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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 Suggestions / Re: Antoine
« on: June 03, 2018, 04:58:47 AM »
yep.  I have met a few of the stereotypes, and it is truly cringe-worthy.  Most gays are not like that, but some are.  I guess they wanted to have a little something for everyone.  I try not to think about it too hard, since I still want to have all of the lover bonuses... and a 10% commission bonus is pretty good.  I'm such a mercenary.

Well, since no one seemed to know for sure, I researched it.  Here are the results:

If you are married, you may no longer give the heart knot to anyone (that I know of).  So after you are married you can no longer adopt any more soul mates.

If you get married with more than one soul mate, the soul mates immediately break up with you and drop to 3 hearts (Friend).  There does not seem to be any other immediate negative effect or damage to the relationship.

So that basically means you can farm all of the lover's bonuses, or you can get married and BFF everyone else, but you cannot have the lover bonuses if you get married.

Having a wife is nice... warm fuzzies... but having multiple lover's bonuses is also really nice (mercenary approach).

So now I'm curious what other people think... would you prefer the marriage  :-* or the extra bonuses  8)?  Keep in mind that additional bonuses for either lover or husband/wife could be added at any time.  They may give extra bonuses to marriage in order to make it obviously the worthwhile approach... or perhaps downgrade/upgrade the lover's bonuses to BFF bonuses.

My Time At Portia Suggestions / Re: Community Content (mods etc.)
« on: June 02, 2018, 03:43:55 PM »
I agree.  I'm not sure how far the borders will expand before the game "ends."  I suspect that official DLC will continue fleshing out the continent even after the standard game is finished.  I still hope that there will be a creation tool that allows the players to fill in new content, new items, new clothing, quests, buildings, etc. 

I can see people using the hat slot to do other types of meshes like earrings or glasses (visible on the character), or creating meshes for the "extra items" that they carry, like belts, pouches, and rings.

OK, so here's my thought:

1) You currently have the ability to play date everyone up to BFF without impacting your relationship with your boyfriend/girlfriend.  That's great and very useful.
2) As long as you are not caught on a romantic date with someone else, there is no impact upon your relationships for having more than one boyfriend/girlfriend.  You can have the "Lover's" bonus from as many people as you can manage.
3) Ack is able to assist you at your workshop instead of a husband/wife, so the only benefit of marriage is a "romantic" one of having someone share your home and give you a morning treat every so often.  That may change if more husband/wife activities are added, especially if it provides more bonuses or access to new content/items.

So, there is nothing preventing you from play-dating anyone and everyone up to BFF, and then asking them to be your boyfriend and girlfriend in order to unlock the lover's bonus and never have to date them again because they are then already maxed at Soulmate, so you never have to worry about offending anyone and losing all of your bonuses.  That is a very powerful combination of bonuses, if you achieve them all.  Of course the ones who do not give lovers' bonuses can still remain as Best Friends for whatever bonus that may give.

My question, if anyone has been in this position:  If you get married, does it impact your relationship with other boyfriends/girlfriends?  I am quite sure that it didn't used to make a difference, but there have been a lot of changes and I don't know if there is now an automatic downgrade or if it is still safe to do?
Second question: can you still declare intention if you are already married?  I am pretty sure that this also used to be possible, but not sure if it still is.

It would be nice to be able to Soul Mate everyone who gives you a bonus, then select one to propose to in order to get the marriage benefit, or be able to declare to other people even after marriage with no penalty.  Since you don't have to date Soul Mates to retain the status, it would be nice if you get to keep all of the bonuses.  Otherwise it really isn't in your best interest to get married, if you lose all of the bonuses by getting married, or if you can't add more Soul Mates after you get married.  It is much better for your stats to be a "Player."

I know that I can save a backup and test it to see what happens, and I'll post if no one else knows the answer, but it would save time if someone has already done it recently and knows what happens.  There are lots of other things to do!!

Also, for the devs:  if it is safe to marry and still be a lover, please don't change it.  I know it sounds sleazy, but it really is beneficial to "play the field" in-game... especially since you don't really need to keep dating them.  You just have to work everyone you want up to max before you announce your intention.  Then as new people are added, work them up to BFF and declare your intention for each one to get the bonuses, then since you are already at max you will never get "caught on a date" with anyone. (Hopefully you can still do this if you are married, but you may have to wait to get married until you actually meet everyone -- some who may not be available yet -- so that you can collect all of the bonuses before you marry).

Anyway, I hope to hear from you if you know the answers.

My Time At Portia Suggestions / Re: Legitimate Console Commands
« on: June 01, 2018, 05:52:43 PM »
I am all for games that are MOD-able.  However, if you are concerned about testing new content:

I think the kind of feedback they are looking for has more to do with balance and experience, rather than bug reporting or black box testing.  If you skip the experience then how can you really comment on your experience?  Yes, reporting bugs that they may have missed is important, as is feedback on new updates, but I don't think bug reporting is really the main reason for an early release.

If you want to say "it takes too long to get to farming" or "it takes too long to get a horse" or "it takes too long to get someone to marry you," or if there is something that you find frustrating or "not worth the effort," or "too much grinding" then that is good feedback.  There have been several things that I didn't like that have been changed (some of them regarding the rarity of items and too much grinding to obtain them), and I think the game is better for it.

Part of the playability of a game is the sense of reward when you actually work to achieve a goal.  If you skip ahead to where you already have a fully trained horse, then how can you let them know that it takes too long to get there?  Or for that matter, if you never had to run anywhere, how will you really appreciate the change when you get your own horse (which is fairly new)?  Don't short-change yourself in the process.  If you want to give good feedback, you have to experience the whole game.

Also, it is entirely possible that you may find bugs or problems as you play through the section that you are on that have yet to be reported.  There are often things that other people report that I simply glossed over because I was too busy doing something else, and I "forgot" about it before I got to a stopping point.  It is also possible that a change in an update affects something in the earlier part of the game that people playing in the later stages will miss or not bother reporting on because they are past the point of caring about it... it doesn't impact them.  Your feedback on the impact in the earlier game is something that you can provide that high level people may not do, at least not without starting a new builder.

There is a saying, "The whole is greater than the sum of its parts."  That is true of good programs, and I think it is what makes the difference between a game that simply "works without crashing" and a game that is great.  It's not just about "does this routine work?"  It's about the intangibles when everything comes together.  Other than funding the project, that is one thing that "fresh eyes" can provide.

For my experience:  with multiple skill trees, there are multiple ways to approach playing the game, and each one will give a different kind of experience.  If you are new to the game, I can tell you that I have started several play-throughs to test different things.  I focused on the Social Tree with my current play-through.  It is a different experience than for someone who focuses on Gathering or Combat, so everyone brings something a little different to the discussion.

Again, it is more about the experience and the balance, and how long it takes to "get there" is part of that experience.  That being said, even if console commands were available, it is just as likely that using the console commands to jump start a routine would in some way cause the game flow to "break" and provide a false kind of feedback... or in a sense necessitate an entirely new set of bug fixes for undefined values in order to allow the console commands to work at any stage of the game.  Modding a game is not the same as using console commands to debug a game.  Modding is actually changing the game, supplying all of the necessary values to prevent it from breaking.  I would assume that is why console commands are not generally available, and people who use them get what they get if it breaks their installation of the game.  It is not the company's responsibility to fix the bugs (e.g. undefined values, broken or unresolved questlines, lack of the right tools, resources, transportation or designs in the assembly station) that skipping to an advanced area would create, and it would bog down the development of the game if developers were forced to address issues created by misuse of debugging tools.

If you are a new builder, enjoy the game where you are.  New content is everywhere, not just across the river.  While you don't really have anything to compare it to, changes are made to things you are already experiencing from the beginning.  New content is in your Workshop, in your Home, in every Ruins, new relationship content, changes to point values, changes to the UI, changes to the market to accommodate new items and inventory.  You are seeing new content everywhere, even if you don't realize that it is new.  You have to play the game at all stages in order to be able to see it when new things arrive and to understand the impact of what has changed.  If you just jump to the end because a new area opens, you are missing all of the things that you need to learn to make real sense out of what is new.  If it is just the desire to expand your horizon, then you are in the same boat as the rest of us... waiting for the new areas to open.  In the case of a new builder it means unlocking the quests to get you to the next section, rather than waiting for new content to be added, but it is still the same anticipation of something new.  Enjoy the fact that you can do something about it instead of just twiddle your thumbs while you wait, and if you want to aid development, learn as much as you can at EVERY stage so that you can give reliable, experienced and knowledgeable feedback about every aspect of the game... not just the end, which is not really even the end yet.  Take advantage of the fact that the developers are still responding to all aspects of the game, and not just the "new area."

I'm wondering if the game has a memory leak somewhere.  I recently had an issue where entire chunks of terrain failed to load (fall through to the base layer)... like in minecraft if you travel faster than the chunks can load... only here the chunk never caught up and stayed missing.

I also had to exit to desktop in order to load correctly.  Just relaunching from saved game did not solve the issue.  Seems like a memory full kind of error to me, which is either the game becoming too massive (not likely), or there is a memory leak taking up all of the memory.

It would be interesting to hear if more people (or everyone) is starting to see things disappear.  It is likely a problem with the most recent update, since I don't recall seeing this problem before.

I had previously suggested an "open door" workshop building with flooring already wired, and a place for generators along the side.  I like your idea of simply having a workshop roof -- I envision held up by pillars (which we already have a recipe for).  I also can see the possibility of having wall sections that snap to the sides of floor sections, although it might cause problems with helpers to throw up random walls that block their access.

I have seen pictures that people have posted of their workshops.  The variety and extent of designs might make it a negative thing to force people to put things in a certain place, or limit them to what can fit in it.

I'm with you, though... I like structure and I like architecture, rather than having a lawn full of workstations.  The free-flowing design of a snap-together system might appeal to a wider range of people and accommodate any shape of work area, and would be completely optional.  I think most end-game (mid-game) players are already tiling a good portion of their yards -- having their workstations on hardwood decks instead of in the grass -- even if they don't need to be wired.  At the very least it keeps trees from respawning where you don't want them.

Having an actual shop to sell extra items would likely not do well, since prices are governed by the market rates.  You are giving up your ability to buy low and sell high for better profits.

I think it is too soon to be talking about end-game options, but I kind of envision the game ending with a reunion with your father, and how proud he is of all that you have accomplished in his absence.  Since he is somewhere quite distant, I think that the game will migrate through several city scenarios, and possibly building a chain of workshops and having to progress though a whole new set of residents with each city before that reunion happens.  Hopefully you will retain some prestige as well as funding as you move on to new areas, and possibly, if you haven't married someone in Portia, have other marriage options as well.  Your wife would of course join you as soon as you established a new residence.  That's just my thoughts though.

My Time At Portia General Discussion / Re: Love my Horse !
« on: May 28, 2018, 11:06:45 PM »
I love my horse too.  Just in case you didn't notice, there is actually a path going up around the side of the ravine, so you don't have to jump the rail cars if your horse is not trained.

Tip for new owners:  After you buy your horse, rent another trained horse and keep your horse training in your Stable until they are fully functional.  You can train twice per day (10 hour shifts), so you should be able to fully train your horse in about a month.  That's another 500 per week for the rental but when you are done you will have an awesome steed to ride!

You can own up to 3 plus have another rented, but I don't really see the use for more than one.  Maybe if they start having different breeds, or possibly breeding different skill levels to get a truly superior breed (ultra fast, ultra endurance, etc.) then it will become useful to have more than one.

My Time At Portia Suggestions / Re: Ideas for the Mine once cleared
« on: May 27, 2018, 11:03:40 PM »
oh, ok.  I thought maybe you meant that you had passed that level and don't need to use it anymore for mining.

It is intended to be a renewable resource, in case you need to go to that specific mine to look for relics.  You reset the mine by selecting a different level at the elevator.

Since it is intended to be refreshed as needed, I doubt that they will re-purpose the space for anything else.  Some of your ideas might be implemented in other areas though.  Bar, Dance Hall, etc.

There seem to be very few people who stay out until 3AM.  It's a very conservative crowd.

My Time At Portia Bugs / Chunk of Terrain isn't loading...
« on: May 27, 2018, 10:40:22 PM »
I woke up one morning and a big chunk of the world disappeared!  If you try to cross, you fall into a layer of water below.  This has happened twice, once I was cut off from McDonald's and Sophie's Farm.  Reloading from that morning seemed to fix it.

However, I have played through about a week since then and have just noticed that the Tree Farm and Harbor have lost their chunk, and it is in the saved game.

I was hoping that waking up the next morning would reset the terrain, but it seems to be saved and reloads with the chunk still missing.

EDIT:  Exiting and reloading the game does reset the terrain.

My Time At Portia Suggestions / Re: Ideas for the Mine once cleared
« on: May 25, 2018, 10:54:32 PM »
I'm not sure what you mean by "once cleared."

My Time At Portia Bugs / Re: Gusts Lamp - Bug
« on: May 23, 2018, 01:26:34 AM »
I think it is not necessarily a bug, since he actually says that he doesn't want it back.  It would be nice if the lamp actually had a value at this point.  I.e. either a nice sale value, or a nice buff (better than the usual buff) for using the lamp yourself in your home.  It is not a placeable item, if I recall.

Thanks for the info.  Also remember that each wife will bestow a unique benefit (most of them do, anyway) so that may be a determining factor in which one you keep as a wife.

My Time At Portia Suggestions / Re: A few ideas (possible spoilers)
« on: May 23, 2018, 12:56:58 AM »
I have said before and I will say again:  Fishing would be much more enjoyable if it went back to being a "timeless" pursuit.  Fishing was fun when you could fish an entire stack at the end of the day in less than an hour of elapsed time. (Time only passed during the fraction of a second in between casts -- if you were fast at it.)  PLEASE put it back this way so that fishing is again a worthwhile pastime to "top off" the day and make some extra cash and cooking resources.  It is too time consuming and in most cases too distant to set aside an entire afternoon to catch "a few" fish.  It is worthwhile if you can catch all you can carry and not have to spend an entire day in the endeavor.

Time is the most valuable premium in the game.  The faster you can accomplish something the more it is worth the effort.

ADD:  Inventory becomes easier if you name and color code your boxes.  This used to crash the game so I "got out of the habit" of doing it, but if it is debugged now, I think that inventory becomes more manageable.  I do keep about 8 boxes and use each one for different things:  one for Hazardous Ruins loot, one for monster loot, one for farming supplies and seeds, one for farming produce, one for manufactured parts/ingots, one for mining loot/raw material, one for logging loot/raw material, one for food/buffs... you get the idea.  As long as you are consistent in how you sort for yourself (and color code the boxes) it is fairly easy to unload and/or find what you are looking for.  Since you pause while you are in inventory, you can plan your "dash" through storage without really wasting a lot of in-game time.  I agree that increasing your backpack space improves the process considerably, and increasing the number that you can stack has also resolved a lot of issues.  Imagine (or remember) what it was like when you could only stack 99?  You had to really be organized BEFORE you adventured, to ensure that you did not miss out on loot.

you could try setting up a little fort with turrets and use a monster summoner to call another one.  I'm not sure which one would have the Caelum Rex but I'd start with the easy one and work up from there.

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