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Rslain

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  1. I picked this game up about a week ago, and I'm really enjoying it. I have noticed a few issues with certain actions and items - namely that I'll never use them if I have the choice. Primarily, I'm concerned about items like Caramel Chews. They take an entire timeslot to chew, and really don't do a whole heck of a lot. On top of that, they're a consumable that has an opportunity cost of eating the consumable rather than selling it. I think they might have a really good niche if they were consumed automatically - a player could drag the item onto one of their "Food" slots, and it would then be consumed that day without using an action. Because items like that are in limited supply and perishable, they would be difficult to abuse due to the amount of time required to purchase/prepare them. I'm also concerned about crafting and obtaining crafting components. I decided to try to make a leather apron one day, and figured that it would be easy to track down leather swatches. After all, they're just common bits of leather, and thus shouldn't be too difficult to obtain, right? The problem is that after finding out that none of the stores that I had access to actually sold the stuff, I went on the wiki and found out that I need to get to level 8 in an obscure skill to obtain them. Furthermore, when I did finally get the required skill and go to purchase the swatches, I could only purchase one swatch from the inventory at a time, and I needed two swatches. Basic crafting components like normal leather and normal cloth should be a lot easier to acquire in large quantities. I understand that crafting is undergoing a large overhaul for year 2, but it would be nice if getting the materials for simple constructions were made quicker and easier. Rare materials, of course, should require tricky connections (high skill values), adventures, difficult actions, or intermediate crafting steps to acquire. Lastly, I'm a bit concerned about the Attend Class action. It seems a little counterintuitive that I can go three classes without learning anything, and especially that nothing is taught for an entire month around midterms and finals. If nothing else, it would be nice to ensure that minimum of one skillup is taught per "Attend Class" timeslot. These skillups don't necessarily need to be related to the class - around midterms, teachers are usually reviewing material and teaching their students about how to take tests or study. It would make sense for the midterms/finals months to give skillups in the School Survival Subskills as teachers are reviewing materials with their students. For normal classes that randomly give no skills, it would be nice to have a pool of random skills related to each class that a random skillup could be drawn from. Zoology, could give skillups in Botany, for instance, as the teacher talks about the habitat of certain animals or the plants that some animals eat for food. Calligraphy might give skillups in aesthetics or art. My main reason for requesting something like this is that I am always tempted to reload a day and do anything in place of an Attend Class action that produces no skillup. It's gamey, sure, but it feels really irritating to waste time on classes that teach nothing.
  2. I also found this game from that same thread. I hadn't heard of it before, but had heard of similar games and was very intrigued.
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