One Hunter Visiting a Neighbor.
The other Hunter Relaxing.
After having slaughtered eight deer.
Might also be related to hunters dropping small carcasses when attacked or assigned to do something by the player, and then never going back to pick it up afterward. You canât even manually tell him to do that like you can with the boar, deer and bear carcass.
Nope, no predators, no commands.
Just standing there firing away and then leaving the carcassâ to rot while taking time off.
Someone at Crate thinks it is a requirement for these characters to want to die of starvation and stupidity.
There is no other excuse for having them all wander off to âenjoy natureâ while critical tasks are waiting for labor.
This person should be fired, and sued for all unjust compensation taken under false pretenses.
Their actions are the reason this game is dying.
This issue has been on our radar, but has not been a priority as it is rare and not fundamentally game breaking. Certainly not contributing to the game âdyingâ, whatever that means.
Letâs maybe calm down a bit before we start calling for people to get fired, yes?
Are you not paying attention to the Achievements awarded at Steam?
Iâm getting common, Level 1 Achievement awards at <1% of players having done so.
Less than 1% of players have achieved the Piety award.
Upgrade the temple to tier 2.
Less than 1%.
And you are ware that over 1.5 million people have played the game to date? Most are not coming back for intermittent Early Access updates.
Achievement completion rates are meaningless right now.
Unless you consider the level of anticipation the lack of participation illustrates.
This is a cutthroat, âWhat are you doing for me RIGHT NOW?â industry.
1,499,149 users have moved on, to the next shiny object to catch their eye.
After kicking them in the teeth so many times theyâve left you in numbers of this magnitude, you think theyâre going to magically reappear just because Crate sings a song golden release?
We are not a live-service game. Frontier is doing very well by all our metrics.
I donât even know what you say to âkicking them in the teeth so many timesâ.
Iâm not going to discuss business logistics with you.
I hope it is.
I would very much like to see cities upgraded to level 50, and 100 in the showcase.
Not just struggling to survive the first winter.
But, it is your toy.
I only get to rent it.
Many games in Early Access (EA) receive a sudden boost in player activity after they move out of EA. Satisfactory is one recent example. Their 1.0 release boosted both sales and existing player activity tremendously. Of course, one thing they did was to keep a huge part of the game a secret that was only integrated into the final 1.0 release which meant none of those features were tested in EA. Farthest Frontier has exposed their code to modders in a way that I expect many new features to come out of their mods should the developers decide they want to incorporate them into the game.
I came to the same conclusion that these 1% or less achievement rankings were simply a sign that most of the players have not returned to the game since achievements were released, which was fairly recent. Give it time and especially after leaving EA, these achievements will receive an up tick in statistics. There are still many achievements we cannot unlock due to features not yet in the game. Some players may just be waiting for them to be included as well.
I think I found the key to the problem.
I think it has something to do with their storage being full for Tallow and Hides.
I just set up two Hunters on a new map.
Before I could get a Storehouse built they filled their Shack storage capabilities and then began slaughtering a herd.
I had disengaged the Storage Cartâs Produced Materials capacity to offload the firewood to the Stockyard.
When I re-engaged the Storage Cartâs Produced Materials carrying capabilities, giving them place to move their products to, the Hunters resumed normal activities.
Suggestion:
Increasing or removing the storage capability limits of the Hunter Shacks for their products might see this problem go away, or at least be forestalled, and give a good clue where to apply energies.
If this does not solve the problem, then one less place to look, and a return to present capacities can resume.
Ah, so you did have the stockyard built but the starting supply wagon still had too much raw materials in it and you hadnât built your other storage units yet. Well, with the stockyard build, you can uncheck any item in the wagon (and any storage container for that matter) as one way to force these items to be moved to another container when one is ready. Kind of like what you did but on a more granular scale. Alternatively, you can open each item one at a time and click in the button to the left of the quantities to turn off the default infinity limits. Now you can set a min/max storage limit to control how much you will allow in this container. Setting min limits helps to ensure materials you might need are available near places you might need them most. Like having some basic clothes, shoes, bows and arrows already reserved at a storage near your hunter shacks and guard towers in case their items get old or they run out of arrows. In some cases, I find certain items like honey clog up a storage somewhere that I need to stay available for another resource, so I limit how much can be stored there.
Another thing you can do, if youâre ever that desperate, is delete items out of your inventory. Click on it once to open its UI, then click the little button on the bottom left corner of its picture. Youâll be given a slider to decide how many you want to delete after that.
I use the limits to keep a small amount of food in the Storage Cart, to keep my wood choppers, tree fellers and stone miners on site and working while far afield.
Keeps them from running all the way back to town for lunch in the middle of the working season and gives them a place to drop the raw materials they gather.