Ideas for the developers

 
NobleKen
Minnow
Minnow
228 Posts

Re:Ideas for the developers

[Post New]by NobleKen on Oct 15, 13 9:20 AM
The teleporter does take you from Amicus to the Commons already but I can see why a player would want a return button. Thank you for the feedback. "Turning off" the shortcut to the ranch won't be implemented based on how those buttons currently work.

 

Re:Ideas for the developers

[Post New]by Big_Brother_Liam on Oct 18, 13 11:50 PM
I am hoping that the "under construction" area on Amicus Island will eventually get finished and be something cool. I am curious why there is the Cabana Bar but our characters can't/won't buy a drink there. I'd think that would be a perfect place to buy "energy drinks" or something, with Bush Bucks or gold/gems.

I also would like it if the water balloon fight area were something more enticing, because I almost never see ANYONE using it. My brothers and I sometimes meet up there and have a little "battle" but that is about it. I think it would be fun if you could get an energy for hitting people with a water balloon. It would take a while to gather up much extra energy, but still better than fishing is right now.

Speaking of fishing, could it be adjusted so that the type of bait you use actually affects what you catch? I haven't noticed any real difference between the "gold" and the "energy" baits and what you actually catch. It would also be kind of cool if there were a trinket that would help you avoid catching so much junk, kind of like the "less nothing" trinkets.

My last "wondering" is why the energy fruit baskets that can be bought with gold and gems are only available once every 20 hours or so. I would think that one ought to be able to buy as many as one has "finances" for. Ken, could you explain the thought process behind the limitation there, please? I'm so glad that you are here to answer some of our questions!

 
NobleKen
Minnow
Minnow
228 Posts

Re:Ideas for the developers

[Post New]by NobleKen on Oct 21, 13 10:11 AM
First, thank you for your ideas and suggestions.

There always plans for new areas and buildings so someday the under construction area on Amicus could be changed. The different kinds of bait do affect the fishing but there is still a large amount of luck involved.

I personally really enjoy the water balloon area as well. I don't think they would change it to provide energy however. (Although as a fellow player I would really like that as well.) I have made a note of your suggestions and will pass them on though. As for your question about energy pack limitations, generally those limits are in place for game balance purposes to ensure the game is enjoyable for all level of players.

Edited on 10/21/2013 at 10:18:29 AM PST


 
nanekochan
Minnow
Minnow
261 Posts

Re:Ideas for the developers

[Post New]by nanekochan on Oct 21, 13 8:14 PM
As I was playing the game, I have been wondering why the merchant who sells all the Help Here! signs on Amicus Island sells them at all, since there isn't anything that anyone can help us with. I also thought it would be nice if more and different items could be offered by these merchants. The enclosure for the pets, I thought would be much bigger before I bought it, by the way.

This idea would really affect the whole game, but I can't help feeling that the scenery and character would be perfect for a more interactive game style (with the NPC's and a bit more exploration, not fighting), instead of just whacking as in 2D RPG's. I realize that the game is called BushWhacker 2 so I'm not expecting great changes, but more of what we already do with looking for the Secret areas, puzzles as with Nate, and finding things by searching rather than whacking, at least some of the time. The scenery is so pretty I feel it isn't being utilized to its fullest potential. I think a bigger variety of activities would spur longer-term players.

Also, I would be nice if the daily quests could be a larger variety or changed up, especially once you have finished the achievements associated with them. Also the treasure hunts and drink delivery clues could have more variety.

As I progress in the game I'm also wondering if the trinkets I'm receiving while playing areas (not the ones I buy when I level up), are getting lower percentages than I used to get. For instance, the Double-Lens Magnifying Glass was worth 2.6% when I got it, and the Unobtanium Dowsing Rod was worth 2.3%. I suppose these puzzle and quest trinkets are worth less than the others but it almost seems pointless to equip them. I started thinking that maybe this was because I had played all the bonus areas.

Well, that's all I can think of for the moment, thanks for listening.


 
synthesis1
Lobster
Lobster
89 Posts

Re:Ideas for the developers

[Post New]by synthesis1 on Oct 22, 13 8:38 AM
I didn't see one listed on the wiki, so if I missed it, sorry I think something like a bulletin board, both standing and one you can hang on the wall, that you could also hang other items on would be great. You get all those ribbons from special events, and they just clutter up your wall. Plus, there just isn't all that much wall space for all the things that either go on or up against the wall.

 

Re:Ideas for the developers

[Post New]by HorseDancer1 on Oct 22, 13 5:37 PM
I would like to take up to 3 animal companions along - just like the 3 slots for runes in the swords.

 
nanekochan
Minnow
Minnow
261 Posts

Re:Ideas for the developers

[Post New]by nanekochan on Oct 22, 13 9:04 PM
@synthesis1 One of the merchants on Amicus Island sells a bulletin board--the same guy who sells the signs--but it is, of course, expensive. Right now I don't remember what it costs or what kind of currency you need to buy it. And eventually you'll probably need more than one since one can hold maybe maximum 6-8 awards. Hope that helps.

 
nanekochan
Minnow
Minnow
261 Posts

Re:Ideas for the developers

[Post New]by nanekochan on Nov 6, 13 9:04 PM
I thought of a couple more things since my last post. By the way, I am pleased to see that some of my suggestions have been implemented, although I realize the were in development long before I said anything! But thank you very much!

I was looking at the hats the avatars are wearing (which are the most visible things they wear) and there are some hats people don't really seem to use. On the other hand, some hats are really popular. From my point of view there aren't enough of a variety "cute" or "cool" hats. For instance, I don't foresee ever wanting to wear the tree stump hat. If the developers were to take a look at the hats the characters wear (at least in the public area of Amicus Island), they might get a better idea of what hats people really would like to see.

I often change my avatar's costume whenever I visit Amicus Island. For instance, if I'm in a cold area and I go to Amicus Island, I change out of the fur-trimmed hood.

And there's a really cute leopard in Lower Juau Island that I would love to see as a pet!

Thanks.

 
NobleKen
Minnow
Minnow
228 Posts

Re:Ideas for the developers

[Post New]by NobleKen on Nov 7, 13 9:29 AM
@Nanekochan - Thank you for all of your suggestions and observations. I cannot guarantee that any one specific suggestion will get implemented or not but I will pass them on to the other developers. As for your question about trinkets, they don't provide less of a bonus the further you get in the game. Many trinkets can be combined or upgraded as you get further ensuring they give bonuses you would want to use. There is much debate among players about which trinkets are ultimately best but it will always come down to personal choice. My advice is to occasionally try a new trinket or two, especially in the case were you feel you aren't getting enough benefit from one.


@HorseDancer1 - I think everyone would love being able to take along three companions instead of one. I will ask if this idea could possibly be added to the game.

Edited on 11/07/2013 at 9:29:27 AM PST


 
LilFae
Guppy
Guppy
149 Posts

Re:Ideas for the developers

[Post New]by LilFae on Nov 8, 13 7:38 AM
Greetings!

Is there a way that we could arrange items in our inventory. I know this is a little OCD, however, at night, I put on the necklace that extends how much energy I have for the morning, and have to get it two screens to the right. It would be nice to have frequently used items on the first page in your trinkets inventory. I change them between the quest item trinket, to the puzzle, to the feather for speed on Amicus Island. Also with the pets, or alphabetize them? I know I know, a bit OCD lol!

Thank you for considering.

 
NobleKen
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Minnow
228 Posts

Re:Ideas for the developers

[Post New]by NobleKen on Nov 8, 13 9:06 AM
@LilFae - The way the inventory sorts items won't be changed unfortunately for technical reasons. We are focusing on lots of new content which means we can't devote much time to changing the user interface. I appreciate your feedback though, so thank you for asking.

 
nanekochan
Minnow
Minnow
261 Posts

Re:Ideas for the developers

[Post New]by nanekochan on Nov 8, 13 10:37 AM
I am sorry to hear that the sorting won't be changed because I agree with @LilFae with the trinkets, which I change to go to Amicus Island, go fishing (at least the sonic fishing rod is always at the end!), sometimes for using Power, etc. I have thought that there should be a special place to equip trinkets for Power use, because there are (so far) 3 trinkets that help with using Power, but have no use normally.

Also, the really confusing inventory is the Runes, which seem to add anywhere in the list mostly randomly, and even with breaking down and combining runes, I still have 100 of them on more than 10 pages. But thanks anyway!

 
Liams_Mama
Seahorse
Seahorse
28 Posts

Re:Ideas for the developers

[Post New]by Liams_Mama on Nov 10, 13 2:54 AM
I was just thinking it would be kind of nice when you hunt for an egg to hatch and it isn't one you want (for whatever reason), if Misty would offer to trade for it rather than you just giving it to her to raise. I seem to recall someone said that you get something in return for the egg (xp or something) but I guess I haven't been paying enough attention as I haven't noticed getting anything in return for handing over an egg.

Also, just a "whine" since it can't be "fixed" but it sure seems that a fairly certain way to assure that a bush contains "nothing" is for me to hit it using power. I get very frustrated and annoyed about the power, since I frequently get nothing from it.

 
awol4013
Seahorse
Seahorse
23 Posts

Re:Ideas for the developers

[Post New]by awol4013 on Nov 10, 13 3:59 AM
Liams_Mama I get frustrated with getting nothings too.

I try different things to avoid the nothings with a little success.

I whack until I whack a nothing or two then use the power whack. I combine a nothing rune to other runes and always have one on in one of the slots.

I like the new quests and the new rewards that are given. Great job Developers!!

Hope there will be some larger runes to be whacked up as I use up a lot of runes experimenting.

I also like the idea of using trinkets for combining with runes to get rid of some that I don't use.

And always looking forward to the next event.

 
dinsb
Parrotfish
Parrotfish
420 Posts

Re:Ideas for the developers

[Post New]by dinsb on Nov 11, 13 7:40 PM
Liams_Mama, I find I can improve my odds against getting a nothing with a power whack by whacking a critter rather than a bush. They usually give a two-item reward, so even if you get a nothing you're still likely get a something (grin).

 
NobleKen
Minnow
Minnow
228 Posts

Re:Ideas for the developers

[Post New]by NobleKen on Nov 13, 13 9:05 AM
@Liams_Mama - Pet trading or having a way to get rid of unwanted pets is something that is being reviewed. I cannot guarantee that it will be added but it is certainly something we are looking at.
As for power whacking, there is a lot of luck involved, but keep trying! Eventually a power whack will pay off for you.

@awol4013 - Thank you for your compliment about the new quests and rewards. I will look into the idea of larger runes dropping from bushes.


 
nanekochan
Minnow
Minnow
261 Posts

Re:Ideas for the developers

[Post New]by nanekochan on Nov 21, 13 2:44 AM
Since I have begun runesocketing I have noticed that I am reluctant to change swords. Especially when there is more than one slot, the fact that there is usually one or more runes that have not yet expired when I'm putting a new one in means that there is rarely an opportunity when all slots are empty. So I have picked a "one-size-fits-all-situations" sword, which is a shame since I have like 30 swords to choose from and is one of the more visible character customization options. Therefore I would like to suggest that there be a way to transfer all the current runes to a different sword. If I don't want to transfer them then maybe I would forfeit them, or they would remain with the old sword. I thought of the alternative of having more than one sword with runes in them for when I want to accomplish different things, but after using combining, disenchanting, and so forth for a while, I have noticed that I don't have as much of a supply of runes as I thought, at least if I want to make them high odds runes, not to mention the cost in Gold. So I don't want to spread them around too much being unused but still the clock ticking away on them. Thanks for listening!

 
NobleKen
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Minnow
228 Posts

Re:Ideas for the developers

[Post New]by NobleKen on Nov 21, 13 9:26 AM
It can be a tough choice of which sword to keep using (especially if you enjoy switching between a few favorites) when you have runes with long durations because the timers keeps expiring if you have that sword equipped or not. I will pass on your suggestion for having the ability to transfer the runes between swords. There is no guarantee that this will be changed but the developers will be made aware of the idea.

 
LunyKimberly
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191 Posts

Re:Ideas for the developers

[Post New]by LunyKimberly on Nov 21, 13 1:56 PM
I'm not sure the developers would go for it, but I think the ability to sell "junk" items for gold/bush bucks would be an interesting addition. Maybe after the General Store has been built and you can only sell items that aren't being used in an active quest.

There could be random items that drop from bushes (that aren't part of any quest) or the current junk items from fishing that would store in your inventory (maybe a separate tab?) that you could sell at the Store later.

Examples:
1) The tin cans from fishing could be sold in bulk only, say, 25 cans for 10 gold or 100 cans for a couple bush bucks.

2) "Expensive" non-quest items dropped from bushes could be sold individually for gold or in multiples for bush bucks while "cheap" non-quest items could only be sold in bulk for gold.

3) While you'd still have to check in every day with the lumberjack to get the quest for chopping lumber, it would show regardless of if you had any quests going that required boards/lumber... and if you didn't have any quests needing lumber you could sell it (the downside being that if you sold off your stockpile and then came up with a new quest wanting lumber, you'd have to start over/wait 'til the next day).

4) There could be an npc outside City Hall that could give a daily quest for boulders (reusing the code from the building city hall quest chain) but like with the lumber, you could only sell the stone/boulders if you didn't have a current quest that needed them.

I just think that if players had a little more variety in the bushwhacking/fishing and had a slightly easier way of earning gold or especially bush bucks (other than paying with real money) they would be more willing to buy the items from stores/merchants or expand properties. I don't think it would take much to code things so that this would be a useful addition to the game without it being too cheaty (re: the fishing tin cans, you'd still have to fish a whole bunch to build up the stockpiles to sell off).

 
LunyKimberly
Guppy
Guppy
191 Posts

Re:Ideas for the developers

[Post New]by LunyKimberly on Nov 22, 13 9:21 AM
Thought of a few others.

1) Seconding Linca's suggestion for a separate button to Amicus Isle. Right now, you can go from the forest/island you're on to your Ranch or The Commons. If you're on Amicus Isle, you can go back to the forest/field you were at last or your Ranch - if you want to get to The Commons from Amicus, you have to trek across the island to the teleporter. If you're in The Commons and want to get to Amicus, you either have to go over to the teleporter or you have to use the World map.

With the amount of usage Amicus is getting - due to quests, meet ups, or better fishing, it really would help a lot of us if there was an additional quick button for the Isle.

2) Ability to customize the character's outfit - either a simple color change like the hair/eyes/make up or a full customization like the hats/gauntlets/swords.

3) Different face styles, ie. narrow, round (current), angular, etc.

4) Not sure if this is a question for how to do or a request for a new feature. It would be nice to be able to visit the Announcement page without exiting the game and returning. When the Thanksgiving Event started, I had been signed into the game for a couple hours by then when I started noticing new items dropping from my bushwhacking. When I went to The Commons, the town crier didn't mention anything but I noticed the field by the lumberjack was suddenly filled and talking to the NPCs was when I learned of the Event. It was after that that I logged out for a bit and when I came back into the game, that was when I got the notice on the announcement page about the Event and the Thanksgiving Event "banner" under my power meter.

Reading through the boards here, it seems like several others were in the same boat. If there was some kind of notice, say like a blinking "announcement" message or a couple red exclamation points up by the XP/energy/power/mana meters that popped up when the announcement page was updated (if a person was already logged into the game) that would take a person TO the announcement page... that would be very nifty.

 
 
 
 
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