My Community

Please login or register.

Login with username, password and session length
Advanced search  


My Time at Portia enters Early Access on Jan 23rd 2018!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Cytek

Pages: [1]
My Time At Portia Suggestions / Thoughts on integrating farming
« on: July 18, 2017, 12:23:47 PM »
So I posted something on the web site news article about farming but gave ti some more thought.   Here is what I came up with.   The fan base seems to mixed about whether they want farming or not I am of the opinion it should be there, but I agree it needs to not detract from the feel and flow of the game which right now seems to be centered around exploration and crafting.
So my though is introduce a new workshop element called "The Garden" it can start as a raised bed garden that can take traditional seeds bought from farm or market and requires water as a fuel source.  This falls in line with the other machines you can create if you feel like pursuing farming items like fruits and vegetables.  to keep this in line with game play allow the device to be upgraded from raised bed to large plot and eventually to indoor green house or something like it. each upgrade introduces the ability to raise more complex or larger plants which the seeds can be obtained through exploration of ruins. This makes teh yield unique based on seed discovery and can allow the player to have some unique items to sell. As with other elements of the workshop it doesn't have to be created so a player can choose to focus or have farming or not.

I noticed that the workshop itself can change appearance (at least form the trailer videos) it might be cool to allow that change to reflect the focus of the player for instance if a player focuses on farming the appearance of the workshop becomes more garden like and the same holds true for adventuring, or device machine creation focus etc. this would add an element of replay ability as a player could re-play the game with a different focus and get a different result for how their higher level workshop evolves and looks.

Just some thoughts on my part for how farming could be integrated back in without detracting from the game.

My Time At Portia Suggestions / Abandoned ruin modifications
« on: July 16, 2017, 11:56:39 PM »
I like the concept of the free form mining. Here are some suggestions I have for making it better.

1. make the relic sensor a crafted up-gradable item. make each level of upgrade detect and mark deeper more valuable relics.
2. Allow marking of detected relics - you go in with only so much stamina, not seeing that your digging to a powerstone or a old part before you do wastes stamina and doesn't reward you with what you may be looking for.  If you could tell from scanning what relic it was you could decide to dig for it or not.
3. make layers within the ruin that can only be dug by upgraded pick this goes hand in hand with one and two.  if you allow levels of scanning and marking you want to make sure an early level explorer can't get a powerful relic from a deeper level until they have naturally progressed to the correct upgraded pick.   

My Time At Portia Bugs / Can't Equip Shirt - Bug
« on: July 16, 2017, 11:46:44 PM »
I created pants and equipped them then created work clothes shirt but I could not equip it.  I got around the bu by removing pants equipping shirt then equipping pants. after that I was able to remove and re-equip in any order without issues. 

Pages: [1]