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November 11th, 2018, 03:39pm
#1
[Feedback] Day is too short
The day is too short. In the beginning I have to get used to UI and controls, read most of tooltips, check out a bit of map and so on. Then suddenly it's night already and my toon passes out. Well, ok, maybe I'm a slowpoke, the next day should be better. Then I found a few books, some NPCs and a few new items - the time doesn't stop when I read lorebooks or talk to people, ooops, another day wasted. Riiight. In the next day I should bring some milk to the NPC I've never seen before, to the location, where I've never been before. By the time I found this lady it was far past midday, and I had to return home and do a few jobs - in dusk. I'm still having an open job for buying seeds since I had no time to find the vendor yet.
Guys, pause when reading/talking/inventory management is a common sense thing. First few days could be a bit longer just for adaptation, a week later the time might run like it does now. I like the game already but... come on.
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November 11th, 2018, 11:35pm
#2
I agree a bit. I get that we want the world to have a bit of realism, but I can't really talk to the amount of NPCs I need too.
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November 12th, 2018, 07:50am
#3
I actually think the length of the days is spot on, it may not be long enough for the first day when you're still learning everything it but it's fine for once you get the hang of things.
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November 12th, 2018, 09:01am
#4
That's what I said - the beginning is too hasty for a newbie. As you grow IRL, the time goes by faster and faster, every next week/month/year passes quicker, it'd be even kinda realistic to have a slower pace at the start.
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November 14th, 2018, 12:30pm
#5
I think it'd be problematic to have it start slow and then get quicker because you'd get used to the slower passing of time, but your idea is nice (I'm just impatient and hate long days ecc)
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November 15th, 2018, 07:16am
#6
The slowness could be "emulated" by increased daytime, not by slowing down everything
. In Stardew Valley the day length is 15 mins of real time, iirc, in Kynseed it's pretty shorter. First few days could be longer for adaptation (in terms of SDV let's say ~20 mins), then take their rightful "default" time (15 mins). If you run out of stuff to do - fine, sleep over to another day. To avoid the exploits, some of the areas could be locked off from visiting early on.
Overall, in it's current state the beginning of the game is too pushy for a newbie. IMHO and all that, ofc.
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November 16th, 2018, 08:33am
#7
Id agree, although ill admit to being new too.
I feel like the amount of time spent in "dusk" feels disproportionately long compared to daylight hours
Also, is there different light lengths for different seasons (e.g. 12h of sun during summer, 8 during winter)? That would be pretty amaze!
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November 21st, 2018, 02:54pm
#8
Different daylight time for the different seasons... well, even Sims 2/3 Seasons (the classics) didn't do that, I'm nearly sure they thought over the possibility then dumped it. Stardew Valley? Same, tho the dev could introduce it later, who knows. That's a risky move, might be a very special trait if made right, but it's too early to take on such a project.
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November 21st, 2018, 08:31pm
#9
It's something I have considered...getting dark earlier in Winter, although needs thought as playing in darkness can be annoying and the effect may be too slight if just an hour or 2.
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November 22nd, 2018, 11:34am
#10
Yup, an additional 2 hours of dusk is such a slight difference that it's not really worth the working hours you could put in it, not to mention there's little reason in extended darkness.
It might be a neat addition if some of the events and/or actions would require to be taken in darker hours - like some fishes/monsters/herbs/collectibles spawn, so technically winter would be very appealing for those who's gonna catch'em all. Since we don't have any rewards for "late night" activities, the surplus darkness would be just annoying. Primary objective yet is to make a core game playable, then it could be spiced up with perks and quirks.
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