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#116064 - 01/09/08 02:05 PM
Re: Suggestions for VV3
[Re: Becca123]
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Trainee
Registered: 01/09/08
Posts: 38
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Hi
This is my first post, I'm sorry if I'm repeating ideas already covered. To me, it would be great if the achievement levels could be restructured, particularly the food. You start with an easily accessible food that runs out, then purchase the ability to get another limited supply food, but then it's a long haul to be able to get an unlimited food supply. What about a step inbetween the last two where the villagers learn to preserve food? The builders build additional food storage?
I understand that it's part of the game you have to spot the mushroom then find a kid and sometimes those mushrooms may be the difference between starving and making it to the next harvest, but what if, after you've gained the second food level, children could be "taught" to find mushrooms, maybe the lesson doesn't kick in until they're 12 or so and you only get half credit in food points.
Buildings falling apart, even collapsing would keep the villager builders better employed, as would the vines and brambles growing back or at least having to be maintained.
I did see someone's suggestion about community points which I think a great idea, sewing / mending / cooking / laundry / cleaning / maintaining that pesky fire.
If a concept like the sewing hut is employed in VV3, I would prefer it to be something that actually serves a purpose within the game. I've enjoyed changing clothes after the puzzles were completed, but while playing there was no way I was going to commit 5000 points to changing clothing.
I think another idea might be that the final cultural level purchase leaves you with things to do with your tribe after the game. I have 95 very bored villagers. Perhaps some special bell or drum that you beat that would trigger some recreational activity. Relay races, races, swimming competitions, dances, feasts... These recreational activities could gobble up food points and cause enough destruction that would need to be repaired / cleaned up.
And lastly, have you ever considered add-on modules? Instead of starting the game over with each new version, what if you could buy "adventures" for the tribe you already have.
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#116066 - 01/09/08 02:16 PM
Re: Suggestions for VV3
[Re: kalon]
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Master
Registered: 05/05/07
Posts: 554
Loc: Tumblr
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I agree with kalon
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#116074 - 01/09/08 04:54 PM
Re: [CONTAINS SPOILERS] Suggestions for VV3
[Re: Marty]
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Newbie
Registered: 08/16/07
Posts: 6
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I love both VV i keep checking on them very often through the day and my kids love them too. I think that on the 3rd on they need to have it to where the 3 VV's come together or just like somehow the villagers run into each other throught out the game. AndI do think that the kids need to be able to collect things and pick mushrooms on their own without having to take them to it.
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#116163 - 01/10/08 01:48 AM
Re: [CONTAINS SPOILERS] Suggestions for VV3
[Re: sassyline27]
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Newbie
Registered: 01/09/08
Posts: 1
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Hi, I love VV 1 and 2 and this is my first post.
There's been a lot of talk of having the kids learn to find mushrooms and other collectibles after a while of being led to them. I understand that a part of the fun of the game is dragging little kids around and trying to find hidden items that just pop up. I was just thinking that it should be one of the buyable perks of the exploration tech or maybe farming or both.
Or instead of having them learn to find things on their own maybe there should be a noise, like a chime, that would sound whenever one of those collectibles show up, and wouldn't fade as you get farther from where they appeared even on the map page. That way you still have the fun of the hunt and you can focus on particular villagers you want to teach a skill to without bouncing around every 5 seconds looking for objects that aren't even there. When it gets too annoying you could toggle it on or off on the options page. To me that seems like a better reward for exploration than simply being able to find them on the map.
I also like Kalon's idea of the huts deteriorating more quickly than they do now so it's easier to earn building skills after the puzzles are complete.
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#116198 - 01/10/08 10:27 AM
Re: [CONTAINS SPOILERS] Suggestions for VV3
[Re: zuno]
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Master
Registered: 06/28/07
Posts: 452
Loc: Ldw Forums
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Um well, I don't really agree with zuno..
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#116218 - 01/10/08 06:43 PM
Re: Suggestions for VV3
[Re: Jaruna]
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Newbie
Registered: 01/10/08
Posts: 3
Loc: Kentucky
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Re: Suggestions for VV3: It would be fun to have a store to buy Candy(for kids),Bandages,etc.(for doctors),Tools etc.(for builders and Farmers)and skillets,Ladles,olive oil,Dry Goods etc.to enhance cooking stews and breads.Coins could be found in village to pay for items sold at the store, instead of having to use tech points. It would also be fun to raise chickens, ducks(for pond),and a dog and cat or two.Play Ground equipment for children such as rustic swings,slides,see-saw,and a sandbox. Villagers should not be considered elderly or become slow until age 70 or 75. Elderly could take a part in helping take care of children after 1st year of age.This would help free parent so they could go back to work sooner and have a better chance of becoming a Village Elder.Make it easier to become a Master Parent.
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