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

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Messages - Omidawn

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1
My Time At Portia Suggestions / Re: need ammo
« on: Today at 06:39:23 PM »
not well... it auto-aims toward the nearest target, and shoots straight forward (not up or down) so unless the enemy is exactly level with you, you won't hit.  Even then, you won't get more than two shots (little damage) before they close with you, and then you have to take time to switch weapons or get slaughtered.  Forget about sniping in those large multi-level rooms, down at targets trapped beneath you, or up on scaffolding. 

2
My Time At Portia Suggestions / Re: need ammo
« on: June 08, 2018, 06:10:11 PM »
Got it.  I've been putting off making the comprehensive grinder.  Made it, got it.  Thanks for the info.  I've been throwing out a lot of the venom... I guess I'll have to keep it now.  Looking forward to testing the gun.

3
Well, I don't intend to quit yet.  I did see the patch notes and went back to try it again.  I am very happy that you fixed the time issue, but the boss drops still need to be Advanced Engine instead of Industrial Engine.  It's hard work (below the recommended level) to beat those dungeons to get a reward that I could have gotten more easily in the Sewers.  I did manage to beat level 3 with good timing on the dodging, and picked up the last Advanced Engine that I needed, but I had to do it THREE TIMES before it dropped an Advanced Engine.  Very disappointing since EVERYTHING that I'm building asks for the advanced engine now.  I can understand the Industrial Engine as a chest item, but the boss drops ALL need to be Advanced Engine every time.

Thanks in advance!

4
My Time At Portia General Discussion / Ingall's Mine: Advanced Engine
« on: June 08, 2018, 01:40:36 PM »
Hi, when you added the new patch, you changed the Advanced Engine in Ingall's mine to Industrial Engine?

Where are we supposed to get the Advanced Engines for our quests now?  Please change it back.  I can't make the buses or the sewing machine now.  I can get Industrial Engines by the dozen in the other Hazardous Ruins.  We need the Advanced Engines for the new assemblies.

If you moved them to level 3, that's bad, because I can't beat the clock on level 3.  I can't kill them fast enough, the clock doesn't reset when you make a kill, and there are no boxes to add time to the clock.  I can't even find the other door in the second room before the clock runs out.  I love the maze rooms, but the clock is ridiculously unforgiving.  If I ran to the exit and ignored everything in the room, I might make it in time... but then it wouldn't open the door for me so yeah, I'm pretty much screwed on level 3 until I can kill these guys in one or two hits.  You need to add a few seconds to the clock with each hit, not just with each kill, and like I said, we aren't getting the kill clock bonus either.

5
My Time At Portia Suggestions / need ammo
« on: June 08, 2018, 07:21:40 AM »
I crafted the new venom dart gun, but I have not been able to figure out where to get the venom darts.  They do not seem to be craftable on workstation or any other piece of equipment.  Please add the ammo blueprint so that we can use the weapon.  Maybe it's part of a quest that I haven't gotten to yet?  Anyone know?

6
My Time At Portia General Discussion / Re: Update and Patch Notes?
« on: June 08, 2018, 05:29:14 AM »
OMG!!  I just got back into the game.  People are going to be SOOO jazzed about the crafting update (crafting from storage).  Woot!

It took me a sec before I realized what was happening.  <big grin>

Guess I should read the change notes... but it's kind of exciting to discover new things too.

7
My Time At Portia General Discussion / Re: Update and Patch Notes?
« on: June 08, 2018, 04:32:56 AM »
I had a Steam Client update today.  That's not the same as a game update.

EDIT:  Oh, I be.  There is an update.  LoL.  Change log is on the Main Menu for the game.

And no... just continue from where you were... the changes take effect immediately and will save with your next save game.

8
My Time At Portia Suggestions / Re: Support mouse extra buttons
« on: June 07, 2018, 09:34:17 PM »
I just have the regular 2 button mouse, but having customized controls is always a plus... especially if you like to use a game pad.

Out of curiosity, what are you thinking you might want on the other buttons?  If they have multi-button support, I may upgrade my mouse.

9
My Time At Portia Suggestions / Re: Suggestion: Quick Stack
« on: June 07, 2018, 09:29:40 PM »
I think this has been requested several times.  Item storage is improving over time.  I had also suggested a "silo" building that is basically a mass storage unit for the workshop.  A "stack all" button would be a good feature for a building like that... if it becomes available.  Even with the addition of 60 item chests, as the game expands your yard can still become cluttered with boxes and increasingly difficult to remember where everything is stored.  If you count the number of items and resources currently in the game and planned for development, I would estimate at least 500 to 1500 slots would be needed to make space for each resource and manufactured item to be slotted.  I think that pages of 150 (10x15) would be good for allowing you to sort your stuff into categories.  (I haven't actually counted.)  Since so many multi-part relics have been added, I need a number of boxes just to sort out the parts for those.

10
My Time At Portia Bugs / Re: GPU usage
« on: June 07, 2018, 09:15:03 PM »
I agree.  I think that the issue with graphic items disappearing (terrain, character image, etc) may be a memory leak in the recent update.  Do you recall seeing this in earlier versions?

11
My Time At Portia Bugs / Re: Portia Times not in Mail
« on: June 07, 2018, 09:13:15 PM »
I don't recall ever getting it in the mail...

It is posted next to the news office though.

12
My Time At Portia Suggestions / Re: Mining Loot
« on: June 07, 2018, 04:41:44 PM »
I don't know for certain, as I haven't done that much relic hunting.  I see screenshots that other people post that have dozens of completed relics in their yards.  They could probably give a more knowledgeable answer.

I would suggest, if it seems like you are not getting a lot of variety, that you reset the mine level periodically.  That should scramble the resource allocation and maybe give a different variety of pieces.  I'm fairly sure that each mine focuses on specific relics, so that you don't go to a different mine to find the missing pieces.

You may want to go ahead and collect several of each piece before you reset, so that you have the opportunity to complete multiple sets (one for the Museum and one or more for yourself).  This may also give you pieces that you can use for the trade board in the Museum.  It doesn't seem like fair trades to me, if I'm reading it right, but I suppose getting one new piece is better than holding onto several duplicate pieces.  The point is you may want/need several duplicate pieces of everything to make it worthwhile to trade.

That's my uneducated guess.  I hope that someone else can answer more definitively.

13
My Time At Portia Suggestions / Re: Dog/Wolf/Companion
« on: June 07, 2018, 03:12:59 AM »
or, the dog/wolf could simply hunt them for you, and bring you whatever they drop (lower % drops than if you do it yourself) within a certain radius from your workshop.  If you could level them like the horse, then they could have stronger attack (higher level creatures), better chance of bringing back rare drops, wider range, and faster retrieval (more kills per day of hunting).

EDIT:  you could train them at your Kennel (building/upgrade) and could have 1 hunting dog per kennel level.  You can task each one to hunt something specific, as long as it is in range (pop-up for each dog, depending on their hunting skills).  Dogs will continue to hunt that creature for the rest of the day and bring back the spoils, or until you whistle for them to return and give them new orders.  Loyalty would determine whether they stay on track or get distracted and start hunting something else.  Down boy!  No!  Not the snail, the llama! the llama!  ROFL.

14
My Time At Portia Suggestions / Re: Sales Booth?
« on: June 07, 2018, 01:12:57 AM »
The only way I would want to see this implemented would be to have a stall (container) where you can store your sales goods, and when the market value reaches a certain point automatically vend out all of the goods at the current market value instead of having to hand-carry it to the different vendors and parse it out so that it fits in their stores' budgets.

My Opinion:  I would say if you wanted to pay 15-20k gols to set up a market stall with 16 slots to auto-vend for you.  You get to set the market value (MV) that would release the goods for sale.  I think this would be a very reasonable and appreciated feature.  Eventually you would recoup your investment and in exchange it would free up more of your time and inventory, as well as provide periodic injections into your bank account without having to set aside time to track the market and rush your goods to the shops when the market hits a peak.  People get busy/distracted and miss out on golden opportunities.  It would be really nice to automate the process.

Optionally you could "buy" each slot that you would use to hold vended items, or possibly have stall upgrades to increase the number of slots, instead of a flat fee for the entire stall.  You could hold up to a normal amount of any particular item in any given slot.  The more slots you have, the more different items you can store for auto-sale.

Since the market might not always reach a certain level if you set the bar too high, then it might not vend every cycle.  If you set the bar lower you would have a steadier income but might lose the extreme profit margins.

It would not be difficult to code.  Visiting shoppers would be completely aesthetic, as no one would actually buy or sell anything until the market reached the level that you were willing to sell, and then everything in the box would simply vend at once.

Anything more complicated than that (actually having NPCs shop according to some market trend or personal preference) would be ridiculously unwieldy and would be self-defeating.  If you have to make items according to the random whims of the villagers, then a market stall would not in any way be worth the effort or expense.  Just manufacture the money-makers and sell them to the town when the market is high.

Honestly, even adding visitors who don't normally pass by your workshop would be overkill.  You could just have the ones who do pass by stop for a half hour on their way to wherever they are going.  I don't think that would be too difficult, in order to have a few regular browsers for immersive purposes.  Also, if you have a workshop helper, they could also man the stall periodically, if they aren't busy with something else, purely for immersion.  They would leave to do other things, if there were other things to do.  It would be like a "station" for them to wait in, while waiting for other things to start or finish in production. 

I would position it at a section of fence (replace the fence) facing the town gate in the corner where the mailbox is.  You would not be able to upgrade it until you moved the house, so you would be (potentially) be limited in slots until you developed your property.  An upgrade would make it larger, but still fixed in that spot.  (You need access to the surrounding nav-map if you want people to stop at the shop, so it needs to be accessible both inside and outside your property -- hence replace part of the fence with the stall.)

EDIT:  If the devs are concerned about over-production or rampant influx of gols, a sales cap could be set depending on the size of the stall or the number of slots, and only allow $CAP in sales each day.  If you can't sell everything it would cycle through to the next day, and if the MV is still above your sales bar, then it would vend again for the new day at the new market value.  This would continue until the slots are empty or the MV drops back below the bar.  Anything still unsold would remain until the next cycle (if you leave it in the stall).

Another thing that I would really like is a numerical indicator somewhere on your stall so that you could easily see what the current market value is.  I often forget to stop and check at the other shops daily, but if there is something that I can glance at as I'm passing by or checking my mail, and I see that the MV is at 80% or lower, then I can make a point to go shopping that day.  Even better would be to have an arrow next to it pointing up (green) or down (red) for the current trend.  80% and dropping,  101% and rising... you get the picture.  That would also be really helpful, and really could replace the entire stall if we just had that handy... assuming the devs don't like the entire vending stall idea.

15
My Time At Portia Suggestions / Re: Wind Wheel
« on: June 06, 2018, 10:55:09 PM »
oh, awesome... guess I missed that one. Thanks!

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