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More meaningful loot than standard chests, to facilitate more mid-late game content
As it stands right now, with the exception of the mines and Trials (and supposedly the new areas in the upcoming update), 100% of the loot that can be found in the game is the mediocre chest loot, which feels moderately copy-pasted, and due to them not having equipment better than iron or copper ever in them, it overloads the early-game with lots of free equipment, while adding basically nothing to late-game play. Additionally, because the chests are the only source of repeating loot currently implemented, new areas basically have to be designed around being accessible early-game, which leads to a significant lack of content that requires >iron equipment, outside of the mines and Trials (and some of the Forest). So while these are pretty broad suggestions and are in very likely not easy, here are my suggestions: Add a method of giving repeating loot that isn't the same 2 types of random chest loot. This could be making use of the system that the mines has where >iron equipment can be spawned in chests, or it could be something entirely new. Take some of the new content areas planned to be added in the next 6 months or so and change them to be only accessible with >iron equipment, and have rewards and challenge to match. This could be some of the stronger Turabadas, or it could be the non-Oak Goteras, which would also assist in the porting of non-Oak wood types to Quest. Implement my suggestion for the Tarn (seen here: https://feedback.townshiptale.com/game-feedback/p/birch-wood-in-the-tarn-progression-fixes ) where the minimum equipment to get to the Climbing Tower is increased, and in turn increase the difficulty and level of loot in that zone. Rebalance loot that can be found in the Forest to match these changes, as most of the loot in the Forest aside from non-Oak wood isn't worth your time beyond the first "tier" of play (copper/iron/gold metal and oak wood) Possibly rebalance some of the pre-existing content areas around these changes as well. Not necessarily something massive like making the Dust Bowl need Valyan, but perhaps the upper level of it could need Red Iron to unlock (instead of the gold it needs now) and would have a higher quantity of Crystal Wyrms, possibly other wood types and/or Goteras (preferably non-oak variants), as well as better randomized loot.
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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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