So I’m assuming in FOA there will be one or two villages of the Kurn where the player has access to the Smuggler, Blacksmith, Inventor, Spirit Guide and (faction) vendors.
I have a small request for this: Please group all these NPCs close together, and close to the town portal. Maybe around a big campfire or inside the tribe chief’s residence if there’s space for the portal.
To me it’s kinda annoying that I have to run all across town to visit the different NPCs in the Conclave. The Coven and (after finishing the base campaign) Devil’s Crossing don’t even have all NCPs available. There is currently only one town in the game where all of them are relatively close to the portal, Steelcap District. But there isn’t a spawnpoint there so it’s still an inconvenience.
(edit: I wrongly assumed there is no spirit guide in Steelcap. There is, but she’s further away from the portal, upstairs)
Thanks for your consideration, feel free to delay the release of FOA another week or two to make this happen
i kinda have the same sentiment ,
but everytime i thought about it i also figured it might look/feel “weird” or unnatural to have all NPC placed actually convenient to the players
Perhaps Crate can find a neat layout that has both convenience for players while not clashing with the sense of being thematically “off”
and as a community they have sht to do and their own places and “corners” where they do stuff?
maybe i should clarify so this doesn’t turn into some repeat “yes but no” conversation
i agree/support your suggestion/what you say in the OP - “i am a player”
but on the game’s side i do understand/would understand if it’s not the dev’s choice, because it does give that "huh something seems weird about this"sense - “i’m not a dev but i can get it if so”, ie if it’s complicated to make a “natural” town layout that still feels neat while offering the qol we want, not that i dont’ want them to try make this layout
your argument falls totally flat when you look at all the other towns in GD. Nobody has shit to do, they all stand in place waiting to be useful to the player. But keep on arguing against the idea even if you are for it, I know you love to argue for the sake of it.
Nothing speaks against placing the forge and the inventor workplace nearby the fire. The smuggler just needs a few chests, the illusionist and spirit guide need nothing.