This is spot on! Been finding this myself and, as a part of server with only Content Creators, we're all very interested in the cooperation aspect of the game, only to find that the game doesn't lend itself to that as much as we'd hope...
One thing would be to fix the cart/collision bugs, which would allow easier movement of materials, hence empowering stores/trades. That is a BIG limitation right now. The collision bugs are annoying (i.e. player to wall/ground/etc) but the cart bugs are actually very limiting to trade and effective movement of resources. I would suggest rails+rail carts: much more effective mining/distribution solution.
Second thing, and I have mentioned this in another post, is the ability to send work orders to a player even if they are offline. This requires the currency system to be fully implemented: RFP sent, offer received, work order submitted.
Along with the work order and train/rail system, I think that skill books shouldn't be transferable. This promotes cross-pollination of skill trees, which diminishes the value of "working for them" and selling your services (vs your skills).
I'm going "long" on this game. There's a lot of potential and the developers seem to be eager and willing to work with the feedback they have received. Fingers crossed for a speed up in the development (especially bug fixing)... ;) I do believe that this game is being marketed as a "multiplayer experience" and I think that is its strength. Trying to cater for "small servers" (3-4 players) or "single-player" should be dismissed and all efforts should be placed on that multi-player aspect that had us all excited about this game (vs all the other crafting/survival/building games out there). ;)
Mail, Mailboxes, and Currency
It'd be nice to have mail and mailboxes. I imagine coming online and checking my mailbox, and having work orders to work on. I could negotiate a price or simply accept it (based on a predetermined price list, for example-I imagine sharing pricing via mail as well), and I would get credit on certain user's store.
For currency, I do think that it should be between users, to avoid planet-wide pricing requirements (e.g. a gold ingot would have to cost the same everywhere, and that's not necessarily a good idea). Currency would also help with trades: you could make trades for things more expensive than you can carry at any given time!
Just some more ideas! ;)
I've been playing this game a LOT in the last few days. Here are a few things that bug/annoy me and I think would improve the UX quite a bit (I'll be adding things to this list as we go):
- Room separation should be a bit more flexible. I think 2-wide (or even 3-wide) openings (regardless of height) should still divide 2 rooms if the room is at least +2 wider than the opening.
- Shift+Click to move entire stacks from inventory/storage quicker... A lot of games to this. Since we can right-click to drop an entire stack into storage, why can't we shift-left-click to pull a stack out? This should also work for quick moving items from storage/inventory quickly (without having to drag).
- In-game keybind customization (so we don't have to quit the game and relaunch to change a keybind (not a personal request, but I have a few of my friends comment on this).
(more to come)
FWIW, a few of us YouTubers started playing this game together recently (inc. PaulSoaresJr, GenerikB, and more are joining). We're having a lot of fun, but really finding some limitations with the gameplay when it comes to progression. Better documentation would go a long ways, obviously... ;) I'm personally incredibly excited about the game and have played over 20 hours in the last week or so. I recognize that some things are known problems/bugs (i.e. carts, ramps, etc) but I hope some our suggestions help make this game, not only a good "social experiment platform", but a legitimately fun game for folks of all ages... ;)
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