[...] Probably it is better to concentrate on high level suggestions [...]
That's true, but we'll do that anyway This is what I also wanted to say with my previous post, that we have to implement animals first, and after that, we first have to complete the survival gameplay etc.
[...] but as my mother use to say: "If you want to do something, do it right". I made the experience that it is sometimes harder to change stuff afterwards. And why not give an input that might be relative usefull? [...]
Your mother is right When we implement something like breeding, we'll most likely do it the way you suggested. But it's uncertain when it will happen; since there is so many stuff we have to do first that is really important for the gameplay (and taming, breeding and herding is rather "fine-tuning"), it may take several months or even a year or so until the time has come
Btw., it depends if something is hard to change afterwards. If we talk about a really big thing like a multiplayer mode, it's of course very hard to implement afterwards (at least in our case, where the whole world has to be in sync, and where we have to deal with a huge amount of data).
But the more specific the change is, the easier it is to implement afterwards.
[...] But if the dev wants animals to be something valuable, he can say animals will have, later or now, specific atributes or benefits, but progged the game like in minecraft, it might be hard to balance that later on. you know? I dont claim my ideas are mass compatible or the only way. its just a piece of colour to give the game a touch which pushes it in another direction than mc.
The Minecraft system is good, but it's also very basic. So we always welcome any suggestions to make our game more individual
I don't want to say that you have to keep your ideas in your mind. What I am trying to say is that you should try take make a top -> down (or the other way) discussion.
Start at a high level and go into detail (or start at a low level and go to high level).
For example:
[...]
So you see there are a lot of thing to think about and one of them is your point. I am more the development guy and so I have to think about the whole concept of something [...]
Of course this would be more helpful, but we can't claim that. Every suggestion is welcome, it doesn't matter how detailed it's described, or how important it is. Undetailed descriptions or "fine-tuning"-features may take a long time until they're implemented, and detailled descriptions are more helpful for sure, as long as that's kept in mind, and nobody expects that his suggestion will be in the game shortly, everything is going to be alright
[...] Maybe adding a kind of script that tells: [...]
That will definitely be possible
I am also getting your point and I am with you. Sadly I made the experience that thinking small (all the time) could be extremly bad for the whole game. I am also a friend of details and I love talking about crazy new ideas no other game will ever have. But keep in mind that even this game will never have it
This "all the time" is a very important part in your sentence Thinking small all the time is extremely bad for the game, that's a bitter reality, but thinking sometimes small won't hurt
And bringing a lot of cool features in the game is not impossible, but a very very very time consumpting task. You see that when taking a look at Minecraft: Even today they're adding cool new stuff, but they're working on the game since a very long time. They can afford it, they earned so much money (and still sell plenty copies of that game) that there is no real need to make new games as fast as possible to avoid declaring insolvency.
As long as a game is not such a huge success, you have to concentrate on the most important "cool features"
[...] ( red51: challenge for you to disprove me )
Challenge accepted. What's the time frame? 10 years?
[...] But to be honest, i dont know much about scripting etc. Just hope the lua stuff is as easy as i hope so i can do the stuff i like to see^^ for example the optionalbe marketstand without an admin needed^^
Don't worry, it's not that hard Lua is also easy to learn. This scripting system is comparable to SA:MP, MTA or IV:MP (yes, mods for a completely different game, but the basic idea of writing a gamemode is the same).
But currently it's nearly impossible to write gamemodes without any documentation. You should wait until our wiki is available
In my personal opinion should be a herd and its basic behavior part of the main game and not from a lua script. But to decide this is part of the developer.
That's the way it's currently intended Of course there is a basic behavior, spawning, AI etc. You only write a Lua script if you want to change this behavior, for example if animals should not spawn during evening, or if a monster should be spawned instead every time an animal should have spawned, or simply to completely prevent wild animal spawning.