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This is a compressed version from the ideas and general chat for Malard.  I'll be adding the other idea's that have been discussed shortly.
 
This is a compressed version from the ideas and general chat for Malard.  I'll be adding the other idea's that have been discussed shortly.
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==Temptation Point Purchases==
+
==Temptation Point Purchases==
  <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
      Bonuses need to scale based on the length of the tale or techs available.
+
Bonuses need to scale based on the length of the tale or techs available.
      Bonuses need to be large enough to encourage people to join in or it risks not being used.  Players need to feel like they're missing out on something.
+
Bonuses need to be large enough to encourage people to join in or it risks not being used.  Players need to feel like they're missing out on something.
      Stat bonuses specifically  were pitched as scale x2 linked to cooking skill lvl+1, and speed is one of the largest things requested.
+
Stat bonuses specifically  were pitched as scale x2 linked to cooking skill lvl+1, and speed is one of the largest things requested.
      <div class="mw-collapsible">
+
<div class="mw-collapsible">
        ===QOL Point Purchases - Changes to tech that scale===
+
===QOL Point Purchases - Changes to tech that scale===
        <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
            {| class="wikitable"
+
{| class="wikitable"
            |-
+
|-
            ! Item !! Notes  
+
! Item !! Notes  
            |-
+
|-
            | Flimsy brick racks don't break || After blacksmithing is available switch to increased brick production from sturdy brick racks   
+
| Flimsy brick racks don't break || After blacksmithing is available switch to increased brick production from sturdy brick racks   
            |-
+
|-
            | Less twine breakage || No longer an option once hand looms available  
+
| Less twine breakage || No longer an option once hand looms available  
            |-
+
|-
            | Fewer mats to repair machines ||   
+
| Fewer mats to repair machines ||   
            |-
+
|-
            | Casting/Blacksmithing +1 || While not max level available allow this tech
+
| Casting/Blacksmithing +1 || While not max level available allow this tech
            |}
+
|}
        </div>
 
      </div>
 
      ===General QOL Point Purchases Options===
 
      {| class="wikitable"
 
      |-
 
      ! Item
 
      |-
 
      | More Slate/Flint hoards
 
      |-
 
      | More Dug items stone/gypsum ect..
 
      |-
 
      | Reduced chariot timers\time usage outside of free rides
 
      |-
 
      | Increase (select one of the safari animal) spawns
 
      |-
 
      | Increase sheep or cow or pig spawns
 
      |-
 
      | Increase herb spawns
 
      |-
 
      | Increase mushroom spawns
 
      |-
 
      | increase speed road\offroad\water\all
 
      |-
 
      | reduced tending needed to grow flax, veggies, etc
 
      |-
 
      | reduced water needed to grow flax, veggies, etc
 
      |-
 
      | reduced tree timers in regions you own
 
      |-
 
      | increased wood in regions you own
 
      |-
 
      | decrease in length of X stat timers
 
      |-
 
      | reduced costs for building new things
 
      |-
 
      | Temporary access to "Special" cheese recipes
 
      |-
 
      | Ants don't need to eat this week/increased leaf gather
 
      |-
 
      |Increased ore/increased metal conversion
 
      |-
 
      |Increased offline chore production by X%
 
      |}
 
      ===Research Point Purchases ===
 
      This may not fit here since tempation points are supposed to be for those who opt in but they came up in the idea so I've added them for consideration somewhere.
 
      {| class="wikitable"
 
      |-
 
      ! Item !! Notes
 
      |-
 
      | Detailed Research Announcements || When a problem is run into announce what materials are needed and the location, on resume announce it's resumed with x remaining time.
 
      |-
 
      | Research Delivery || Allow materials to be deposited at school/great hall then they will be delivered to the uni after time
 
      |-
 
      | Shared Research || When the regionally controlled research finish, they should speed up research timers at other locations
 
      |-
 
      | Unmonitored Research || Receive the research notification from uncontrolled regions
 
      |}
 
      <div class="mw-collapsible mw-collapsed">
 
        ===Disadvantage Discussion===
 
        <div class="mw-collapsible-content">
 
            <ul>
 
              <li>Simple when a + something is granted this week, next week that plus is now a minus.  This should prevent selecting the same + item twice in a row.
 
              <li>To prevent people from just dropping temptation to avoid the malus, make the cooldown work so when you leave temptation it won't drop out until the following week.
 
            </ul>
 
        </div>
 
      </div>
 
  </div>
 
 
</div>
 
</div>
 +
</div>
 +
===General QOL Point Purchases Options===
 +
{| class="wikitable"
 +
|-
 +
! Item
 +
|-
 +
| More Slate/Flint hoards
 +
|-
 +
| More Dug items stone/gypsum ect..
 +
|-
 +
| Reduced chariot timers\time usage outside of free rides
 +
|-
 +
| Increase (select one of the safari animal) spawns
 +
|-
 +
| Increase sheep or cow or pig spawns
 +
|-
 +
| Increase herb spawns
 +
|-
 +
| Increase mushroom spawns
 +
|-
 +
| increase speed road\offroad\water\all
 +
|-
 +
| reduced tending needed to grow flax, veggies, etc
 +
|-
 +
| reduced water needed to grow flax, veggies, etc
 +
|-
 +
| reduced tree timers in regions you own
 +
|-
 +
| increased wood in regions you own
 +
|-
 +
| decrease in length of X stat timers
 +
|-
 +
| reduced costs for building new things
 +
|-
 +
| Temporary access to "Special" cheese recipes
 +
|-
 +
| Ants don't need to eat this week/increased leaf gather
 +
|-
 +
|Increased ore/increased metal conversion
 +
|-
 +
|Increased offline chore production by X%
 +
|}
 +
===Research Point Purchases ===
 +
This may not fit here since tempation points are supposed to be for those who opt in but they came up in the idea so I've added them for consideration somewhere.
 +
{| class="wikitable"
 +
|-
 +
! Item !! Notes
 +
|-
 +
| Detailed Research Announcements || When a problem is run into announce what materials are needed and the location, on resume announce it's resumed with x remaining time.
 +
|-
 +
| Research Delivery || Allow materials to be deposited at school/great hall then they will be delivered to the uni after time
 +
|-
 +
| Shared Research || When the regionally controlled research finish, they should speed up research timers at other locations
 +
|-
 +
| Unmonitored Research || Receive the research notification from uncontrolled regions
 +
|}
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==Alcohol Ideas==
+
===Disadvantage Discussion===
  <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
      <ul>
+
<ul>
        <li>Expand beer brewing for instance to include adding of herbs to influence the flavors -- Somebob
+
<li>Simple when a + something is granted this week, next week that plus is now a minus. This should prevent selecting the same + item twice in a row.
        <li>Add the ability to culture yeasts -- Peacefulness
+
<li>To prevent people from just dropping temptation to avoid the malus, make the cooldown work so when you leave temptation it won't drop out until the following week.
        <li>At world creation ensure all flavors are accessible -- Mehrane
+
</ul>
        <li>Add a <a href="https://atitd.wiki/tale8/User:Solaris/Test_of_the_Master_Brewer">Test of the Master Brewer</a> - Solaris
+
</div>
        <li>Add a way to indicate what % the wine is when bottled without having to change the label.
+
</div>
      </ul>
+
</div>
  </div>
 
 
</div>
 
</div>
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==Consumables Ideas==
+
==Alcohol Ideas==
  <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
      <ul>
+
<ul>
        <li>Add smoked ham, similiar to the way cheese is done
+
<li>Expand beer brewing for instance to include adding of herbs to influence the flavors -- Somebob
        <li>Allow cooking recipes to be saved for future use
+
<li>Add the ability to culture yeasts -- Peacefulness
        <li>Add a kitchen upgrade "kitchen prep box" which you can add all items to then send them to be mixed to avoid the "kitchen is busy" message
+
<li>At world creation ensure all flavors are accessible -- Mehrane
      </ul>
+
<li>Add a <a href="https://atitd.wiki/tale8/User:Solaris/Test_of_the_Master_Brewer">Test of the Master Brewer</a> - Solaris
  </div>
+
<li>Add a way to indicate what % the wine is when bottled without having to change the label.
 +
</ul>
 +
</div>
 
</div>
 
</div>
 
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==Current buildable item Ideas==
+
==Consumables Ideas==
  <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
      <ul>
+
<ul>
        <li>Allow Raeli ovens to be upgraded to auto dredge tiles, after tiles are baked it would resume tile dredging
+
<li>Add smoked ham, similiar to the way cheese is done
        <li>Allow farms to be small/medium/large
+
<li>Allow cooking recipes to be saved for future use
        <li>Allow hand plowed garden for like a 2x6 or extra small farm have it use at large end timer
+
<li>Add a kitchen upgrade "kitchen prep box" which you can add all items to then send them to be mixed to avoid the "kitchen is busy" message
        <li>When salvaging things with gear boxes return some of the gears if you have the salvage skill
+
</ul>
        <li>Salvage an uninstalled gearbox to return gears.
+
</div>
        <li>Permit chests to be painted and show the painted color
 
        <li>Permit tool required buildings to be upgraded to install the tool, ie acid bath could require extra metal and the tongs to install them permanently.
 
        <li>Permit kitchens to be linked to a <a href="https://cdn.discordapp.com/attachments/416835896109694976/793567020397625345/Screen_Shot_2020-12-29_at_2.51.28_PM.png">'tiki building'</a> similiar to wells/ranches -- the linked Kitches would should food name (freshness) - sub menu for box/bag/eat all other functionality would stay at the kitchen.
 
      </ul>
 
  </div>
 
 
</div>
 
</div>
 
 
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==Gem Ideas==
+
==Current buildable item Ideas==
  <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
      <ul>
+
<ul>
        <li>Gem catalog for Gem Cutting Table in alphabetical Order
+
<li>Allow Raeli ovens to be upgraded to auto dredge tiles, after tiles are baked it would resume tile dredging
        <li>Add a steam engine or spring box to the watermine for longer wind times
+
<li>Allow farms to be small/medium/large
        <li>Add a decaying papy basket to the watermine
+
<li>Allow hand plowed garden for like a 2x6 or extra small farm have it use at large end timer
        <li>Add a rotproof upgrade  to the watermine -- May still decay but take much longer than the papy basket / Also should require more advanced skill
+
<li>When salvaging things with gear boxes return some of the gears if you have the salvage skill
      </ul>
+
<li>Salvage an uninstalled gearbox to return gears.
  </div>
+
<li>Permit chests to be painted and show the painted color
 +
<li>Permit tool required buildings to be upgraded to install the tool, ie acid bath could require extra metal and the tongs to install them permanently.
 +
<li>Permit kitchens to be linked to a <a href="https://cdn.discordapp.com/attachments/416835896109694976/793567020397625345/Screen_Shot_2020-12-29_at_2.51.28_PM.png">'tiki building'</a> similiar to wells/ranches -- the linked Kitches would should food name (freshness) - sub menu for box/bag/eat all other functionality would stay at the kitchen.
 +
</ul>
 +
</div>
 
</div>
 
</div>
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==Steam Engine Ideas==
+
==Gem Ideas==
  <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
      <ul>
+
<ul>
        <li>Steam engine attachment or new building steam mixer for mixing concrete
+
<li>Gem catalog for Gem Cutting Table in alphabetical Order
        <li>Steam engine to crush medium stone to gravel
+
<li>Add a steam engine or spring box to the watermine for longer wind times
      </ul>
+
<li>Add a decaying papy basket to the watermine
  </div>
+
<li>Add a rotproof upgrade  to the watermine -- May still decay but take much longer than the papy basket / Also should require more advanced skill
 +
</ul>
 +
</div>
 
</div>
 
</div>
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==Talent Ideas==
+
==Steam Engine Ideas==
  <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
      <ul>
+
<ul>
        <li>Lumberjack should allow for tree planting even if it was a one time only thing similiar to the free cow
+
<li>Steam engine attachment or new building steam mixer for mixing concrete
        <li>weaver talent should includ increased flax output
+
<li>Steam engine to crush medium stone to gravel
      </ul>
+
</ul>
  </div>
+
</div>
 
</div>
 
</div>
 
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==UI Ideas==
+
==Talent Ideas==
  <div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
      <ul>
+
<ul>
        <li>UI timer for temporary stat effects, like food/moss/springs/incense ect...
+
<li>Lumberjack should allow for tree planting even if it was a one time only thing similiar to the free cow
        <li>A way to minimize the chat window
+
<li>weaver talent should includ increased flax output
        <li>Spell check for chat
+
</ul>
        <li>Possible way to edit previous chat message
 
        <li>Turn on chat logging to output to a file
 
        <li>Notepad function to save notes
 
        <li>When clicking your avatar, Special, Show Entomology Progress....It shows your progress on insects found for the Arthropodology skill.  Please relabel that menu option!  (Skill-wise, Entomology is related to beetle-breeding, not insect-finding)
 
        <li>Menu to check sheet glass making skill level -- or just add it to the skills window
 
        <li>Update button size on charcoal ovens UI to adapt to modern day resolutions
 
        <li>Make the task list more filterable, or  split test tasks away from other tasks
 
        <li>Higher endurance/str speeds the dive animation
 
        <li>Display total carry capacity
 
        <li>Visual indicators when machines/buildings breakdown
 
        <li>Garlic scale much larger than other vegetables
 
        <li>Tag items that are immune to sweeper with an icon
 
        <li>Can there be an in-game tool to make fumeology tracking easier?  Perhaps something similar to the tool that lists which insects we have collected, or our ability to see which herbs we have memorized.
 
        <li>On gear box making show the gears missing from inventory instead of all gears.
 
      </ul>
 
  </div>
 
 
</div>
 
</div>
 +
</div>
 +
<div class="mw-collapsible mw-collapsed">
 +
==UI Ideas==
 +
<div class="mw-collapsible-content">
 +
<ul>
 +
<li>UI timer for temporary stat effects, like food/moss/springs/incense ect...
 +
<li>A way to minimize the chat window
 +
<li>Spell check for chat
 +
<li>Possible way to edit previous chat message
 +
<li>Turn on chat logging to output to a file
 +
<li>Notepad function to save notes
 +
<li>When clicking your avatar, Special, Show Entomology Progress....It shows your progress on insects found for the Arthropodology skill.  Please relabel that menu option!  (Skill-wise, Entomology is related to beetle-breeding, not insect-finding)
 +
<li>Menu to check sheet glass making skill level -- or just add it to the skills window
 +
<li>Update button size on charcoal ovens UI to adapt to modern day resolutions
 +
<li>Make the task list more filterable, or  split test tasks away from other tasks
 +
<li>Higher endurance/str speeds the dive animation
 +
<li>Display total carry capacity
 +
<li>Visual indicators when machines/buildings breakdown
 +
<li>Garlic scale much larger than other vegetables
 +
<li>Tag items that are immune to sweeper with an icon
 +
<li>Can there be an in-game tool to make fumeology tracking easier?  Perhaps something similar to the tool that lists which insects we have collected, or our ability to see which herbs we have memorized.
 +
<li>On gear box making show the gears missing from inventory instead of all gears.
 +
</ul>
 +
</div>
 +
</div>
 +
<div class="mw-collapsible mw-collapsed">
 +
==Other Ideas==
 +
<div class="mw-collapsible-content">
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  ==Other Ideas==
+
<ul>
  <div class="mw-collapsible-content">
+
<li>Add General questing
      <div class="mw-collapsible mw-collapsed">
+
</ul>
        <ul>
+
<div class="mw-collapsible-content">
            <li>Add General questing
+
<ul>
        </ul>
+
<li> Could start simple: 'there's an NPC at the cs that is asking for (random item) and will trade (whatever) for it!'
        <div class="mw-collapsible-content">
+
<li> It doesn't even need to be particularly rewarding, but giving people more stuff to do will help those of us that binge the living hell out of this game at (hopefully) low coding cost!
            <ul>
+
<li>Take into consideration whats going in your region/house -- If there are no art/thought/scarabs that would exclude that from being a daily or call out travel to kush for thought and have it give a slightly different reward since you now need to go out of your region. This would be a good thing when the population falls.
              <li> Could start simple: 'there's an NPC at the cs that is asking for (random item) and will trade (whatever) for it!'
+
<li>Have it pick 2 different types of gathers from a random list of your skills
              <li> It doesn't even need to be particularly rewarding, but giving people more stuff to do will help those of us that binge the living hell out of this game at (hopefully) low coding cost!
+
<li>have 1 "craft" type daily which can either pick from a lists of required research items or just something random based on your skill
              <li>Take into consideration whats going in your region/house -- If there are no art/thought/scarabs that would exclude that from being a daily or call out travel to kush for thought and have it give a slightly different reward since you now need to go out of your region. This would be a good thing when the population falls.
+
<li>Reward-wise you could keep the same token setup like you have and have your great hall keep a small list of static items and another list of things that change weekly or make a toggle that picks something something from a loot table for each of the different types of dailies and have it give the item when you complete the daily
              <li>Have it pick 2 different types of gathers from a random list of your skills
+
</ul>
              <li>have 1 "craft" type daily which can either pick from a lists of required research items or just something random based on your skill
+
</div>
              <li>Reward-wise you could keep the same token setup like you have and have your great hall keep a small list of static items and another list of things that change weekly or make a toggle that picks something something from a loot table for each of the different types of dailies and have it give the item when you complete the daily
+
</div>
            </ul>
+
<li>Sign up for chariot, then when its ready it would port you.  This would permit for art/thought judging while waiting for chariot without missing it.
        </div>
+
<li>Scale group events based on last weeks census or current census if its regularly kept up to date.  Impacted snowfalls immensely as there were too few active players.
      </div>
+
<li> Pearls are currently useless after necklaces are complete they need more consumption abilities -- throne, sigils alchemy/chemistry
      <li>Sign up for chariot, then when its ready it would port you.  This would permit for art/thought judging while waiting for chariot without missing it.
+
<li>Add vegetable size to genome
      <li>Scale group events based on last weeks census or current census if its regularly kept up to date.  Impacted snowfalls immensely as there were too few active players.
+
</ul>
      <li> Pearls are currently useless after necklaces are complete they need more consumption abilities -- throne, sigils alchemy/chemistry
+
</div>
      <li>Add vegetable size to genome
 
      </ul>
 
  </div>
 
 
</div>
 
</div>

Revision as of 21:17, 26 January 2021

Idea's compressed

This is a compressed version from the ideas and general chat for Malard. I'll be adding the other idea's that have been discussed shortly.

Temptation Point Purchases

Bonuses need to scale based on the length of the tale or techs available. Bonuses need to be large enough to encourage people to join in or it risks not being used. Players need to feel like they're missing out on something. Stat bonuses specifically were pitched as scale x2 linked to cooking skill lvl+1, and speed is one of the largest things requested.

QOL Point Purchases - Changes to tech that scale

Item Notes
Flimsy brick racks don't break After blacksmithing is available switch to increased brick production from sturdy brick racks
Less twine breakage No longer an option once hand looms available
Fewer mats to repair machines
Casting/Blacksmithing +1 While not max level available allow this tech

General QOL Point Purchases Options

Item
More Slate/Flint hoards
More Dug items stone/gypsum ect..
Reduced chariot timers\time usage outside of free rides
Increase (select one of the safari animal) spawns
Increase sheep or cow or pig spawns
Increase herb spawns
Increase mushroom spawns
increase speed road\offroad\water\all
reduced tending needed to grow flax, veggies, etc
reduced water needed to grow flax, veggies, etc
reduced tree timers in regions you own
increased wood in regions you own
decrease in length of X stat timers
reduced costs for building new things
Temporary access to "Special" cheese recipes
Ants don't need to eat this week/increased leaf gather
Increased ore/increased metal conversion
Increased offline chore production by X%

Research Point Purchases

This may not fit here since tempation points are supposed to be for those who opt in but they came up in the idea so I've added them for consideration somewhere.

Item Notes
Detailed Research Announcements When a problem is run into announce what materials are needed and the location, on resume announce it's resumed with x remaining time.
Research Delivery Allow materials to be deposited at school/great hall then they will be delivered to the uni after time
Shared Research When the regionally controlled research finish, they should speed up research timers at other locations
Unmonitored Research Receive the research notification from uncontrolled regions

Disadvantage Discussion

  • Simple when a + something is granted this week, next week that plus is now a minus. This should prevent selecting the same + item twice in a row.
  • To prevent people from just dropping temptation to avoid the malus, make the cooldown work so when you leave temptation it won't drop out until the following week.

Alcohol Ideas

  • Expand beer brewing for instance to include adding of herbs to influence the flavors -- Somebob
  • Add the ability to culture yeasts -- Peacefulness
  • At world creation ensure all flavors are accessible -- Mehrane
  • Add a <a href="https://atitd.wiki/tale8/User:Solaris/Test_of_the_Master_Brewer">Test of the Master Brewer</a> - Solaris
  • Add a way to indicate what % the wine is when bottled without having to change the label.

Consumables Ideas

  • Add smoked ham, similiar to the way cheese is done
  • Allow cooking recipes to be saved for future use
  • Add a kitchen upgrade "kitchen prep box" which you can add all items to then send them to be mixed to avoid the "kitchen is busy" message

Current buildable item Ideas

  • Allow Raeli ovens to be upgraded to auto dredge tiles, after tiles are baked it would resume tile dredging
  • Allow farms to be small/medium/large
  • Allow hand plowed garden for like a 2x6 or extra small farm have it use at large end timer
  • When salvaging things with gear boxes return some of the gears if you have the salvage skill
  • Salvage an uninstalled gearbox to return gears.
  • Permit chests to be painted and show the painted color
  • Permit tool required buildings to be upgraded to install the tool, ie acid bath could require extra metal and the tongs to install them permanently.
  • Permit kitchens to be linked to a <a href="Screen_Shot_2020-12-29_at_2.51.28_PM.png">'tiki building'</a> similiar to wells/ranches -- the linked Kitches would should food name (freshness) - sub menu for box/bag/eat all other functionality would stay at the kitchen.

Gem Ideas

  • Gem catalog for Gem Cutting Table in alphabetical Order
  • Add a steam engine or spring box to the watermine for longer wind times
  • Add a decaying papy basket to the watermine
  • Add a rotproof upgrade to the watermine -- May still decay but take much longer than the papy basket / Also should require more advanced skill

Steam Engine Ideas

  • Steam engine attachment or new building steam mixer for mixing concrete
  • Steam engine to crush medium stone to gravel

Talent Ideas

  • Lumberjack should allow for tree planting even if it was a one time only thing similiar to the free cow
  • weaver talent should includ increased flax output

UI Ideas

  • UI timer for temporary stat effects, like food/moss/springs/incense ect...
  • A way to minimize the chat window
  • Spell check for chat
  • Possible way to edit previous chat message
  • Turn on chat logging to output to a file
  • Notepad function to save notes
  • When clicking your avatar, Special, Show Entomology Progress....It shows your progress on insects found for the Arthropodology skill. Please relabel that menu option! (Skill-wise, Entomology is related to beetle-breeding, not insect-finding)
  • Menu to check sheet glass making skill level -- or just add it to the skills window
  • Update button size on charcoal ovens UI to adapt to modern day resolutions
  • Make the task list more filterable, or split test tasks away from other tasks
  • Higher endurance/str speeds the dive animation
  • Display total carry capacity
  • Visual indicators when machines/buildings breakdown
  • Garlic scale much larger than other vegetables
  • Tag items that are immune to sweeper with an icon
  • Can there be an in-game tool to make fumeology tracking easier? Perhaps something similar to the tool that lists which insects we have collected, or our ability to see which herbs we have memorized.
  • On gear box making show the gears missing from inventory instead of all gears.

Other Ideas

  • Add General questing
  • Could start simple: 'there's an NPC at the cs that is asking for (random item) and will trade (whatever) for it!'
  • It doesn't even need to be particularly rewarding, but giving people more stuff to do will help those of us that binge the living hell out of this game at (hopefully) low coding cost!
  • Take into consideration whats going in your region/house -- If there are no art/thought/scarabs that would exclude that from being a daily or call out travel to kush for thought and have it give a slightly different reward since you now need to go out of your region. This would be a good thing when the population falls.
  • Have it pick 2 different types of gathers from a random list of your skills
  • have 1 "craft" type daily which can either pick from a lists of required research items or just something random based on your skill
  • Reward-wise you could keep the same token setup like you have and have your great hall keep a small list of static items and another list of things that change weekly or make a toggle that picks something something from a loot table for each of the different types of dailies and have it give the item when you complete the daily
  • Sign up for chariot, then when its ready it would port you. This would permit for art/thought judging while waiting for chariot without missing it.
  • Scale group events based on last weeks census or current census if its regularly kept up to date. Impacted snowfalls immensely as there were too few active players.
  • Pearls are currently useless after necklaces are complete they need more consumption abilities -- throne, sigils alchemy/chemistry
  • Add vegetable size to genome