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Author Topic: New Top Suggestion gathering - Round One Completed  (Read 17211 times)

Fieari

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New Top Suggestion gathering - Round One Completed
« on: August 24, 2008, 07:23:41 pm »

We are now entering into ROUND TWO of voting.  The following three suggestions will be set aside for the future top 10 list: Job Priorities, Improved Resource Management, and Farming Improvements.

Goto ROUND TWO for new votes.



Well, people have been clamoring for a new "Top 10 Suggestion" poll, so it's time to start gathering votes for what people want on the list.

The way this works is that each poster gets to vote for/suggest THREE different suggestions.  These are your votes for what you are MOST interested in seeing Toady accomplish after he finishes the current FotF (dev_next).  He may or may not listen to us, but he has stated that he likes to know what people want, and we know he at least factors our desires into his decisions.

What you should NOT suggest:
  • Anything currently on the FotF page (dev_next).
  • Anything Toady has expressly stated that he has no intention of doing (such as multithreading or multiplayer).
  • Anything that is a PERPETUAL goal (such as "More RAW files" or "Improved framerate")
  • More than three suggestions.  If you post more than three, only the first three you list will be counted.

Other than that, feel free to vote for anything.  See Neonivak's post below for a list of suggestions from PREVIOUS threads of this ilk. 

Although not -required-, it would help me out if when voting for something already listed, you use the same "suggestion name" as is listed.  I will attempt to consolidate suggestions that are similar, but the list is pretty long, so anything that you can do to help me out will help.



Here's the final ROUND ONE vote list:

* Job Priorities [14]
zagibu, Granite26, Velusion, Impaler[WrG], Someone-else, Faces of Mu, Narmio, NBtQMK, Jetman123, penguinofhonor, Tormy (via PM), Ryo, PTTG??, mizipzor

* Improved Resource Management [13]
Inquisitor Saturn, Gantolandon, JujuBubu, Mephansteras, Velusion, Techhead, Cristes, CJN, Yaddy1, Jamini, Footkerchief, vanarbulax, mizipzor

* Farming Improvements [10]
Draco18s, Fieari, Othob Rithol, Osmosis Jones, evktalo, Someone-else, Dame de la Licorne, Quatch, PTTG??, vanarbulax

* Tabbed Filters and string search for all selection screens (stocks, units, etc) [7]
Osmosis Jones, Granite26, JujuBubu, Narmio, Davion, Quatch, Ryo

* Bring Back Guildmasters to fill requested "special abilities" (prospecting, zoom to dead, etc) [7]
Othob Rithul, evktalo, Dame de la Licorne, Yaddy1, Jamini, Ryo, stummel

* More detailed religion [6]
penguinofhonor, Ukrainian Ranger, PTTG??, vanarbulax, Glacies, stummel

* Automatic switching to sparring weapons [6]
evktalo, snelg, Dame de la Licorne, Jamini, NBtQMK, Footkerchief

* Designate "safe area" for civilians to go to during danger [6]
pavlov, snelg, Yaddy1, Jetman123, Footkerchief, mizipzor

* Standing production orders (produce to level) [5]
NBtQMK, Faces of Mu, CJN, Quatch, stummel

* Make all professions at least minimally useful [5]
Impaler[WrG], Gantolandon, Velusion, Techhead, Someone-else

* Add Center on Announcement key [4]
Impaler, Inquisitor Saturn[WrG], Osmosis Jones, Faces of Mu

* Forbidden area designation (acts as wall for pathfinding) [4]
Untelligent, Joseph Miles, Narmio, snelg

* Improve the morale system [4]
Gantolandon, Fieari, Jetman123, Ukrainian Ranger

* Material selection for materials used in workshops [4]
zagibu, Untelligent, JujuBubu, Glacies

* Remember Trade Agreements [3]
Othob Rithul, Exponent, Christes

* Full graphics support [3]
Exponent, Fieari, Onion Knight

* Improved site finder [2]
Blackcat, CJN

* Stockpile priorities (order of filling) [2]
zagibu, Granite26

* Dwarf Foreman integrated into Dwarf Fortress [2]
Blackcat, Exponent

* Quantified courage/scariness levels [2]
Inquisitor Saturn, Christes

* Improved Hauling (carts, wagons, conveyor belts, etc. and the AI to use them) [2]
Koboldbard, Draco18s

* Door access lists (keys, etc) [2]
Joseph Miles, Glacies

* Sort skills by ability [1]
Techhead

* Zoom to dead units [1]
winner

* Multiple government systems [1]
Eatnobles4breakfas

* Bulk resource requests from caravan [1]
Wang Commander

* Attributes gain separated from skill gain [1]
Draco18s

* Miner prospecting [1]
Blackcat

* Improved Health Care [1]
Mephansteras

* Make clothes rot, and make them rot quickly outside [1]
pavlov

* Prevent dodging into lava, off cliffs, etc [1]
pavlov

* Custom name all jobs in the RAWSs [1]
Untelligent

* Allow engravings on constructed walls [1]
Joseph Miles

* Task Priorities (ie, Do this task even if something scary is in the way) [1]
Mephansteras

* Combine useless professions [1]
Ralje

* Optimize the UI for larger screens [1]
penguinofhonor

* More pervasive temperature (burn trees, melt ice walls, temperature damage to items) [1]
Gargantua06

* Steam power [1]
Gargantua06

* Different materials/quality for rewalling (sandbag walls, etc) [1]
Gargantua06

* RAW entries for damage types [1]
i2amroy

* Allow creatures to be made from smelter or [ITEMCORPSE] [1]
i2amroy

* Ability to buy sand from merchants [1]
i2amroy

* Interspecies breeding [1]
Ukrainian Ranger
« Last Edit: September 01, 2008, 06:18:19 pm by Fieari »
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Neonivek

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Re: New Top Suggestion gathering
« Reply #1 on: August 24, 2008, 07:37:40 pm »

Wow you were really reaching for suggestions this time... (or people were crazy...)

Alright let me see

-allow engravings on constructed walls
--True it is something that needs to be added eventually... though it is very low on my importance list.

-allow graphics for objects and items in addition to creatures
--Is this honestly allowed to be here? Toady already said he is going to be doing this...

-door access lists (keys, etc)
--I really have no oppinions on this

-filter to hide dead things in unit list (and other filters)
--Alright... a goes without saying suggestion...

-fix the tantrum-downward-spiral / directed tantrums
--No, more accurately the whole morale system needs to be fixed...

-immigration control
--While this sounds great, it is something that need to be explain EXACTLY what this means... In its worst form it is making immigration robotic... in its best form it is simply making fortresses fulfill the needs for specific types of immigrants thus improving their chances of moving in.

-improved siege AI (tunnels, siege ladders, etc.)
--Alright, I agree

-job priorities (overhaul job/task system)
--Yes

-material selection for materials used in workshops
--definately

-more realistic/harder agriculture
--NOOO!!! while this sounds innocent enough I remember what this REALLY means... Overly complex irrigation systems... I dislike making machines as it is...

-panic room / civ. zone in times of conflict
--Alright

-practice weapons / make dwarfs use them for sparring
--I also disagree with this one... It doesn't solve the problem it just changes it. It will simply increase the chances that someone will have an accident

-sewage
--I am going to say no... This needs to be explained for me to think otherwise.

-sort skills by ability
--Yeah

-transport vehicles + better hauling
--Definately but I beleive toady already mentioned it.

Alright... so let me see... of all these... excluding the ones that sound like restating what Toady already said... I vote for... nothing... hmmm alright then... (I didn't write this for that conclusion... nothing just really sticks out in my mind...))


Note: The original post changed on me, so a lot of what I written here is null or void.
« Last Edit: August 25, 2008, 01:46:00 pm by Neonivek »
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Fieari

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Re: New Top Suggestion gathering
« Reply #2 on: August 24, 2008, 07:46:43 pm »

I'm not saying you have to vote for those on that list, just that I grabbed all the ones with 4 or more votes from the previous time.  As for the graphics one, I let it qualify because it's not on the dev_next list.  It is, of course, on the dev_single list.  The purpose of the top 10 poll is to tell Toady what the community is most interested in, and the current list obviously factored heavily into the current dev_next.  So this next list will likely effect the NEXT dev_next list.

Which might not appear until next year, but the current top 10 poll has been around about as long.  Might as well get started...
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Impaler[WrG]

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Re: New Top Suggestion gathering
« Reply #3 on: August 24, 2008, 08:56:13 pm »

Game play wise I'd say resolve some of the issues that make some skills un-usable, under the category currently useless or nearly useless professions I'd include.

milker and thus cheese maker, animal caretaker, animal & fish dissector, Potash & Lye & Soap maker

All of these either have bugs which prevent them from accomplishing anything (milker) or cut off their material supply chains (cheese maker) or what they make is just not needed to any great degree (potash, lye, soap, extracts).  Some consolidation is probably in order animal dissector & fish dissector for sure, Lye & Soap maker unless more uses are found for their products or more products are added.

So overall you might just call this "Make all professions at least minimally useful".

On top of that I'd add "Center on Announcement key" which can will center on the last announcement when in map view mode or a specific announcement when viewing the announcement page.
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winner

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Re: New Top Suggestion gathering
« Reply #4 on: August 24, 2008, 10:41:53 pm »

be able to zoom to dead units
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Eatnobles4breakfast

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Re: New Top Suggestion gathering
« Reply #5 on: August 24, 2008, 11:28:51 pm »

I don't know if this is even possible (but if the toady has caffeine, nothing can stand in his way) but i thought it would be cool if there were different government types in the game...
like, since the current DF is basicaly communism with a secret police (us) cutting short breaks, and the ruler (noble) making stupid rules, murdering the people, and hoarding all the fine things to himself, maybe there could be other governments in there
Like using dwarf prefs and tendancies to regulate wether they vote for someone, and if they want to overthrow the government. Then, maybe if it was a TRUE communist government, you could order dwarves to kill other dwarves, or even themselves...:P
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Osmosis Jones

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Re: New Top Suggestion gathering
« Reply #6 on: August 25, 2008, 12:58:52 am »

It'll probably come up in the presentation arc, but could Toady please at least add a tab by page option to the [ u ]nits list? Right now, when a fort gets to much more than 3 pages of critters, it's effectively useless (it's faster to hunt the dwarf down via other means than scroll through the list).

If he has more time on his hands, maybe he can make it so that it collapses all creatures  into subgroups. So, if you want a miner, you go to the miner entry, open it up and select the desired miner, same applies for all pets and wildlife.

EDIT: Presentation
« Last Edit: August 25, 2008, 01:20:12 am by Osmosis Jones »
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Wang Commander

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Re: New Top Suggestion gathering
« Reply #7 on: August 25, 2008, 01:12:08 am »

This is I guess a subset of Core62 which is part of the caravan arc, but making sure that Core62 can include huge bulk resource orders seems important and I really hate being wealthy in the desert and only able to bring in a few dozen logs yearly.
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zagibu

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Re: New Top Suggestion gathering
« Reply #8 on: August 25, 2008, 01:12:46 am »

I vote for:

- job priorities
- material selection for materials used in workshops
- stockpile priorities (higher prio. stockpiles of the same type get filled first)
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Inquisitor Saturn

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Re: New Top Suggestion gathering
« Reply #9 on: August 25, 2008, 01:25:11 am »

Ability to click on announcements to zoom to their source.

Smarter workshop materials gathering and designational source stockpiles.

Quantified courage/scariness levels.

Chutes/slides.

Metal mechanisms.

More uses for different minerals.

Easier means to de-equip prisoners/manual selection of equipment for military

Ability to form air pockets underwater.

Pranks, jokes, and humiliation.

World-specific plant and animal generation.

Baths.

Making levers toggle whatever they're attached to, instead of setting them to a global on/off state.

Mischievous pets.

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Draco18s

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Re: New Top Suggestion gathering
« Reply #10 on: August 25, 2008, 01:57:01 am »

-more realistic/harder agriculture
--NOOO!!! while this sounds innocent enough I remember what this REALLY means... Overly complex irrigation systems... I dislike making machines as it is...

And one farmer producing enough food on a 4x4 plot in one season to feed 500 dwarves isn't broken.  Ok.

No one said improved farming had to have more MACHINES, all we want is nutrient reduction (i.e. crops take some kind of nutrient out of the soil, and if not replenished the next crop isn't as fruitful).  If progressive watering of plants is added, it'd likely be "by the bucket," not a wholesale flood.

Anyway, what I want:

Farming fixes.  Farmers should be employed full time growing crops, not planting for a week then hauling furniture for 9 months.  I don't care what's done, though I have made some suggestions.

Attributes separated from Skills.  Idlers should not be legendary tough and super strong just by attending parties.  Extremely charismatic and quite intelligent, sure, but not strong, tough, and agile.  To this end I suggest that each skill increase one or two attributes and that the job associated with that skill also be influenced by one or two stats (at least one of which is increased by doing the job, e.g. miner -> strength -> mining).
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JujuBubu

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Re: New Top Suggestion gathering
« Reply #11 on: August 25, 2008, 02:26:05 am »

Job priorities would be nice, but a lot of work too, according to toadys comment in the last poll.

What I would like is better ressource management and a search option for the stock screen.

I imagine the ressource management somewhat like this thread brought it up again

http://www.bay12games.com/forum/index.php?topic=23626.0

in short repeated here, while I took the liberty to modify the flags with some other ideas
I read about

 - added flags in the kitchen and stone menu that enable/forbig usage options

i.e.: plump helmet                                 BREW COOK EAT THRESH MILL
      hematite ore                                  CONSTRUCT MASON CRAFT SMELT MECHANIC

- the stone menu should in whole work like the kitchen menu and only show stone types
   that are actually in stock or uncovered on the map ..

- some similiar menu for items to decorate with stuff .. or a designation like melting
  after a short thought, i would prefer the designation, like melting it would work great in
  combination with a search option in the stocks menu :)
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Blackcat

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Re: New Top Suggestion gathering
« Reply #12 on: August 25, 2008, 05:35:45 am »

Dwarf Foreman, or an equivalent labour management screen, as an integral part of DF.

Much improved Site Finder; Browse search results, many more criteria including what soil/rock layers to find (eg: sand, marble, obsidian etc).

"Prospecting" for miners: higher skill levels means a miner can "see" further into rock. Make "prospected" tiles semi-revealed, in that they only display in designation mode. Include "prospecting" one z-level up and down as part of the skill progression.
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Gantolandon

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Re: New Top Suggestion gathering
« Reply #13 on: August 25, 2008, 07:17:23 am »

OK. My votes:

Quote
Smarter workshop materials gathering and designational source stockpiles.

Definitely. Especially decoration of items is a major pain ("No, idiot, leave that sock!!!").

Quote
Make all professions at least minimally useful

And perhaps change those which are unlikely to be useful ever. I see some hopes for Soap Makers (baths), but I have no idea why would someone want a Cheese Maker, even if he could make cheese.

Quote
-fix the tantrum-downward-spiral / directed tantrums
--No, more accurately the whole morale system needs to be fixed...

Perhaps the most important change.

Quote
Metal mechanisms.

Agreed.

Something from me:

  • Fix the relationships system to eliminate the Smurf Village Syndrome.
  • Crimes.
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NBtQMK

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Re: New Top Suggestion gathering
« Reply #14 on: August 25, 2008, 09:41:21 am »

1. I think most important thing to do is

Standing production orders: With the manager, pick a product and a desired stocking level. If your usable stocks (as counted by the guy who counts) drop below the stocking level, automatically create a new job to make more.

This will remove A LOT of unnecessary annoying micromanagement from the game. Now creating some metal crafts forces to toch 3 different workshop: coal maker, iron maker and finaly a forge. With this system enabled all we need to create an axe for example is to order it in a forge. Smith will use some stocks for creation and other dwarfes will restore lack in the storage.

The same thing is with Kitchen and Still, it will be good if it will work as far as there is enough resources for it's working.

Or you can just introduce a setting to not remove (R)epeated works automatically then there is not enough resources for them. Then it will be possible to create several same worksops with different (R)epeating orders and not create "Cut gems" orders manually each time I descover gems (for example).
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