaneously. Also - gating the first aid kit (or even this antidote suggestion) behind the crafting area is a bad idea with how poisoning is handled right now. I'll make a separate post on that, but the gist of it is that it's very bad for first-time players to die to an incurable status effect before they know how to cure it.
  4. I was thinking it would be cool since you’re in the woods, you gotta have Sasquatch! So randomly you’ll come back to your cabin and find it ransacked, things you’ve crafted missing and there’d be evidence that is left behind like “strange mystery fur”. Oh! And That’s where “traps” would come in handy! So starts a new quest: you have to put all the evidence and clues together that the Sasquatch leaves behind or that you track down. For instance you could be walking in the woods and find a bear torn in half and there’s a clue but then! spooky music would start playing.. do you dare investigate the remains or do you keep on going in case the Sasquatch is still around... sometimes he is sometimes he isn’t.. Once all the clues/evidence are put together you can now track Sasquatch to his hideout and once you are able to defeat him or at least wound him in some way you find that his lair leads to....(drum roll) another giant unexplored map! With Dinosaurs. idk I’m just spit balling! Does anyone else want to add to this? Sasquatch would be amazing tho!
  5. Hi, a few suggestions I've noticed that may make game play a bit smoother: 1. A "take all items" when looting from crates/piles 2. Enlarge the cross-hair area when looting items (currently have a hard time selecting items because it’s not in the “right” spot when hovering over items). 3. Ability to rename storage boxes (“edible”, “crafting” items, etc.) 4. Ability to craft storage boxes to place in specific areas (like outside cabin; example: craft a storage box to place outside to keep excess wood, leave prepared meals across map, etc.) 5. When a room extension is created, a small storage box is also added for that room (maybe 4 slots?); for quicker access to most used items in that extension room. Thanks for creating this great game! I feel relaxed every time I play it!! Jessica; aka jesspushtoplay
  6. Hello all. My brain has been a real flurry of ideas since I got this game literally a few hours ago. I have been thinking out and working on this idea for quite a while now so I hope you guys enjoy it. And as always I am fully open to comments and suggestions. If you think one part could be done better or even fully cut out please let me know. So here is my thoughts on... The Farming Update! The farming update would be much like the planned beekeeping and brewing updates. It would bring new content to the game that would be more fun for the later game and expand the amount of time people would find interest in a save. (and bring more chances for them to be mauled by a bear) In it we would get new tools, foods, resources, cabin expansions, and quality of life updates which I think personally are some of the best updates out there. I will start with a simple list of what this update would contain and expand the list below. Resources: There would have to be a few new resources able to be found around the map with this update. River Stones Bear Scat Tools: Shovel Rake Water Diversion Cabin Expansions: Watermill Farmlands Foods: Potatoes Carrots Lettuces Onions Strawberries Wheat Corn While this may seem like a lot I think that all of them would add great things to the game. From this point on I will go deeper into how each tool would work and then I will end with a sort of wrap up. I will start with the resources. These are likely the most important part of the game so it seems only fair that they would need to be well thought out and developed. And to save the developers some headaches I have done my best to make the new resources in this update as few as possible and wherever I could I used existing resources. So because of this there are only 2 new resources to add. Bear Scat and and River Stones. River Stones would be used in building some of the new tools and buildings in this update while Bear Scat would have a a smaller more well defined use that was less open ended. The River Stones would be obtained by using the new shovel tool in the area of the river and lake nearest to the cabin. They could stack to 10 like many other objects. Once picked up they would be used in a few projects and designs in the game. Bear Scat would be quite a bit harder to find. It could be found in areas with high bear activity. Like some camps and caves. Finding it would mean risking your to the most dangerous animal in the game. Scary! But what would make Bear Scat worth the danger and trouble (and smell) it brings? I'm glad you asked! Bear Scat would be used as a fertilizer or growing plants. When used in either the greenhouse or in the new farmlands it would speed up the grow time by 50%. This would cut the growing times of plants down by a lot and make it easier to get quick food in case of emergency. These 2 new resources, one fairly easy to obtain and one much harder, would be the building blocks of the entire update. Next we should move onto Tools included in this idea for an update. The tools are critical to making an enjoyable game experience and so they cannot be to overpowered but they also must not disappoint. Until I got my first Axe in the game I HATED running around finding wood. I can't imagine ever doing that again. The Shovel would be the first tool in this update. It could be crafted from a stick, a plank, and a metal plate. It would have a few uses and I will go in deeper about it in a moment but the main uses would be harvesting crops, gathering River Stones, and digging Irrigation Trenches. The Rake would be fairly simple. This would be crafted from some nails, and 2 sticks. Its main use would be to get a Farmland ready to plant in. The last of our 3 new tools would be the Water Diversion (Need a better name for this) . It could be crafted from 1 Driftwood, 4 River Stones, and 3 Sticks. It could be placed in the river to create a small pond with various uses. Now onto more in depth info about each item. The shovel would have 3 main uses. The first would be the collection of River Stones. When around the river and lake near the Cabin you could use the shovel on various deposits to collect river stones. They would thus be a fairly easy item to collect once you had a shovel. Another use of the shovel would be with the new farming plots and crops. The shovel would be used to harvest and collect some crops like Potatoes, Carrots, and Onions. Once they were done growing they would be harvested with the shovel and put into the player's inventory. The last use would be the creation if irrigation ditches. These would be small channels dug into the ground that if connected to a water source like a pond or river, would create a lush area nearby with a higher chance of growing mushrooms and other important foods. A sort of natural farm. Another option would be this could be a way to water farmlands however with the topography of the map it could be hard to get water to the cabin. Something would have to be implemented to help with this. So these are the tools that can be used to help find your way through the update. These could be expanded or cut down if it was needed but I feel like all 3 would be fun add-ons to the game. Now we will talk about the cabin expansions. This may be my favorite part of the update. It would be huge to have 2 new expansions to the cabin that I personally think could use some good expanding. The first building would be the Water Mill. It would be made of 3 nails, 3 old rags, 2 jute rope, 2 River Stones, and 8 ash planks. Wow that's a lot isn't it! Trust me. There is a good reason. The second one would be the brand new... Farmlands! These are what the entire update revolves around. They could be made from 1 River Stones, 4 Sticks, 16 Ash Planks, 4 Steel Wire, and 4 nails. Now before I go any farther with this I will say 1 thing. I understand that these both seem to be quite expensive and odd compared to the expansions already in the game however these are designed to be later game developments. We need later game goals and this could start filling those out. Though this is not a complete late game. We would need more then this. I will now go deeper into the features and uses of each item. Starting with the Farmlands as this will help with the progression of it all. Once built these will look like 2 fields of dirt. with low barriers of stone around them and poles at all 4 corners. These will have wires in between them to keep out large animals. Inside will be planter boxes for growing crops. Once one enters the gate on one of the fields, that will function much like to door on the cabin, you can use the new rake tool to clean up debris from the last planting. Then you may plant the new crops we will talk about later. Once the crops are done you can harvest them and use them. The rake will then need to be used again before you can plant again. There are 2 fields so you may have 2 fields of different crops going at the same time. The reasoning for outdoor fields is you can grow crops like corn that cannot be grown in the greenhouse. Once you have your crops what do you do with them? Well some of them like Strawberries can be eaten as is. Others may need to be cooked or ground. You can use the cookhouse for cooking but we have no grindstone. Thus, introducing the Watermill! It would be a small stone based building, with wood walls, and a small window and door. It would have a water wheel on one side of it. It would likely be built on the nearby river and this would show some signs of your expanding homestead. If irrigation trenches were implemented you could use water diversion and trenches to bring water to the mill at your house. When inside you could place certain grains into the grindstone made of lovely river stones and watch the machinery come to life and grind your grain or food. This could then be used to make a few new foods that could be decided on on a later date (like breads or tortillas depending on what was wanted.) I think both of these 2 new expansions to the cabin are very fun. They add great later game material that would start to make it feel less like you were surviving and more like you we starting to be a real homesteader. Lastly we are onto the core of this update. The new foods! I live in an environment very similar to the in-game one and I have a garden so I have tried to only pick crops that would be accurate and grow well in this environment. This update would contain 7 new foods and if the devs wanted they could make them into more new ones like salads and sandwiches. The new food items are Potatoes, Carrots, Lettuces, Onions ,Strawberries ,Wheat, and Corn. Potatoes, Carrots, and Onions would all require the new shovel to harvest while the others could be harvested by hand. Potatoes could be eaten raw though it would be much healthier and filling if they were cooked. Carrots are a good snack and thus pretty good raw. They are only slightly better cooked. Lettuce would be eaten raw. Cooked lettuce is nasty! Onions could only be eaten cooked. Strawberries are able to be eaten raw or cooked though they are not much different in health or filling either way. Cooked they would warm you up some though. Wheat would have to be ground in the new Watermill and then it would be cooked into bread.Lastly but not least. Corn. Corn could be cooked into corn on the cob if it was by itself. Corn stew with other things. Or ground up and made into Corn Flour. Corn Flour could likely also be made into bread. Potatoes, Carrots, Lettuce, Onions, And Strawberries could all be grown in the greenhouse. Wheat and corn would have to be grown outside. All crops can be grown outside for more of them. An entire greenhouse may only produce a little bit of the crop but a field could produce 5-10 times as much. If irrigation ditches were not added you would need to use the watering can to water the seeds in the farmlands. Now the one disadvantage to crops in the farmlands is they take much longer to grow. A field of corn may take 3 days to fully grow but I think that is worth it for the amount of corn you would get when done. In the end I think this update is much needed for the game. I understand the sheer amount of work that would have to go into it but I also think that it would be good for players in the late game who needed goals. This update would take the game from feeling like a survival game into feeling more like a homesteading game. It would also open up the future to more updates that could expand from this. Perhaps a storage update with grain silos for storing food? Let me know what things you think could be expanded after this update. Also I will be drawing some of these ideas over the next few days and posting them down below so make sure to keep an eye out for those. Until next time stay safe. Avoid the bears. And make sure to let me know what you think below! (And I hope the devs are seeing this. If so Hi!)
  7. I know you probably have this planned but, a Settings option in the main menu would be great. Could contain everything you already have in the menu, just accessible from the main menu.
  8. I think it would be cool for there to be a tree or something that couldn't be cut down. It could be at the back of the Cabin and, much like other expansions like the crafting and cook rooms, it could be built into a treehouse. Perhaps the treehouse would have some sort of telescope in it that would allow you to look around the area for resources, animals, and blueprints? Maybe a chest of some sort? Another cool idea would be if it acted as sort of a beacon. You could put a campfire in it and be able to see your house from farther away. I know there is already the cabin icon in game but I think this is a cute touch. I would imagine it as a small hexagonal room with the tree in the middle and large windows. There could be a deck around it and a room ladder to get back down to the main cabin part. I think it would likely be built from: 5 Rope 3 Nails 20-30 Planks Please let me know in the comments what you think of the treehouse and how you think it could work. I am fully open to suggestions and changes.
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