Feedback Archieve (2021-2022)
The major issue I see is there is no way to focus certain items of growth, or to automatically undo what the drought causes. Multiple playthroughs I find that once my thirst gets really bad that when the drought is over two things happen; my population might be thirsty but I cannot prioritize workers to be able to focus on pumping water (the priority feature is great but can I also use it to focus on certain resources as well?) and second being that when the drought kills crops there is not a feature for my population to automatically replant when the drought ends.
Comments: 141
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21 Sep, '21
Thaina Yu MergedIt's look and concept certainly is cool. But it was lacking the fun part
TBH their mechanic is plain and boring
- Breeding pods look cool. But it just give you constant population. Eventually beaver born will equal beaver die of old age. While Folktail will randomly give you newborn, and we need to try satisfy their need so they have more babies. It was a feel like baby are more rewarding
> Maybe breeding pod can choose type of food. Better quality food will make faster growth. like 4 bread give beaver in 8 hour
- Engine is just a large bulk of something to find somewhere useless to place it down and you can forget about it. While with the Folktail's windmill, I try to find sensible place to decorate them, on the roof and side of building especially
> One idea is, they might have mechanic around heat. Many building use heat like bakery can place boiler block to output some power. And adjacant heat source exponent it. So it more fun to layout the town with many power source -
21 Sep, '21
Thaina Yu Mergedps : by exponent I mean, suppose 1 bakery give 20 power. 2 bakery should be 50, which is x2.5 and 3 might be 80, x4 so it more fun to cram everything hot around a boiler
The engine should also be a heat source and might give another 20 to boiler
Another mechanic is earth maybe? Putting boiler and engine around the cliff/mountain will retain heat and ramp up power a little. Maybe ~1% for nearby soil block or just calculate geometry of heat dissipation -
21 Sep, '21
Slaw MergedThe breeding pods are disturbing to be honest. Like a cyberpunk dystopia. I would scrap that idea.
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23 Sep, '21
Jaqui MergedIronteeth Faction will eventually breed themselves into extinction since the pods do not limit in any fashion. You need at least 6 pods to replace losses due to age, yet the pods will produce even without the loss so you wind up with uncontrolled population growth unless you micro-manage the pods by pausing and activating them. The micro-managing is just an irritation and not an enjoyable aspect of the gameplay for them.
I would definitely come up with a limiter so players don't need to constantly monitor pop and pods. -
23 Sep, '21
Gin Fuyou Admin MergedJaqui, you say weird things, how pods will reproduce without the loss, where losses will disappear? Pods have constant population surplus, naturally it will reach point where it's balanced with deaths, depending on scale you may get higher or lower fluctuations when beavers born at same time die of old age at roughly same time.
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24 Sep, '21
Thaina Yu MergedIf there is RPG stat system like this https://timberborn.featureupvote.com/suggestions/216128/simple-rpg-stats-for-beavers
Maybe I would propose that breeding pod can select type of food, but each type of food will add difference bonus to stat from birth
Bread for int and potato for strength and carrot for agi for example -
27 Sep, '21
Facundo Muniz MergedSome icons as menu and bug report dont have tooltip, actually the game stuck very early, low variety of building, no upgrade system for them. Actuals buildings are very good but can be excelent.
Procedural maps can be a good adition to the game.
A great game, im waiting for new factions and content.Thanks!!! -
28 Sep, '21
AlcatorSK MergedThe game keeps prompting me to go to this site to provide feedback, but all I see are suggestions for what to add. I think it's important to also talk about what works (and why we think it works).
Is this forum a good place for that? -
28 Sep, '21
:) MergedBreeding pods are really not an issue. It's all about starting low and slow and gradually expanding them when the need arises. If you plop down 10 of them right from the start, then yes, you will quickly gather a large population of beavers and it will run out of control. But if you start with a few pods, and increase the amount when your population grows bigger and more beavers will die simultaneously, you will see that it is actually a nice alternative way to plan birth control. If you need to pause them, then you have already built too many of them to begin with.
Also consider the fact that the population of your new districts will automatically regenerate from day 1 without having to migrate a sufficient amount of beavers from your main district who first require housing, food, and entertainment before they decide to reproduce. It all depends on how you want to play the game. -
29 Sep, '21
FuryoftheStars MergedI've seen people post feedback only here, but when I click the feedback button it brings me to the main forums: https://forums.mechanistry.com/?utm_source=game&utm_campaign=feedback-button
I think the general Suggestion and Feedback page (https://forums.mechanistry.com/forum/5-suggestions-and-feedback/) would be better than the Bug and Suggestion Tracker? -
30 Sep, '21
Thaina Yu MergedI don't say breeding pod control has any problem I can play with it just fine. And that's exactly my point, I know it too well and it just too boring to play with it
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06 Oct, '21
Badger badger MergedAfter playing for maybe 2 or 3 hours. I think the basic game is really good. But as a noob it's just pretty slow. I find myself putting the game on fastest speed and even then I place a new building, and then sit around for 5 minutes waiting for it to get built. The drought mechanic makes this worse, because every 10 minutes there is a time when nothing grows and all the workers can do is sit on their backside. Probably I am just not very good at the game yet.
Mechanics I can think of to fix this:
* build new workers until you are resource limited (e.g. Dungeon keeper)
* hostile mobs come in to make things more interesting (e.g. command and conquer)
* add in a "god" character that is controlled by the player (e.g. factorio)
Basically, early game there should be a hundred different things that need to be done and not enough time to do it. That isn't the case I think for this game. It's a question of game balance. -
13 Oct, '21
no MergedI keep literally losing population from old age and they never reproduce, this is the 2nd long game I've played, I play on hard, I get to cycle 5 or so and my population just declines from old age and they stop reproducing, I end up just lingering on with less population than what I started on, usually 4 or 5, I can't progress further mid-late game with 5 pop, I have 0 deaths from starvation or thirst throughout. Also how to make another society is kinda unclear, also it's really annoying not being able to get and metal from ruins because the ruins are too far away from my town centre even with paths. I noticed the droughts don't get longer after a certain point which is kinda weird, the start of the game is half a challenge then it's just easy from then on. maybe add some other weather conditions like hail or frost (maybe with seasons), even heavy downpour of rain periods flooding the map somewhat.
enjoy it otherwise, feels a little like AoE except about surviving not killing :) -
13 Oct, '21
Lajos MergedHello,
this is my second attempt, first one had to many letters. :D
This game is NOW a 8/10, love it, but some things got stuck in my head:
- What about a school? Usually u level up knowledge late, but with schools u can do it earlier. Maybe there will be something like "Knowledge I" and "Knowledge II" then but hey, its something.
- That leads me to the next point. The printing press. U produce books and boost your knowledge but what about a library? U dont need that much space in your storage for books anymore, could be stored in that library. The beavers consume the books now so u actually "lose" them. Beavers could rent books. Then u dont have to put so many resources in this.
- Move buildings. (like in anno 1800)
- The wind. I build the wind turbines often but they are not consistent enough and i cant see where the wind comes from.
-wood storage variants. In Late game this storage needs a lot of space 'cus they need to build onto the ground.
-buildin drive shafts straig -
13 Oct, '21
Gin Fuyou Admin MergedDo you build enough lodges? Folktails reproduce based on available housing, there is no problem get a hundred beavers very fast with them.
To reach ruins you build new district and run distribution through distribution center - drop off point pair.
Agreed about late game getting too easy, I recommend trying a custom difficulty for now, let's see what devs will come up later. -
13 Oct, '21
Gin Fuyou Admin MergedAll of it is already suggested in separate topics, but thanks for feedback!
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02 Nov, '21
Taylor Pickman Merged- The Irrigation tower is currently less efficient, in terms of water, science points, and building materials than just placing down a water dump surrounded by a few levees. To be useful, I would recommend increasing it's water efficiency and/or area of effect
- The Scarecrow is effectively superficial. the small décor bonus it gives has very little effect, since only farmers are likely to be in range of it. I would recommend having it extend the amount of time a crop remains harvestable after it loses water. Would also be lovely if it could be placed in fields without removing a crop square
- Metal has comparatively few required uses for it's availability. Only the Iron teeth require it for anything within their progression, and once you have a few engines built, it becomes rather redundant. By the end of mid-game I often have no further need for it, and it just sits in warehouses taking up space -
02 Nov, '21
Taylor Pickman Merged- Some sort of powered water transport, possibly unique the the Iron teeth. Pipes would be a wonderful way to use up all of that metal, and It seems like water could be transferred similarly to power, rather than having to be hand-carried between locations by haulers.
- Additional Science buildings. As it stands, producing enough science for the mid-game requires an exceptionally large number of science huts. Additional science buildings with different footprints and power requirements could potentially produce more science with fewer beavers or in less space.
- Spillway/Sluice Gates. A solid block that could release water form the bottom of a reservoir, rather than the top, and have dams or levees built on top of it
- Control Center. A late game building that would allow the scheduling of things like opening floodgates, and pausing water pumps. -
02 Nov, '21
Taylor Pickman MergedIt seems both unnecessary and problematic that Distribution centers have to be built and unlocked separately, since they are both required before either can function . Suggested Mechanical changes below:
- Distribution centers can both send and receive goods, but remain limited to 10 routes total.
- Drop-off points can only receive goods, but are significantly less expensive, allowing the player to send resources to locations without a distribution center, or free up additional slots at distribution centers for outgoing routes.
Alternatively a more realistic model might work like this:
- Drop off points are replaced by "Shipping Depots," which unlock more cheaply than Distribution centers, and cost fewer materials
- Shipping Depots can both send and receive resources, up to 10 routes per depot
- Distribution Centers become a later-game unlock, used to link several shipping depots, so that the same resource can be gathered form several places and sent to one location, or vice ve -
02 Nov, '21
Taylor Pickman MergedWould be wonderful to see extended flooding mechanics, such as a Wetland tile and conservatory building.
The wetland tile would require more water to irrigate or turn green, but remain green for a certain period after water is gone. Wetland could be farmed on, but would not be treated as a solid block for the purpose of building, and require platforms to be placed before buildings could be built.
Wetland tiles could be pre-generated within the map, or ground tiles could be converted to wetland using a conservatory building.
This would add both some more terrain variation for maps, and an interesting new way to manage crops using seasonal floods, rather than constant irrigation.
It would also be great to see additional crops, such as rice, or trees such as mangroves, which can only be planted in wetlands or flooded tiles. -
02 Nov, '21
Gin Fuyou Admin Merged"Feedback After 3 Weeks: Feature/Content Suggestions" (suggested by Taylor Pickman on 2021-11-02), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Nov, '21
Gin Fuyou Admin Merged"Feedback after 3 weeks: Distribution centers" (suggested by Taylor Pickman on 2021-11-02), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Nov, '21
Gin Fuyou Admin Merged"Feedback after 3 Weeks: Wetland/Conservatory" (suggested by Taylor Pickman on 2021-11-02), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Nov, '21
Ghoou Mergedi have been playing timberborn for 180 hours now, and one thought i wasn't able to shake is adding a sniper class beaver. i think it could really enhance the gameplay experience
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10 Nov, '21
Gin Fuyou Admin Mergedem.... Why?
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11 Nov, '21
AfterCrow MergedNice troll suggestion. ;)
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14 Nov, '21
Zanzo Mergedso having played fora solid 6 hours for the first time I've become of the impression that 90% of the game-play is what i would call "early game" followed by a very brief, very pointless seeming endgame.
now please take this all with a grain of salt, but for me, reaching the "end game" was gaining the ability to actually irrigate the river via landscape alteration, i.e. acquire dynamite.
this took too long, and by the time i had it, i already sort of had everything else... so i was at a loss of what to do at that point. mind you i was playing on easy to experience the tutorial (since again, first time playing) so i imagine that i might have triggered a fail-state on a higher difficulty (storing water early was an issue for me because i didn't know droughts were a thing)
likewise, i found that the ability to transfer items between townships to be a frustrating endeavor, and once it was fixed, my satellite towns began eating all my planks.
there was a lot to like, but still some e -
14 Nov, '21
Zam! Admin MergedI agree there should be a limit below which no trade will be done so that, like in Your case, satellite districts will not drain the main one to 0.
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14 Nov, '21
Gin Fuyou Admin MergedWouldn't be low distribution limit is what you need? Personally I find distribution is mostly frustrating because of clumsiness of interfaces and lack of statistics.
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15 Nov, '21
Zane MergedI see what you mean, a sniper tower which targets old beavers in it's radius that are about to die. Every ten kills it grants a productivity or happiness bonus to nearby beavers for a couple days. I like it!
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03 Dec, '21
BlueLionsHead MergedFirst of all, great game so far.
My first suggestion would be a short one. Make new Factions (and I hope there will be more in Future) unlockable via Achievements or via playing the previous Faction until you reach a certain point. So we can skip a Faction we dont want to play.
The second is: Sort the researchable stuff in different tiers. Maybe you have to unlock the tiers first to get a set number of Buildings inside that tier and more specialiced Stuff you have to unlock after that.
Example: After unlocking tier 2 you get the Floodgate for free, but the double and tripple variant you have to spend research points after unlocking tier 2.
My last point are some Ideas what you can do in a campaign.
-Survive for X days
-Progress untill you unlock a certain Building
-Transform X% of the map into an Area where you can grow stuff
-Have X amount of people/ressources
-Move your Colony across the Map to unlock new areas untill you reach a specific Area
Sadly thats all I can -
06 Dec, '21
Zanzo MergedDue to the word count, assume that anything that isn't mentioned here i considered to be fun, or at least adequate.
That said, i will be focusing on my primary pain points in this post after playing 53 hours spread across all available maps.
1: The wood chug: put simply, 10% of the game is actually playing, 90% is waiting for wood to grow. this is horrifically inefficient and i would appreciate either a re-tuning of tree growth, or perhaps some way to produce fertilizer to expedite the process.
2: Lack of ability to monitor resource consumption means that i'll go overnite from a multi-thousand surplus of food to everything dying of starvation because i built 2 more houses and looked away for 3 seconds.
3: stairs should be default and not require planks, i hate having to build on fertile lands on half the maps because i can't get up cliffs for half an hour and farmland gets wasted.
4: in it's current state, i refuse to make a second district, as expanding feels terrible. (TB -
08 Dec, '21
ItDoesntMatter MergedWith current work rate. Default game will die. Mods will prevail.
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20 Dec, '21
Atlas MergedHi, I have been playing your new game for the past couple of days and have been having a great time, no bugs or balancing issues encountered on my end.
Hope everything is going well with the development of the game.
I have only a minor OCD note and a handful of suggestions, please make the path look good when placed in a square of 4 or larger and that they do not have these grid holes in them.
Also, I do not know if you already have something like this planned for the future but of course in a future DLC the Iron beavers would of course see the other clan as weak and go to war with them, or you could form diplomatic relations and trade with them if players choose to go that route.
Unrelated to that there could be a pottery profession, I could totally see intelligent beavers working with and mastering clay. -
20 Dec, '21
Gin Fuyou Admin MergedThanks for the feedback on dev team's behalf.
But it's better to find corresponding separate suggestion and vote up them, devs will be looking at popular suggestions considering new features to implement.
The wide roads suggestion doesn't look very optimistic at the moment, but some solution still could be found. -
21 Dec, '21
H MergedThis game has the basis of greatness. I nearly gave up on it because of how clunky it is if you put the wood cutters in the wrong direction during the tutorial. Give a campaign to introduce features. Where are basic features like key binding and customizable warnings? This ford focus could drive like a maserati, but nobody is going to buy the expired car. The underlying mechanics work, make it better beyond that. Watch your youtubers and take in their suggestions.
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24 Dec, '21
Bellenza MergedThe game lacks more color and images.
The ''pencil drawing'' system of the menus and features is a bit tiring and dull!!
It would be much more fun, everything more colorful and with more real images!! b -
24 Dec, '21
Varinathras MergedI like building very compact, lowpop districts, often getting to the final monument (12k science) with 36 beavers across 4 lodges.
If I want to go higher, the amount of stairs and paths needed become a district of their own due to awkward stair turns.
Issues:
-I cannot create stairwells (place a stairs, facing the same direction, above another stairs)
-Turning paths after a stairway is very awkward, turning into a 2x3 or larger mass of wood platforms tacked on for every floor
Result:
More terrain covered in platforms and stairs than houses -
25 Dec, '21
Gin Fuyou Admin MergedHere is suggestion for spiral stair: https://timberborn.featureupvote.com/suggestions/216620/curve-stairs-spiral
And powered elevator: https://timberborn.featureupvote.com/suggestions/211676/adda-a-powered-lift-or-elevator -
26 Dec, '21
Peter Knutsen MergedI like the general use of muted colours. They create a realistic "Skyrim look" feel. However, I would like to see tiny instances of more colour, like colourful flowers, or occassional colourful fumes or sparks coming from the Inventor's Huts. Juts a little. Not turning Timberborn into cartoon visuals with the entirety of the RGB palette run amok.
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29 Dec, '21
shawn Mergedlove the game. my main colony esque game is factorio. my main gripe with factorio is that is felt pretty lonely. Timberborn solves that with personas completing tasks. However i really do not know any single one of their names so the personality is lacking. droughts are becoming a bit repetitive, like as long as you have food and water youre good. additional threats would be cool, floods, freezes. after 'completing' a few runs i was left with the question, "and then what?" okay i have a fairly sustainable colony, but why am i even doing this? referring back to factorio, it is to build a rocket to leave the planet. Here i am left with void on why do i care about these beavers unless its just for the achievements/happiness.. do they act better when they are happy? iron teeth i had a lot of problems trying to understand what rate i should be making more beavers to maintain/grow with the breeding spots. factions could have diff gov structure, selecting a mayor for democracy etc.
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02 Jan, '22
crimsonking MergedThe game is really fun, but some mechanics are too much on the micro-management side.
Some example:
* assigning what resource goes to which wharehouse. There are too many resources, fine-tuning all that (for each wharehouse) would be tedious. Couldn't each resource simply go to the wharehouse better positioned for that supply-chain?
* planning distribution routes. That UI is too convoluted, I just want to balance some resources from a district to another. It seems relatively straightforward, but all of a sudden I have to tweak dozen of numbers whose actual meaning I've never fully understood. -
14 Jan, '22
Charles Lacour MergedYou're wasting your time asking for less micromanagement. Everything about the game says it is designed to be a micromanager's wet dream.
I agree that the warehouse issue needs to be addressed (having it default to all off, or at least have a 'Toggle all off/on' button. It's rather worse than clunky right now, and all signs are that the number of items in the game is only going to increase. Another idea, have buttons which designate it as a food warehouse, general warehouse or builder warehouse (everything non-food, basically), and have that work in conjunction with the master on/off toggle.
If you want to transfer something (planks, for example) from one district to another there are district distribution limits (red button at bottom of both the distribution center and the dropoff point), but as best I can tell, they don't work. I have a limit of 150 berries from the DC and a receiving limit of 100 at the DP. 158 have been sent. Think I'll file that as a bug. -
21 Jan, '22
Gin Fuyou AdminHello. First sentence kind of confused me until I re-read whole text again ^_^", but there seem to be a slight misunderstanding...
Regarding priorities - I totally agree it's one of biggest game problems at the moment, suggestion to implement job priorities I filed here:
[redacted: topic was deleted as feauture was added]
For second point - that strange, beavers *always* replant dead crops automatically (ofc only when land is irrigated again) -
22 Jan, '22
Vim Merged<3
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22 Jan, '22
Joshua MergedPersonally I find the idea of districts to be clunky, if there was a outpost mechanic that could extend the range of my outpost, or even upgrades to the district hall. maybe I just haven't given it enough of a chance but. migrating and starting from scratch with drop off points and etc. seems needlessly nuanced. I also thought having an exploration team would be rad to have them uncover the map instead of knowing where everything is. and have the building stockpile some supplies to take with them on their journey so they can traverse obstacles (cliffs, maybe monsters, rivers, etc.). if the ran out of supplies while exploring the beavers could get lost, or die from being unprepared.
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22 Jan, '22
Gin Fuyou Admin MergedThanks on behalf of dev team!
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22 Jan, '22
Gin Fuyou Admin MergedDistrict range extension is unlikely, but indeed setting up new districts now is somewhat bothersome as well as distribution management, I think improving those will make districts much more enjoyable or at least bearable for those who dislike them generally.
Regarding exploration I filed a suggestion before: https://timberborn.featureupvote.com/suggestions/211844/exploration-system-and-scout-parties -
22 Jan, '22
Gwido Merged"migrating and starting from scratch with drop off points and etc. seems needlessly nuanced"
If you do it well, you don't have to start from nothing.
A district have quite a huge range, so you can build everything you need for the next districit before placing the door, so that you can then start the new district by just sending some beavers for the vital buildings. ;)
On the other hand, the instant builded district do not encourage to work the way I just explain.
If we have to build the district center with the workers, it will be more natural to split the previous domain in half. ;) -
24 Jan, '22
Eccentric Warmonger MergedI think combining this idea with the one about the "starter pack - (https://timberborn.featureupvote.com/suggestions/273617/builders-camp-quickstart-for-new-districts-or-temp-building-site)" stuff is a good idea. Have it set up so when I create a new district, I am present with a few "starter" kit options. For example:
1. Start new district with more adult beavers, but less materials. Or -
2. Start a new district with less adult beavers, but like 100 or 200 food and water.
Thoughts on this?