Re: My wishlist for the next FS....( On console )
Posted: Sun Jan 21, 2024 4:10 pm
It's 500?
https://forum.giants-software.com/
Urinal2001 wrote: ↑Thu Jan 04, 2024 7:08 pmIn fairness, maybe you missed that the OP DIDN'T mention a fire department being farming, simply that as there is now a fire version of a Unimog, it would be nice to have a forestry Unimog.
SimulatedFarmer wrote: ↑Mon Jan 08, 2024 12:46 pm Flying over for console…it really would be useful, I think.
CiaFromTheAlps wrote: ↑Mon Jan 08, 2024 3:07 pm Some good ideas here and there. First of all: no the same bugs as in FS22 and won't fix! .. wrong field texture, bales in the shop etc. That would show up like copy/paste and ka-ching (50$) ! First of all.. much better AI: Follow Me, Drive beside, bale&collect. Then console players can enjoy forage and vegetable harvesters and switch jobs while AI is baling or collecting straw (=more gameplay). Even the first 2 for starters. AI could also drive "O" instead of back and forth "I", but that comes almost itself, if workers are educated enough.
When we are talking about next gen - what could give more than ps4 or xbox equivalent ? 4K resolution or graphic things is not enough, if none of above is not going to happen. But add.. reflective beacon, hazards and 4X maps, high limits of bales and pallets (1000?), that would give something new and more to "old console" players.
Other things: Seasons with germination failure and moisture (on/off), more realistic animals (cleaning, watering, new borns..) (+on/off). These two could give more realistic and immersion of farming to players who like it and "players with fast money harvest/sell soybeans" could turn them off.
More than just features.. before creating them fully, Giants should think like players. We have seen fancy screenshot of a tractor and one pallet (Giants), but how the players see those: hundreds of pallets and bales (many screenshots of That ain't going nowhere). Just hundreds repetitive things turns into chore pretty fast and maybe was one of the reasons for example, animal cleaning was removed (scoop the grass away).
And how about more economic stuff to "production farmers" ? Than just pallets spawning.. Yes - keep the pallets inside (no automatic spawn if not wanted), and player come to fetch those and ask for spawn or something. Helps keeping the game load in sustainable level.
Basics are maybe there, but let the imagination fly a little more. New crops (?) but with something to do with them than just sell. Fancy equipment ? Productions ? Just to mention few examples.. peas, onions, alfalfa, coffee, poppy. Oh yes, one annoying thing: remove limits! If the tractor is going to hit 80 km/h downhill with 3 trailers(train) heavy load, let it go! Do not limit because of rpm "can't" go more. It can and will .
What do you think? These should be quite easy to implement without extra large scripts and what is required is programmed inside the game and Sony/MS are happy. Also any of these would not require or turn the game to Snow Runner.
Hyperlight66 wrote: ↑Wed Jan 10, 2024 2:30 pm My wish list for the next FS on console....
1). Autoload bales, pallets, big bags & IBC containers (with an on/off switch for purists)
2). increased bale and pallet limit
3). 4X maps
4). version of Guidance Steering
5). Reprogram hired worker (for field work look at courseplay for improvements) (for driving on road look at autodrive for improvements)
6). American style chisel plows with appropriate HP ratings
If they got another big brand like Chevy or Ford, they would possibly hold them back for a new game release, so they could plaster the brand all over the cover and CGI trailers, like when JD was added. So it's possible.Braydens12 wrote: ↑Sat Mar 16, 2024 12:22 am Look this is a thing giants works there way around or gives the people what they don’t want. I have seen many people ask for this. They get a few new brands every year but many want things like chevy ford things like that. I am not trying to be rude but I do want to bring this to giant’s attention.
The Seasons mod could be enhanced with a Geo mod which was a weather/climate/crop growth settings mod based on a geographical region. So modhub was filled with Geo mods that would enable you to adjust Seasons to your taste or the map you're playing
In FS19, Seasons was a mod created by a modder whose name I can't recall. It was quite impressive, significantly better, in my opinion, than the built-in 'seasons' in FS22. So, there were these add-ons, I guess you could call them, called Geos. Essentially, they would recreate the weather and everything from certain areas. I even remember a Norwegian one, or something similar, where the sun never rose during a certain time of the year, and it was actually like that in the game with the Geo. So, anyway, if you were playing on a British map, you'd use a British Geo, or German for Germany, different places in the US, you get the idea. It made the maps 200 times more immersive.
It was a team of 4. One of them joined Giants as a programmer and has since left them. Realismus said they had no plans to bring seasons to FS22 as a modVfarms wrote: ↑Tue Mar 26, 2024 2:13 amIn FS19, Seasons was a mod created by a modder whose name I can't recall. It was quite impressive, significantly better, in my opinion, than the built-in 'seasons' in FS22. So, there were these add-ons, I guess you could call them, called Geos. Essentially, they would recreate the weather and everything from certain areas. I even remember a Norwegian one, or something similar, where the sun never rose during a certain time of the year, and it was actually like that in the game with the Geo. So, anyway, if you were playing on a British map, you'd use a British Geo, or German for Germany, different places in the US, you get the idea. It made the maps 200 times more immersive.