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Bag Physics & Theft Solutions
Context: bags dropped on the floor can be lost in so many ways. if the bag is touched slightly, it can become a spaceship and fly into the stratosphere in a random direction. it could also be stolen by a bad actor by simply picking it up. these problems can be easily avoided with changes to how backpacks work when dropped Solution: backpacks dropping to the floor causes a lot of problems, so the answer is simple: dont let them. if a player were to let go of their bag, the bag could float in mid air and the player could interact with it with both hands (example: see Into the Radius VR). backpacks floating in the air when dropped sounds like an alien concept, but I implore you to consider it. this would allow the player to more easily sort through their bag, while also protecting it from thieves who would have grabbed it if it were sitting on the ground. this also protects against your backpack becoming a satellite, since they wouldn't be able to move while floating. if the player walks more than five meters from the bag, it will recall back to the player's back similar to how the camera disappears when you walk far from it. this would solve pretty much all bag theft since if the player were to drop their bag in any way whatsoever then it would simply float without anyone else able to interact with it. if the player wishes to have their bag drop to the ground then they could grab and drop the bag really quickly for it to fall on the ground like a physics object. they could also shake the bag like a gather skill. just add a five second timer so no one else can interact with the bag when it is dropped so a bad actor may not say "shake your bag and let go, see what happens." if the player wishes to hand the backpack to someone else they trust, they could wait the five seconds or hand the bag to someone the same way friend cookies are handed to other players. if you are just super opposed to the idea of the backpack floating in mid air, then i may recommend setting the bag on the ground? similar to how grass clumps can be set, the player could set their bag so that it doesnt move. this would be far more limiting and less intuitive than floating, but it would at least be better than what we have now. TL;DR make bags float when you drop them.
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Let us self-host servers (don't merge with other threads. Serves two purposes)
Let me share the bigger picture here. Here's an example scenario The game is no longer receiving content updates. Self-hosted servers have been implemented. Modders have picked up the game, applying mods on their servers so people can join and have an entirely new experience. Right now we have bots which can do quite a lot of things, but they'd pale in comparison to genuine mods. Imagine stuff like custom items, areas, enemies, moderator tools, skills, and so much more—all with custom assets. I genuinely can't list it all. Self-hosted servers would also allow for a less laggy experience and should technically lessen your expenses, right? A Township Tale is a one-of-a-kind game. The potential for such a game is literally limitless. ATT could thrive for so much longer if this happened. Take a look at FiveM -- A community of modders came together to create an entirely new game / experience. Imagine the potential with a game like ATT, an open-world adventure game full of activities and things to uncover. You wouldn't even have to provide a modding API. As it stands, The game is super organized and pretty easy to understand as a project. It took me at most a day or two to understand what I wanted to do. I was just limited by the dedicated servers you guys host. Please. This is all I ask of you guys. Self-hosted servers would be a game changer. It's not even funny. There are so many talented people working on bots currently. I would love to see what everyone could collectively come up with.
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Crafting is Dull
Don't get me wrong, it's far better than most games, but I see the potential for it to be better. If you take a look at all the crafting methods the game has, the one that really stands out is bag/Hammer and Nail crafting and there is a reason for that. It has a lot of different aspects to it that determine how well you do as well as a lot of customization options. There's a way and good reason to practice it and get better because of the consequence of breaking material. The next crafting type that stands out after Hammer and Nail is Blacksmithing. This is because it has a lot of the same qualities that Hammer and Nail does. It has a few aspects to it that determine how well you do, lots of customization, and ways to get better with both the mechanics of it, and with the Blacksmithing skills you can get. The difference, and the reason why it doesn't stand out as much, is because there isn't as much of a reason to get better at it. There is no consequence for doing bad and no reward for doing good. The only thing that you really need to "improve" with Blacksmithing is getting the ember composer skill so Valyan's high heat up time and quick cooling time is easier to deal with. Third in line would be Carpentry. It's has less customization then either Blacksmithing or Hammer and Nail. It's carried heavily by what you put on it on the Blacksmithing side which isn't necessarily a bad thing, but being able to do more would be nice. It does have a consequence for messing up, but compared to Hammer and Nail it is far easier to avoid and is less effective because of how you can pull off the wood and get most of it back. Now the thing that really drags down Carpentry is that there isn't much of an incentive to. The most you'll get out of it is a bit more durability for your tool/weapon if you use a stronger wood. A lot of the time it's just not worth the hassle. Not only do you need to procure the wood, you will want a good hammer and as most people use golden hammers for Hammer and Nail crafting, they'll need a new hammer dedicated to Carpentry. Not only is there not enough incentive to get good at it, a lot of the time there isn't even an inventive to do it at all and just stick with oak. Finally I want to cover Cooking and Soups. Soup Cooking is probably the most complex crafting type in the game with all the different types of food items, whether they're cooked or not, the buffs they give, and the garlic n salt as seasonings. The basis of Soup is solid, the problem comes in when after you make the soup. First there's no easy way to see how strong of an effect a soup gives you. for most of the effects you either have to look in console or with the use of practical tests. Example would be attacking a friend to see the difference in damage buff, or time time yourself going from one place to another. Second there is no way to travel with a lot of soup that isn't hugely inconvenient. You can have a couple gourds but that won't be enough for most trips, especially if you're traveling in a party, and barrel bags are highly ineffective at best, being able to both get more in the form of gourds in a hoarders, and more general storage for the same liquid storage. ie barrel bag holds around 10 bottles worth, while a hoarders can hold 32 bottles worth with 16 gourds without even needing to use any of the side pouches. Final note, while more of a minor issue, there's little risk of messing up soup and nothing much you can improve on Now, all I've done so far is just point out the issues that I see with crafting, and this is labeled as a suggestion so let's get into that part of this. I will break things up into and Idea, a more abstract concept, and a suggestion which will be something more concrete. If also have any ideas feel free to add them and discuss in the comments BLACKSMITHING SUGGESTION My idea is to add an additional prosses that is optional that will reward the player with more durability and damage if they complete it successfully. So the normal forging prosses with still be available without any additional risk, and if someone want to try to get something better out of it then they can do that additional step. To balance this you can lower the base damage of weapons, and make it so you can get more damage than you could before if you want to risk damaging your blade. My suggestion for this idea is a quench prosses. The player needs to hammer out the blade but not quite enough to fully flatten out the blade, and as long as a section of the blade isn't too thick, too thin, and there isn't too much of a difference in thickness in the blade, they can take it to the water crate and quench it to finish the prosses. The thinner you get the blade at the end the better the buff it gets. if done wrong then the blade could either break entirely, or it could be taken down a stage in durability and not gain those benefits. CARPENTRY SUGGESTION My idea to incentivize improving in Carpentry would be to add something optional similar to my Blacksmithing idea. My suggestion to this idea would be that you get either a minor boost in durability, in the case of handles, or additional amount of items, in the case of items like bowls, if you craft without the recipe. Gives the player a reason to learn Carpentry more and is already something you can do in the game My idea to incentivize using more types of wood is to create more things to do with them My first suggestion for this idea is the ability to create sort of composite materials. Similar to how the alloys work, you would put two different types of wood on the lathe. Say a walnut handle with redwood core, or even the ability to use metal as a core Bonus Idea, what if certain wood types had different abilities that they either have intrinsically or could be "processed" with other materials to gain those abilities for the cost of some durability. example, redwood getting the quickdraw ability that the hebios handles have. COOKING SUGGESTION My idea for telling how strong the buff is to have some way in game that gives you an idea My suggestion for this is to have a shimmer in the soup to tell you the kind of buffs it has and the brighter the shimmer has the stronger the buff is. For example, you have a soup that has health and speed with the speed being stronger, you'll see simmers or particles of red and blue in the soup, but the blue is brighter than the red. it should also have something like a foil effect, like a pokemon foil card so you don't run into issues where the color of the soup is too similar of a color to the shimmer To tackle the storage problem, my idea is to add something in-between gourds and a barrel bag that holds liquid, and to also let the barrel bag hold more. My suggestion for this is a new side pouch, like a water skin that you can put on a side pouch slot for your bag than you can then grab and use like a normal bottle/gourd. Since it's a side pouch attachment then it should only be grabbable by the player holding the back and teleport back to the slot when dropped.
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