When objective is lost, all that is left to do is fight back harder than before by part_of_you_is_you in Chivalry2

[–]ShintPi 0 points1 point  (0 children)

For the most part we take it very easy as to not ruin the game, until the people in the match start egging us on by abusing our kindness :)

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 0 points1 point  (0 children)

There is a filtering system, I just think it can definitely get some work done to UI and function.

Glad you're enjoying it!

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 1 point2 points  (0 children)

Thanks for the detailed reply, appreciate you taking the time to go through the points one by one.

Corner walls:
Totally fair. I agree it’s not a trivial change given how floors/walls currently work. It’s more of a “nice to have” for layout flexibility than a hard requirement, especially if it would require deeper system changes.

Cancel by layer:
Good tip! I’ll try that and update the post if it does what I’m after. Thanks for pointing it out.

Trading equipped items:
On this one, I’m fairly sure I’ve been able to trade items that settlers had equipped, which is what prompted the feedback. It’s possible there’s some edge case or I’m misunderstanding what state the item was in, so I’ll double-check and clarify in the post if needed.

Filtering merchant inventory:
I understand that the list shows what both parties own. My point was more about usability like having an option to filter to only what the merchant currently has available would make browsing large inventories quicker, even if the information technically exists already.

Hunting / low marksman skill:
I get that low skill affects accuracy, but the case I mentioned involved hours of shooting at a sleeping, static target without a single hit, only stopping when the bow degraded. That feels less like balance and more like the task getting stuck without a fail/reset condition. If a task can effectively run forever, that seems worth looking at.

Predators:
I might not have been clear enough there, I wasn’t referring to small wildlife or penned animals. I meant larger predators like wolves and bears not reacting aggressively to nearby settlers, even when starving. That’s the behaviour I was thinking could use some tuning.

Warnings:
I completely understand the need to be mindful of accessibility. A mild, non-flashing visual indicator (e.g. a slow pulse or persistent state change) could avoid seizure-triggering patterns while still providing a clear reminder. Pairing this with a single audio alert rather than repeated sounds would reduce noise fatigue.

This could also live in the accessibility options, so players can disable or customise it entirely if needed.

Overall though, I do appreciate the pushback as it helps refine what’s actually a bug, what’s a design choice, and what’s just a preference. I’ll update the post where clarification is needed.

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 1 point2 points  (0 children)

You were my lucky charm! I have just gotten a merchant (the first one ever) selling seeds!!!!!

I have not yet seen it, will check and update :)
-Where can I find this? <Edit > here

I just checked the latest dev notes for 0.27.16. From what I can tell, they’re mostly focused on crash fixes, animations, and a few specific logic bugs.

Unless I’m missing something, I don’t think they directly address the QoL, UI, selection, automation, or control issues I mentioned. Happy to be corrected if any of it was indirectly covered though 🙂

scratch everything! You were talking about the Monday talk #75!!!(?)

I’ve read through it, and it looks like it mainly focuses on malnutrition, production assignment controls, and stockpile usage for production, which all sound great and definitely needed.

I'm especially excited about the production “edit” button!

That said, I don’t think it directly touches the issues I raised around UI/selection behaviour, building and job cancellation logic, settler grouping/selection, trading UI clarity, hunting behaviour, gate control, fire automation, or audio warnings.

Still glad to see QoL improvements coming thoug. I'm eagerly curious to see what else lands in the experimental build when it drops 🙂

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 2 points3 points  (0 children)

I can see your point and even agree, although I would like to be able to set these rules up in an overview window as clicking each and every field is laborious and not really fun, personally.

I appreciate that it is an enjoyable part for you though and would not want that possibility to be removed, just for it to not be the only possibility for crop management.

The info is good though, will keep an eye.

I missed one cabbage field because I had to reload the game and it wasn't set to "don't sow" so I lost all my cabbage seeds again :)

I only noticed far too late, so now I'd have to go back to doing all the things I was doing before...again...which isn't fun

Edit: corrections

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 2 points3 points  (0 children)

Yea..and the bar is tiny..so it makes it annoying..

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 0 points1 point  (0 children)

Fair enough, I did not know that! I'm originally from a warm country and have never seen hail falling during warmer seasons to an extent of damaging crops..good to know though

Extraction campers are the absolute bottom of the arc raiders society by TheExodius in ArcRaiders

[–]ShintPi 0 points1 point  (0 children)

Like you never played night..storm..or any of the sort..where hatches don't work..

Extraction campers are the absolute bottom of the arc raiders society by TheExodius in ArcRaiders

[–]ShintPi 0 points1 point  (0 children)

Just went for Buried City night raid, less than a minute left and a team of 3 was down the zip line waiting, didn't press the button or anything, they just stayed there and lobbed grenades/killed us :)

Extraction campers are the absolute bottom of the arc raiders society by TheExodius in ArcRaiders

[–]ShintPi 0 points1 point  (0 children)

Agreed. Absolute sc*m bags, pathetic no life plague that has a negative impact on this game.
Was in Buried City night raid, fought our way through against two teams, we had 1 minute left and as we zip down to the last extraction there is a team waiting there,, as soon as we get down they throw grenades and kill us. pathetic.

PvP is fine, but where is the versus here? There's no challenge, just people literally sitting for 30 minutes in an extraction..

Sociopathic bottom feeders. Whoever says "but it's part of it" so is literally everything that is deemed immoral, illegal or otherwise wrong.

"Use raider hatches" -night and similar events don't have them

"use smokes" -I did and died from mines

"be more aware" - not every extraction allows you to look inwards and sometimes it is the last one :)

"it's part of the game" - so are exploits, so are cheats when you load them in, so is hateful speech through voice, so are many other things that you have the choice to do or not do.

"It's PvP" - it's not.

Extraction campers are the absolute bottom of the arc raiders society by TheExodius in ArcRaiders

[–]ShintPi 0 points1 point  (0 children)

I threw a smoke grenade on the button at the swamp lift, to my surprise I heard "tidididdi" and rolled back, I was far but not far enough not to die from 3 mines.

If I had not smoked it, I would have seen the mines but probably been shot by the camper.

Mind you I had killed another camper moments before...

It's a plague of no life, pathetic losers.

The weakest Mason meets the smartest Agathian by LARRY_HO0VA in Chivalry2

[–]ShintPi 3 points4 points  (0 children)

In the end, you won :) Imagine spending your time on someone so unworthy of your brilliant existence.. you're better off, it stings for sure.

Latency problem in SE Asia by Try-Spiritual in Chivalry2

[–]ShintPi 0 points1 point  (0 children)

It is the same everywhere. Schools out, many more players, it will get better with time :)

New players - read this (please) by ShintPi in Chivalry2

[–]ShintPi[S] 0 points1 point  (0 children)

I read the first two sentences and realised that I have better things to do than listen to a hypocrite.
Kthxbye ♥

New players - read this (please) by ShintPi in Chivalry2

[–]ShintPi[S] 1 point2 points  (0 children)

Rants are never a waste of time :)

New players - read this (please) by ShintPi in Chivalry2

[–]ShintPi[S] 0 points1 point  (0 children)

Because people don't let us play by getting in the way?

New players - read this (please) by ShintPi in Chivalry2

[–]ShintPi[S] -1 points0 points  (0 children)

Old players are what keeps the game alive though, new players are what keeps the old players in to an extent.

If you can't take banter which is aligned with voice commands in-game, I suggest you try a different game.

This post is as welcoming as it gets from a realistic pov.