Jubal Posted 1 hour ago Author Report Posted 1 hour ago 14 hours ago, LadyWYT said: it kind of boils down to individual player preference The core point here for me still being that you, an experienced player who has played many worlds, have all the information you need to adjust the game to your exact preferences, and a new player doesn't. But anyway, I'll leave it there, I don't really think there's any point carrying on this discussion: fundamentally given your bar for 'casuals' goes up to people who merely invest triple rather than quadruple figures of hours into a game, and you want the baseline game/plot to gate out a bunch of people who would like to enjoy playing it because of a sense of purism about it needing to be sufficiently 'serious', we're just not going to agree and that's not a design philosophy I'm ever going to endorse. I totally get wanting to be challenged by a game, and I think it's good when games have lots of ways to provide variance and extra difficulty for hardcore players, but I don't think I'm ever going to understand this philosophy of actively wanting new players to be kept out of or put off things they'd enjoy especially when that doesn't actually need to affect your personal experience of play at all. So yeah, let's leave it there. ------------------------------------------------------------------------ As regards the temporal gear discussion: I think from my perspective finding ways to make trading a bit more interesting would maybe be a useful element, I'd like to do more trading but it's not hugely interesting at present and I suspect there could be more mechanical interest added. This might be partly connected to the lack of groundedness in the whole trading system at present so hopefully it's something that can be developed. I also agree with CastIronGear's assessment above re where most players are likely to be re the temporal gear stuff. 1
DarkGold Posted 23 minutes ago Report Posted 23 minutes ago (edited) 1 hour ago, CastIronFabric said: I feel fairly confident that in a full playthrough the large majority of people do not have a ton of T gears to be throwing around about 10 times while they make a trip to 20,000 blocks and back. This is something that makes me think. Firstly, if this was the intended strategy, it would be nice if the game let me stack temporal gears. Carrying 3 on my elk and 1 around my neck is nice, but far less than the 10 I'd want to carry. Secondly, this is what has led me to try and build a terminus teleporter; to avoid spending that many gears. I have relatively high confidence that I could get to my destination without dying too frequently, which means that it would cost me less gears to respawn when I die than to preemptively reset my spawn point every so many thousand blocks or so, to avoid retreading ground if I die on the journey. The problem I see is that if I change my respawn point at the destination of a story location (because I expect it to be dangerous), I can no longer use a base return teleporter to get back to my base. Which means I have a choice: Do not reset my spawn at the destination, be prepared to foot the cost in temporal gears when I die several times. Do reset my spawn at the destination, be prepared to take the long journey back, employing the incremental respawn update strategy to make the cost of retreading ground on death lower. This ignores the challenge of making these machines in the first place, which is no small challenge, as you can't choose to hunt for specific Jonas parts. I am 1 part away from being able to build a terminus teleporter, so I'm interested in trying to get that final part. I don't think I'm close to being able to build the base return teleporter. It would be nice to be set the base return teleporter to a specific block, rather than wherever the respawn point is currently set to. Edited 18 minutes ago by DarkGold Added thought about change to the base return teleporter.
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