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About Me

Found 13 results

  1. Hi team! There are few suggestions/ideas: 1. Instead of discarding something without a chance to use it later, it could be dropping items on the floor/ground. In this case we can harvest the staff later. 2. Maybe it would be more comfortable to use a right/left mouse click instead of E for the picking up things. Thanks for such a colorful world
  2. Hi team! I would like to suggest some ideas regarding water walking. 1) If player is in the water temperature will decrease 2) It wouldn't allowed to go to the deep water. Looks like a character walks on the ground. It's little illogical. Thanks
  3. I think the size of the stacks in the inventory and storage doesn't really make sense sometimes and it's hard to manage because of the multiple stacks. Why can I stack 10 fir planks but only 5 beets or 5 mushrooms? Why can't I stack seeds, that are very little?
  4. 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!
  5. 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!
  6. First of all i want to say this is a fantastic even when beeing a pre Aplha. The following ideas may have already been said but: + Animals (chickens, rabit pets, foxes, insects, sheep for wool) + Building ( maybe create youre own home, smeltery for iron works, fences for around the house, furniture, composter, foodmaker for animals) + Recources (metal for metal works, wool from sheep for clothing, diffrent types of wood) + Tools (Clippers and/or sheers, a saw for better wood cutting, a hammer if you have to build things on youre own, flashlight to explore nights) + Other ( Save book to take with you, that u can sleep early so you can explore the night) That where all the ideas for extra things i could come up with, its an great game and i enjoy it much)
  7. Items are a bit too easy to discard. You may be wanting to discard a few items by clicking the discard button multiple times resulting in discarding something a bit more important. I think that maybe the discard option could be improved with one or more of these options: require you to hold down left and right click (maybe a little longer for right click to discard all) drop items on the ground as entities that can be re-acquired a combination of both, maybe items like the axe drop on the ground where other items don't Keep up the good work! this game is very fun.
  8. I only started playing this game a couple of days ago and I am loving it so far! My main issue at the moment is the key binds, partcularly the sprint and crouch keys. I never use control or left shift, I usually set crouching to 'F' and sprinting to 'C' in any game that I play. I'm not sure why but trying to press or hold control or left shift whilst holding 'W' to walk forward hurts my hand so I would love it if custom keybinds could be implemented.
  9. I bought this after seeing it on the PC gamer event on Youtube. As soon as I saw it, I knew it was for me. What I like: Graphics and atmosphere. A survival game with no zombies (please don't put zombies in!) I do not know of another survival game that is not about killing things (ok, a few fish maybe). In these stressful times, I do not crave a stressful experience when playing a game. So to have a survival game that it about - or could be *more* about creating and just chilling out seems to me to be a unique angle. Things that did not work for me: I could not get the map button to work - so, not sure what the map does. Hopefully it does not make exploration simpler - but, there is not much diversity in the landscape of a game. So, I would like to be able to put points of interest (resources) on a map, or have the game do this for me, as I find them. To a new player it is confusing without this - my first hour or so convinced me that it was a mushroom picking simulator - where you roam around pick a mushroom, then have just enough energy to get to the next one. Were it not for the fact that I understand that it is early access (and am patient for new content to arrive), I am ok, and stuck with it. Other new players may not be so tolerant. Things I would like to see. More content and more variety of things to do - but as I said above, I understand the early access model, but I would put content on the top of the list - as your players, and potential players will. More of a slant towards construction, rather than survival. I am ok with survival games (I must be, I have played enough of them). However, it is difficult to get the balance right - for the survival aspects to be interesting, rather than irritating. One way of tackling this would be to put more diverse goals in there. I enjoy building the hut and crafting more than the fulfilling sleep and hunger aspects (at least you did not make the cardinal sin of having the character groan, when they are hungry!). More than anything (well, more than anything - other than the last point) I would like the engagement with the game to be more about crafting and building, rather than survival. Not saying, I don't like the survival elements, just looking at the balance. There needs to be more diverse biomes and weather. To keep the game moving - when a player has seen something (for a while) they need to see something new (basic gameplay loop) - this same principle applies to *doing* things too. Traversing the landscape. At the moment, I am running out into the landscape (without any real idea of where I am going) until I am hungry, or night falls - then running back to the hut - rinse and repeat. I have not sunk many hours into this yet, so there may be stuff that I have not encountered yet - but at the moment, it is getting old quick. I think having 'fast travel' in there would be immersion breaking. So, why not have a tent strapped to you back - put up camp, sleep over night, then continue? I think a more story based - or plot based foundation would help. Why am I here? What am I supposed to be doing, and for what end? This need not be a fully fleshed out - and resource hungry addition - indeed by making the story elements light, could add to an over arching mystery that you are awakening to. This could just mean finding the odd npc out in the forest - a character that sets a task (but not a simple 'fetch quest') and also fills you in on the story. It would also be very easy to include story elements as diaries, or scraps of paper at the fallen tower sites. [You could also have more evolved crafting recipes delivered this way too.] What about finding old maps? - these along the diary excerpts could not only fill in where you actually are, who lived (lives?) there and what the story of the place is, but could point to landmarks to visit. Perhaps these landmarks fill in some of the story? Perhaps they give points to an exploration stat? I think any one of these suggestions would give the game the depth it needs. I am sure more ideas will come to me as I play - if these are helpful. Oh - yeah - before I forget - a personal one (but implement this, and I will be happy, even if you pack up you bags and do not add anything else!) For the love of (insert deity) VR SUPPORT! I simply cannot think of a game that would benefit more from being in VR.
  10. Even though there's not much UI/HUD filling the screen, in such a vibrant game it would be wonderful if most of the time there could be less, or none. Could we have the option to toggle the HUD on/off for walking around, or have elements only fade in when needed? The same way the stealth icon only appears around bears, have the needs icons only appear when they start to deplete. An option to toggle the cabin marker off, and only have it appear on a hotkey would also be nice, as would an option to toggle off the shine on collectable items - I note the increase in difficulty this would cause but I like the idea of learning to spot resources more naturally.
  11. I've noticed that the main menu is scaled incorrectly for ultrawide displays. Some parts of the main menu aren't visible to me as shown in the image I linked. The "Roadmap" button is somewhat clipped off screen and the entire "Exit to Desktop" button cannot be seen. I'm using a 29-inch 21:9 aspect ratio monitor.
  12. Currently when you upgrade your backpack, rather than adding extra space to your existing one, you get a completely new backpack. It would be cool if we could use the old backpacks as extra storage inside the cabin.
  13. When the character goes to sleep, it fades into a black screen and indicates how many days they've survived. Instead of having just a black screen and a countdown saying X days, perhaps an animation of the character marking down on the cabin wall to tick down how many days they've survived would be more fitting / better immersion?
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