Jump to content

Recommended Posts

Posted
1 minute ago, CastIronFabric said:

I am not doing that. 

'just' not go out at night and stare at a wall for a few mins or run away every time you go out looking for clay?

no..combat changes affect all game play.. period 

You'll still have to engage in combat either way... In the current game if you go out and night you'll most likely have to fight monsters from the rust world or run away. I don't see how improving the combat would change that unless other systems are changed too.

  • Like 1
Posted (edited)

Here is what I am addressing

Quote

Guys, adding a realistic and immersive combat system doesnt diminish the sides of the game that reliy on homesteading or engineering etc

I am saying, yes, changes to combat will affect people who want to rely on homesteading and engineering.

and that should be obvious because you will have to engage in combat thus the changes WILL affect everyone 

Even if you turn off hositle completely (like i have) it STILL can affect you depending on what the changes are specifically. Your assertion is just false. that is all there is to it I am afraid.

Edited by CastIronFabric
Posted
2 hours ago, CastIronFabric said:

it absolutely positive could impact building.

If you cant run around the world looking for iron or even clay because you have to fight all the time it absolutely will affect building aspects of the game. You cant avoid combat in this game unless you turn hostility off completely

You can avoid combat by just placing blocks. You arent forced to enter into melee with enemies if just build and be prepared, use ranged weapons etc

Also, you can still die with current combat mechanics there isnt much of a difference, your core gameplay loop remains same, which is building and finding clay, so there is no impact on your core gameplay loop. It just affects other aspects like travelling in wilderness, obviously you expect some combat during exploration. It is core aspect of exploration gameplay loop

Posted
2 hours ago, CastIronFabric said:

Here is what I am addressing

I am saying, yes, changes to combat will affect people who want to rely on homesteading and engineering.

and that should be obvious because you will have to engage in combat thus the changes WILL affect everyone 

Even if you turn off hositle completely (like i have) it STILL can affect you depending on what the changes are specifically. Your assertion is just false. that is all there is to it I am afraid.

I don't see how their "assertion is false". The general statement being made is that people such as yourself can continue to avoid combat happily while the people suffering from the current combat system can enjoy the benefits of it being improved.
How would an overhaul diminish the non-combat focused aspects of the game?
Should we fight against all overhauls then?
Say I enjoy the simplicity of the 3x3 grid crafting system fabric uses, should I complain about a proper weaving system being implemented because it would make what I'm used to more complicated? Or should I accept that as an upgrade to a basic system?

  • Like 1
Posted
6 hours ago, QueenGeeBee said:

I feel the way to improve combat is to just give players a larger variety of options. I am of the opinion that we probably don't need chivarly weapon attack orientations or special moves or any of that stuff, but if players just had a variety of tools to use then people might feel better about things overall.

Possibly, however, I think the big game changer will be the addition of a status effect/earnable trait system. If the player can earn bonuses to things like melee damage, ranged damage, physical resilience, etc. that allows them to fine tune how they operate in combat. If those changes aren't permanent, that also allows them to potentially do things like practice combat styles to keep the bonuses, or practice styles to switch bonuses as needed. 

As for status effects...combat becomes a lot more serious than just a numbers game when there's suddenly the potential to get an arm or a leg broken, or a concussion, or some other serious injury that will inhibit your abilities for a while. I play with a mod that adds that concept to Skyrim, and it makes me think much more carefully about how I approach things. I often end up carrying around some medical supplies because when something does happen(it's not so much "if" as "when") a healing potion just isn't going to get me back on my feet. While the player can easily equip a set of gambeson and defeat most things without hassle now, that's not likely to be the most attractive option with status effects since gambeson won't stop bones from getting broken or puncture wounds, etc. It might still prevent the player's death, however, the player probably won't be keen on constantly waiting on injuries to fully heal.

  • Like 2
Posted (edited)
49 minutes ago, Vahtapor Allconquer said:

You can avoid combat by just placing blocks. You arent forced to enter into melee with enemies if just build and be prepared, use ranged weapons etc

Also, you can still die with current combat mechanics there isnt much of a difference, your core gameplay loop remains same, which is building and finding clay, so there is no impact on your core gameplay loop. It just affects other aspects like travelling in wilderness, obviously you expect some combat during exploration. It is core aspect of exploration gameplay loop

a change to the combat system will affect everyone regardless of game play focus.

That would include even turning hostiles off. 
So the assertion that a change to combat would not affect people who want to focus on homesteading is false, it would impact all play styles.

 

Edited by CastIronFabric
Posted
47 minutes ago, Forks said:

I don't see how their "assertion is false". The general statement being made is that people such as yourself can continue to avoid combat happily while the people suffering from the current combat system can enjoy the benefits of it being improved.
How would an overhaul diminish the non-combat focused aspects of the game?
Should we fight against all overhauls then?
Say I enjoy the simplicity of the 3x3 grid crafting system fabric uses, should I complain about a proper weaving system being implemented because it would make what I'm used to more complicated? Or should I accept that as an upgrade to a basic system?

I will refer you to my reply to Vahtapor Allconquer, I am not going to expand or debate this.

 

a change to the combat system will affect everyone regardless of game play focus.

That would include even turning hostiles off. 
So the assertion that a change to combat would not affect people who want to focus on homesteading is false, it would impact all play styles

  • Wolf Bait 1
Posted
2 hours ago, CastIronFabric said:

a change to the combat system will affect everyone regardless of game play focus.

That would include even turning hostiles off. 
So the assertion that a change to combat would not affect people who want to focus on homesteading is false, it would impact all play styles.

 

No your argument is wrong, Homesteading gameplay loop doesnt involve combat in its core

If you are fighting drifters in wilderness it means you arent in homesteading gameplay loop right now and instead switched to exploration gameplay loop which naturally involves combat

And complaining about being affected by combat when you are focusing on combat aspects of game makes no sense

If you cross gameplay loop boundaries, you will obviously be affected, so stick to gameplay loop of your preference, if you step into combat focus you will be affected and it is perfectly fine, it is consequence of your actions to be combat-focused

 

 

  • Like 1
Posted (edited)
2 hours ago, Vahtapor Allconquer said:

No your argument is wrong, Homesteading gameplay loop doesnt involve combat in its core

If you are fighting drifters in wilderness it means you arent in homesteading gameplay loop right now and instead switched to exploration gameplay loop which naturally involves combat

And complaining about being affected by combat when you are focusing on combat aspects of game makes no sense

If you cross gameplay loop boundaries, you will obviously be affected, so stick to gameplay loop of your preference, if you step into combat focus you will be affected and it is perfectly fine, it is consequence of your actions to be combat-focused

 

 

I didnt say anything about 'core.

If you want to homestead you are going to have to get into combat, so any changes in combat will affect your game play. I did not say 'game play in only certian specific cases'. Even if there is a microsecond more time you have to wait in your house to avoid combat because of combat changes then your game play is (as I have said three times now) affected. In fact, lets say your a homesteader, you are several game hours away from your base and you are digging clay. You think changes in combat will not affect your decision to run home or build a temporary base to stare at wall like all the other hard core gamers? yes of course it will impact those decisions

now..lets drop this quickly please, its done. I have said what I said and my position on it is immutable

Edited by CastIronFabric
  • Wolf Bait 1
  • Confused 1
Posted
8 hours ago, CastIronFabric said:

I didnt say anything about 'core.

If you want to homestead you are going to have to get into combat, so any changes in combat will affect your game play. I did not say 'game play in only certian specific cases'. Even if there is a microsecond more time you have to wait in your house to avoid combat because of combat changes then your game play is (as I have said three times now) affected. In fact, lets say your a homesteader, you are several game hours away from your base and you are digging clay. You think changes in combat will not affect your decision to run home or build a temporary base to stare at wall like all the other hard core gamers? yes of course it will impact those decisions

now..lets drop this quickly please, its done. I have said what I said and my position on it is immutable

So you are basically saying why wilderness exploration involves combat for homesteaders players lol

What is your point? I already told in my main post that combat overhaul wont affect homesteader players, it is still true because if you are exploring wilderness then you are explorer not homesteader currently

Your logic is flawed. If you are both explorer and homesteader, you should and will be affected by combat, that is not what I said in main post

If you are homesteader, you wont be affected.. period. As your explorer friend will find and bring you clay, if you are playing singleplayer, you have to be both explorer and homesteader not just homesteader

 

Posted
22 hours ago, CastIronFabric said:

I will refer you to my reply to Vahtapor Allconquer, I am not going to expand or debate this.

 

a change to the combat system will affect everyone regardless of game play focus.

That would include even turning hostiles off. 
So the assertion that a change to combat would not affect people who want to focus on homesteading is false, it would impact all play styles

I never said a change to combat would not affect other play styles, in fact only you and Vahtapor are making any claims about whether or not other playstyles would be affected.
I asked you to explain how exactly updating combat would "diminish" homesteading.
What negative impacts are you fighting so hard against?

Posted
7 minutes ago, Forks said:

I never said a change to combat would not affect other play styles, in fact only you and Vahtapor are making any claims about whether or not other playstyles would be affected.
I asked you to explain how exactly updating combat would "diminish" homesteading.
What negative impacts are you fighting so hard against?

Just my two cents here, but I'm guessing the concern is probably that a drastic overhaul of combat will place more emphasis on that specific aspect of gameplay, and thus turn Vintage Story into more of an action game as a result. There is some combat required for completing the main story, and occasionally the player will need to defend themselves while hunting or mining, but for the most part a player can choose when they fight, even on the default settings.

The impression I tend to get from a lot of combat overhaul suggestions, is that overhaul results in the player either getting pushed into combat because that's now the intended "fun"(similar to how the answer to almost every enemy in Skyrim is "kill or be killed"), or they feel forced to partake due to combat rewards being too lucrative. Players who love combat and want to spend most of their time fighting/preparing to fight will love an emphasis on combat, however, the Standard game mode is supposed to be a balance of multiple gameplay styles, not weighted specifically for combat.

  • Like 1
Posted
2 hours ago, LadyWYT said:

Just my two cents here, but I'm guessing the concern is probably that a drastic overhaul of combat will place more emphasis on that specific aspect of gameplay, and thus turn Vintage Story into more of an action game as a result. There is some combat required for completing the main story, and occasionally the player will need to defend themselves while hunting or mining, but for the most part a player can choose when they fight, even on the default settings.

The impression I tend to get from a lot of combat overhaul suggestions, is that overhaul results in the player either getting pushed into combat because that's now the intended "fun"(similar to how the answer to almost every enemy in Skyrim is "kill or be killed"), or they feel forced to partake due to combat rewards being too lucrative. Players who love combat and want to spend most of their time fighting/preparing to fight will love an emphasis on combat, however, the Standard game mode is supposed to be a balance of multiple gameplay styles, not weighted specifically for combat.

 


Combat overhaul usually refers to better animations, and more refined mechanics to make it fluid, reactive, responsive and making it engaging and fun. 

Making combat mechanics better doesnt put more emphasis into combat just because it is no longer clunky, if combat gameplay loop involved more loot and gameplay progression, then I would agree combat got more emphasis in overall game. But if you keep current combat philosophy same and just make the encounters more engaging and fun. Then the emphasis on combat will remain same, so people who doesnt want to be involved in combat can continue to do so, as reward and progression will be same as before so if you dont engage in combat, there is no difference you can notice

If people want to be involved in combat because it is fun now without making it more attractive, then what is the problem? Make other mechanics fun too so it balances out :d

(Not directed to you) Stop insisting on keeping combat clunky and boring so that your intended playstyle remains popular :d It just proves your intented playstyle sucks lol because you are afraid of losing its charm just because other aspect stopped being awful

Posted

I think you people are feeding a fat greasy troll here. The guy is obviously just repeating the same non-argument, hoping someone will snap and provide a gratifying reaction. 

Posted

Vintage Story Combat suggestion:

(I am new to game, so I havent included all possible enemies)

Add  Stance mechanic if it is zero, you can fall down and staggered and need to get up, stance doesnt refill when you are running, or continue to attacking,

it starts refilling after cooldown you get hit by attack, or shortly after you attacked

 

Enemy attacks behave differently both due to their AI and also attack types:

Wolves bites you and drags you towards one direction shortly, it does slight damage and cause bleeding, but also reduces stance, so if you get dragged a few times often (which usually happens if you get attacked by a pack) you fall to ground and Wolf attack when you are on ground is deadly. 

When Moose charges you, you are thrown to ground as ragdoll (as its stance damage is a lot) and if it also run over your body, you are dead most likely, you can bait charge attacks by moving sideways and if charge toss to wall it gets damage

Tigers and Jaguars set up ambushes to their preys and they jump on you and you are locked into animation in ground with him and if it you dont have high dps weapon, it does finisher to you, or if you do enough damage (or another player attacks Puma) it backs off and now you are in normal fight it either bites you and pushes you hard to one side or it do jump charge attack again but this time more time to react 

(from behind) Shivers bites-grab you and very slowly damages you as it drags you into dark or into other monsters as other enemies can hit you while you are being dragged so you die fast in that case, From front it bites you and back steps a lot until it disappears to find another moment to bite you from behind. Another player can interrupt shiver’s drag by attacking it

Bowthorn behaves similarly

Drifters slams you normally, or throws you rock you lose some small stance each time, but combat against them is not much different

Bears are very deadly and almost always makes you fall to ground with huge stance damage (also deals huge damage)

PVP is done with parrying, blocking and more reactive style, Stance is also important there so you cant just spam attack or blocks constantly, but most players cant rely on that spesific mechanic unless other side wastes their stance,  unless you use blunt weapons like two handed hammer etc

Posted
1 hour ago, Vahtapor Allconquer said:

(from behind) Shivers bites-grab you and very slowly damages you as it drags you into dark or into other monsters as other enemies can hit you while you are being dragged so you die fast in that case, From front it bites you and back steps a lot until it disappears to find another moment to bite you from behind. Another player can interrupt shiver’s drag by attacking it

Just for the record, this is fine for a multiplayer scenario, but not a singleplayer one. Shivers can skitter behind the player with relative ease, especially if there are multiple enemies, and in singleplayer there is no one else there to break the shiver's hold on the victim. The result is a quick death that, while realistic for what the monsters are, is going to feel incredibly unsatisfying due to the relative ease the monsters will have obtaining that hold.

The one exception I might make is for the deepslit shiver, since it's a rare encounter and has much bigger jaws that could easily grab and pin a player in this fashion. However, even in this scenario, I think the pin will still need to be rather brief in order to give solo players a fighting chance of survival, instead of just a fast death screen.

1 hour ago, Vahtapor Allconquer said:

Tigers and Jaguars set up ambushes to their preys and they jump on you and you are locked into animation in ground with him and if it you dont have high dps weapon, it does finisher to you, or if you do enough damage (or another player attacks Puma) it backs off and now you are in normal fight it either bites you and pushes you hard to one side or it do jump charge attack again but this time more time to react

It's a similar case here, though I would argue that the damage shouldn't be lethal as long as the player is wearing a metal helmet(although jaguar jaws are made for piercing caiman skulls). This kind of scenario should realistically be instant death otherwise.

Overall, the ideas aren't bad, and would be just fine as a mod, but they aren't something I would want to see added to the base game either, given that it shifts the overall dynamic to more of a standard action game, and not survival-homesteading.

Posted
20 minutes ago, LadyWYT said:

Just for the record, this is fine for a multiplayer scenario, but not a singleplayer one. Shivers can skitter behind the player with relative ease, especially if there are multiple enemies, and in singleplayer there is no one else there to break the shiver's hold on the victim. The result is a quick death that, while realistic for what the monsters are, is going to feel incredibly unsatisfying due to the relative ease the monsters will have obtaining that hold.

The one exception I might make is for the deepslit shiver, since it's a rare encounter and has much bigger jaws that could easily grab and pin a player in this fashion. However, even in this scenario, I think the pin will still need to be rather brief in order to give solo players a fighting chance of survival, instead of just a fast death screen.

It's a similar case here, though I would argue that the damage shouldn't be lethal as long as the player is wearing a metal helmet(although jaguar jaws are made for piercing caiman skulls). This kind of scenario should realistically be instant death otherwise.

Overall, the ideas aren't bad, and would be just fine as a mod, but they aren't something I would want to see added to the base game either, given that it shifts the overall dynamic to more of a standard action game, and not survival-homesteading.

Actually, this kind of combat actually moves gameplay from action game to survival-homesteading, 

Since you are vulnarable (especially solo), you like being indoors more often :D , and being stunned or locked into animation/ragdoll is not favourite for action games as you usually retain control in that games

About Shiver.. yea it encourages you to watch your back lol , and I feel you should run away in such cases when playing solo unless you are prepared ofc. Btw I find the game itself challenging for solo generally not just for combat .d , but you are right about Shiver being too punishing for solo... It might be slower or it might make high noise as in minecraft Creepers are slow and enderman makes noise so there is a warning signal that shiver could have too, maybe it can only drag you if your stance is low, so you wont dragged into death suddenly while playing as solo

Posted
33 minutes ago, Vahtapor Allconquer said:

Actually, this kind of combat actually moves gameplay from action game to survival-homesteading, 

Quite the opposite, if the changes result in things like this:

 

33 minutes ago, Vahtapor Allconquer said:

maybe it can only drag you if your stance is low, so you wont dragged into death suddenly while playing as solo

If the focus is survival, exploration, and homesteading, the player probably shouldn't be needing to worry about combat-specific data like stances, damage types, DPS, etc. Those resources are important in an action game, because the player's focus is going to be on the action, and not so much what happens outside of combat.

In my opinion, things on the roadmap like the proposed status effect system, herbalism, and wolf taming should be added to the game before worrying about ripping the entire combat system apart and rebuilding it from the ground up. Like I said in a previous post, the status effect system will be a huge game changer when it comes to how the player approaches enemies, as it brings the potential for much more severe consequences if the player is underequipped for the situation(or much better results if the player has the proper gear). Herbalism will likely introduce poisons in addition to more complex healing mechanics--how do those affect combat? Same issue with wolves--if the player can train a whole pack of them to obey commands, how should enemies and other things be balanced to prevent that option from being so strong that it becomes the default choice?

For myself, I do enjoy combat, and I enjoy it in Vintage Story, but combat is not the reason I play the game nor what I want to be needing to focus on the majority of my time. For more action-packed combat, I play other games, simple as that.

Posted
6 hours ago, LadyWYT said:

Quite the opposite, if the changes result in things like this:

 

If the focus is survival, exploration, and homesteading, the player probably shouldn't be needing to worry about combat-specific data like stances, damage types, DPS, etc. Those resources are important in an action game, because the player's focus is going to be on the action, and not so much what happens outside of combat.

In my opinion, things on the roadmap like the proposed status effect system, herbalism, and wolf taming should be added to the game before worrying about ripping the entire combat system apart and rebuilding it from the ground up. Like I said in a previous post, the status effect system will be a huge game changer when it comes to how the player approaches enemies, as it brings the potential for much more severe consequences if the player is underequipped for the situation(or much better results if the player has the proper gear). Herbalism will likely introduce poisons in addition to more complex healing mechanics--how do those affect combat? Same issue with wolves--if the player can train a whole pack of them to obey commands, how should enemies and other things be balanced to prevent that option from being so strong that it becomes the default choice?

For myself, I do enjoy combat, and I enjoy it in Vintage Story, but combat is not the reason I play the game nor what I want to be needing to focus on the majority of my time. For more action-packed combat, I play other games, simple as that.


Action games dont necessarily have realistic and hardlocking combat system, it is actually quite the opposite since action games are primarily based on combat, devs dont want a random enemy to drag you apart or throw you like a ragdoll.

I already wrote that but just because combat gets more detailed doesnt mean it is the focus of the game now. Focus of the game depends on how much progression, reward and overall gameplay loop depends on it, it is the focus in action games yes but not because it is detailed but because it is the majority of the game.

Therefore, just because combat is better and more detailed doesnt mean you will SPEND more time doing that, so you can continue to enjoy the other aspects of the game, this is what I am trying to say in the previous posts too... And the goal of the game is making a detailed and realistic eldritch horror themed survival experience, so making a dynamic combat system contributes to as exploration is one of the aspects of the game prefer it or not, story chapters wouldnt be added otherwise, and it doesnt affect you to enjoy other aspects of the game just because one system you dont use much got more detailed.

Posted (edited)
22 hours ago, Forks said:

I never said a change to combat would not affect other play styles, in fact only you and Vahtapor are making any claims about whether or not other playstyles would be affected.
I asked you to explain how exactly updating combat would "diminish" homesteading.
What negative impacts are you fighting so hard against?

that is a different conversation I am not interested in. I never said it would 'diminish'. I was addressing that person specific assertion and only that specific assertion. Please do not reply to me again regarding this. I am just asking that is all.

 

Thanks

Edited by CastIronFabric
  • Wolf Bait 1
Posted

For the few whom I saw saying something about it, no, a combat overhaul doesnt affect building, animations or directional attacks have zero impact on placing blocks as placing blocks has nothing to do with directionally attacking things, you will not be fighting anything when you are building unless you are existing within 100 miles of a moose or actively choosing to agro local wildlife. A combat overhaul just means that when you choose to commit to fighting there is a little complexity to learn so that some players are given the option to become pvp players for pvp and faction and civilization servers. And an overhaul needs to be something involving some degree of nuance, adding "variety" means nothing, players will simply grab the meta weapons and whack each other and whoever has more people wins. If you made it even just as simple and shallow as last oasis' combat system that would do wonders for servers involving any pvp or civilizations which at this current time sieges look like 6 heavily armoured guys walking into a town and hitting maybe 4 or 5 other heavily armoured guys for 15 to 30 minutes basically just sitting there clicking as fast as possible and maybe walking in circles to hope the other person misses. I kid you not, there is enough time to have a conversation or run away for 20 minutes straight and hide behind a door or something that would be locked by the bulwark mod. Even if you have one single person surrounded by 3 people in the later game its just one person still sitting there with plenty of time to have a cup of tea. I stopped playing this game forever ago and I will come back when they add genuinely anything that makes multiplayer factions bearable.

Posted (edited)
8 hours ago, Azi Karnage said:

For the few whom I saw saying something about it, no, a combat overhaul doesnt affect building, animations or directional attacks have zero impact on placing blocks as placing blocks has nothing to do with directionally attacking things, you will not be fighting anything when you are building unless you are existing within 100 miles of a moose or actively choosing to agro local wildlife. A combat overhaul just means that when you choose to commit to fighting there is a little complexity to learn so that some players are given the option to become pvp players for pvp and faction and civilization servers. And an overhaul needs to be something involving some degree of nuance, adding "variety" means nothing, players will simply grab the meta weapons and whack each other and whoever has more people wins. If you made it even just as simple and shallow as last oasis' combat system that would do wonders for servers involving any pvp or civilizations which at this current time sieges look like 6 heavily armoured guys walking into a town and hitting maybe 4 or 5 other heavily armoured guys for 15 to 30 minutes basically just sitting there clicking as fast as possible and maybe walking in circles to hope the other person misses. I kid you not, there is enough time to have a conversation or run away for 20 minutes straight and hide behind a door or something that would be locked by the bulwark mod. Even if you have one single person surrounded by 3 people in the later game its just one person still sitting there with plenty of time to have a cup of tea. I stopped playing this game forever ago and I will come back when they add genuinely anything that makes multiplayer factions bearable.

I do not know exactly what combat changes you guys are talking about but two things.

1. I bet the vast majority of people who play this game play it for the building and crafting not for the combat threats. So for 'those that like to homestead' you are talking about the overwhelming majority of the player base.

2. combat changes affect my acquisition of ALL materials in the game to place any and everything. Clay, dirt, trees, all rocks, all ores, leather, hide, fat, meat, husbandry.. all of it. Its impossible for a combat change to not affect all players.

Now I will indulge and point out the word 'affect' does NOT by default mean its a negative impact or a positive impact. Also to repeat, the players who 'like to homestead' are without question the overwhelming majority of Vintage Story players and that should be obvious.

 

To bring this point home a bit, do any of you know anyone who plays VS solo all the way to end game without ever making a spear or amour? 

Edited by CastIronFabric
  • Wolf Bait 1
Posted
23 minutes ago, CastIronFabric said:

I do not know exactly what combat changes you guys are talking about but two things.

1. I bet the vast majority of people who play this game play it for the building and crafting not for the combat threats. So for 'those that like to homestead' you are talking about the overwhelming majority of the player base.

2. combat changes affect my acquisition of ALL materials in the game to place any and everything. Clay, dirt, trees, all rocks, all ores, leather, hide, fat, meat, husbandry.. all of it. Its impossible for a combat change to not affect all players.

Now I will indulge and point out the word 'affect' does NOT by default mean its a negative impact or a positive impact. Also to repeat, the players who 'like to homestead' are without question the overwhelming majority of Vintage Story players and that should be obvious.

 

To bring this point home a bit, do any of you know anyone who plays VS solo all the way to end game without ever making a spear or amour? 

I already told you before lol, you arent just homesteader in singleplayer, you have all the roles

and by your logic, all the players built spear or armor in their games, this means all players are combat oriented and combat overhaul is necessary to make one of the most used mechanic immersive and detailed instead of left click and move wild

Posted (edited)
7 minutes ago, Vahtapor Allconquer said:

I already told you before lol, you arent just homesteader in singleplayer, you have all the roles

and by your logic, all the players built spear or armor in their games, this means all players are combat oriented and combat overhaul is necessary to make one of the most used mechanic immersive and detailed instead of left click and move wild

I am confused. Are you saying that combat changes will ONLY affect multiplayer and only the majority of players who like to build but never acquire any materials for the building? If so it would be helpful to make that super clear. Because the demographic you are talking about is extreemly small

Regarding the fact that I do not think any player in any context would never make a spear and as such all players will be impacted by combat changes, I do not understand your reply to that assertion.

and again, 'affect' does not mean negative or positive, it just means well affect.

Edited by CastIronFabric
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.