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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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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.

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.

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.

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.

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?

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.

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.

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.

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.

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

My Time At Portia Suggestions / Wind Wheel
« on: June 06, 2018, 03:13:01 AM »
The wind wheel is available as a reward for first or second place workshop.  The blueprint says that it can also be made at the workstation.  This is sadly not the case.  In order to complete the wind turbine quest you have to be #1 workshop for 5 months to collect all of the wind wheels (9).  Granted, if this had been available when I was a lower level workshop, then I would have all of the wind wheels now that they are needed.  As it is, I have an (S) level workshop but have to wait another 3 months to finish collecting them all.  It will really be bad if I start losing part of the reward, or fail the quest because it takes so long.  It would be really nice to add the wind wheel to the level 3 workshop.  I could have it knocked out in a few days instead of 5 months.

Yeah, that's why I'm saying that they may add more bonuses to marriage, or add more relationship/dating options, or possibly downgrade the lovers bonuses to BFF or make lovers bonuses married bonuses, so you have to pick which one is most important to you.  Personally I would like to see the lovers downgraded to BFF (which is actually more hearts, but lower relationship).

The current exceptions are Emily and Phyllis, who both have marriage bonuses that no one else has.  Emily helps with the farm (none of the others actually say that they will help at your workshop, and as far as I know all others are already employed) and Phyllis has a 40% acupuncture discount if you are married to her.

I agree.  As much as I would like to be married to one of them (for whatever is developed in the future) it just doesn't seem to outweigh the lovers bonuses for the time being.  Even though some of them are not cumulative (not as much difference as I was hoping) still many of them do add together.

I'll wait for now before adding more soul mates, just in case they shuffle things around and I decide to get married... it's a lot of work to get all of those hearts only to lose them in one shot by breaking all their hearts.  If they don't change things in the next update though, I think I'll play the Lothario.

My Time At Portia Bugs / Re: News Camera
« on: June 04, 2018, 02:31:04 AM »
Winter Solstice is a new thing.  Are you saying that it cancelled your date?  She didn't show up at the rendez-vous?  Just curious what actually happened.  Can you give more detail about what failed?  Did you miss it yourself because of some other Solstice thing, or did the entire thing fail because it was preempted?

Just off the top of my head, I would say restart the day before it scrolls off of your save list... maybe put off starting the quest until the day of Solstice, or the day after, so that there is not an interruption of the quest.

If it is an outdoor event, occasionally these types of "talk to" quests can be fixed by entering and exiting a building to reset the options on the person you need to talk to.  You may have already done this, but if there are cut scenes that play out, enter and exit a building just after the cut scenes end.  Hopefully it will reset the quest before your date begins.

I noticed that something like this happened right after the marriage cut-scene.  Everyone was gathered in the church... apparently most other activities were cancelled for the day.  I had a quest to talk to someone in the church, but I had to leave and come back in before I could talk to them.

My Time At Portia General Discussion / New Dating Values
« on: June 03, 2018, 06:22:28 PM »
Well, it has been a while since I added anything new about dating.  Those who have been around for a while are certainly aware of the recent changes.  I just thought I'd comment on some of them and see what other people think.

1) Dinner dates:  The Dining aspect has either been nerfed or "fixed" so that the reward earned is very little more than playing the other games, instead of the double to nearly triple value that it used to have.  Since you have to pay for dinner and the other games are free, that makes it fairly useless to include dinner in your dating regimen anymore.  The benefit isn't worth the cost.
2) The overall gain is about half what it used to be.  With ALL of the social perks, I am only gaining +42-44 relationship per date, where it used to be 80+.  If you do not have the social perks, I imagine that dating will be an even longer process, if you are only getting half of what I'm getting (20-25 points), or about a quarter heart per date instead of half to three quarters.
3)  Gifting on a date is an absolute waste of a gift.  Even one that would normally give you 6-8 relationship by itself gives NOTHING (no difference) as to the number of relationship points rewarded at the end of a date, even if it advances the mood by a significant amount, it is still no better than using your token to do something that is free when the final relationship count is totaled at the end.  You are much better off giving a gift either before or after the date so that you get full value.
3)  Gifting has become easier since many residents will now declare (from time to time) what some of their gifting preferences may be.  Many of these items are now craftable, while many are still elusively in the development stage.  It will be a big help in the long run, I think.  If there is a specific person you are courting, and you find a craftable preference, then you can have a stockpile of goods to boost them up in relationship fairly quickly with daily gifting.
4) The sparring bonus does not seem to work all of the time.  I think that there is a minimum 1-2 points per spar with the full bonus, and there are a few (like Mint) who gave me +1 on the first fight, +2 on the second fight, and +0 on the third fight. 

I think it is fun that Gust and Russo fight for Ginger if you challenge her to get the extra points.  Russo is a beast in the ring, if you haven't fought him.  Easily the best fighter in town.

My Time At Portia Bugs / Re: Sonia Eyelids Transparent
« on: June 03, 2018, 05:13:34 AM »
This is also true of Nora: if you kiss her, her irises are still visible through her eyelids.  It makes kissing her unpleasant.  It's really noticeable in the marriage cut-scene.  I wonder if everyone is like that?  I can say for sure that the player eyelids work correctly, at least for the guys.

It may be true of all of the females.  I haven't tried to kiss any of the males.  Phyllis' hair gets in the way, but I think her irises are visible when she closes her eyes also.

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