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Everything posted by Echo Weaver
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Poisonous snakes seem like they should add a poison debuff. I don't think we have anything like that in the game currently, but it's just the reverse of a heal over time. I lived 10 years in rattlesnake country. Some of the insect sounds we have currently sound enough like rattlesnakes that I keep pausing to look around when I'm in areas of intense insect sounds. Rattlesnakes seem like they'd be a perfect poisonous snake to add. I'm also a snake lover, and if we're going to add some poisonous snakes, we should add a lot of neutral/friendly ones too. I love the idea of snakes driving away/eating rabbits.
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Ha ha. I was actually agreeing with your whole line of thinking! It would be a good option that makes more sense than some of the other ways you could try to implement Hytale's intended features as they were vaguely described.
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If one could share a house blueprint, it stands to reason that one could share a dungeon blueprint, and not a big stretch to share a blueprint that spawns vanilla monsters. Perhaps a blueprint could be dropped into an existing landscape and replace an admin-specified region of the landscape. This seems more practical than the Hytale-promoted concept of having portals to regions on other game instances.
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I didn't know about any of this, and they all sound like great ways to deal with the deluge of user-created crap with a few huge diamonds. I have seen what monetized user-created content can do to a fan community, and I am solidly against. Content should be generated only out of love for the game, full stop. Does Bedrock's shop sell user-created content, or do their staff do it?
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Digging a well: An alternative to moving water source blocks
Echo Weaver replied to Echo Weaver's topic in Suggestions
I've been informed that Hydrate or Diedrate has an impressive well-digging mechanic. Not only are there mechanics around actually digging the well at the level of simulation sophistication we'd expect from VS, there's also a subterranean aquifer system so that you can't just dig anywhere and get water. I have two thoughts: 1. In that mod, wells are a logical building block of a much more expansive hydration mechanic, but it's really a standalone concept that is complimentary to vanilla. 2. Hydrate or Diedrate's aquifers require worldgen, which is pretty intrusive. Adding the mod into an existing game is going to be unsatisfying, and I don't know if there are any issues in taking it out. I wonder if there's a way to implement something, perhaps simpler, around natural aquifers that wouldn't require direct changes to world generation. -
That sounds awesome. That highlights the great and the awful about user-generated content. I think Roblox is big-budget example. My daughter unearthed some absolutely brilliant games there, but with real money involved, the vast majority of available content is either crap or actively exploitative. That's an extreme case, but in the case of non-monetized user content, it still seems that without some kind of quality moderation, you will end up sifting through mountains of crap. The truly brilliant contributions get suffocated. This is somewhat helped by rating systems and download counts, but that highlights very specific broad-appeal stuff and still makes a lot of truly original content hard to find. This sure makes me sound like a grumpy grumpface, but really I'm just poking around at the problem and wondering if there are innovative ways to improve the situations. Formal modding and modding databases DO have much higher confidence quality, but contributions to the VS mod database count in the dozens, and I'm pretty sure there's human involvement. With something like user-generated game levels, contributions are likely in the thousands, and any kind of human moderation gets incredibly difficulty and time-consuming.
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Haha. I like to experience each tech level before moving on. Make a dirt hut at spawn and scout around for where I want to put my base while finding obsidian, clay, and copper bits. Probably not the checklist you're looking for though
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That's actually one of the names I was trying to think of. I haven't actually played it -- I read a lot more video game reviews than I actually play games. I'm always searching for a good couch co-op or LAN experience because my family is all hard-core gamers who hate fighting with each other . Have you played it much? How are user-generated levels handled? What do you think the user content adds to the game? ETA: Actually I should rephrase that to, "I read reviews for a lot more games than I play." I play a lot. I just like to target a game that's exactly what I want and then play the heck out of it. So I read a lot of reviews to elevate the ones I might actually play.
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I don't actually know what Steam Workshop is. I suppose the mod system could be built out to include player-created maps. I know Minecraft Bedrock does something like this. What @Scriber36's comments brought to my mind was something more like games with user-published levels. Players in one game can access dungeons published by other users, then return to their original game with all the loot and power-ups or whatnot.
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I love this idea, but as @LadyWYT indicated, it's probably not compatible with lore. I breezed over the rest of what she said so as not to spoil myself until I play the plot. Gotta get on that.
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We're not a focus group. We're just excited fans. I hope the devs will see some of our brainstorming, but no guarantee that anything we say will happen.
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They're decorative, though. You can't actually use them as a table.
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While I deeply sympathize with that pain, I'm curious -- were you combining water with grain, or had you made a quern to grind flour? Or was the quern introduced in 1.19?
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I could visualize sitting by a water source and scooping a bowl of water for each unit of dough. Feels very early game.
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OK, I was warned that the rift monster spawns by rift activity would drop precipitously when I upgraded to 1.20. Whoa Nelly, you guys weren't kidding. I can work outside during a high night, and I might see two drifters or a shiver. I liked it the way it was, when I wanted to get home at dusk during nights of high or apocalyptic activity because the only thing I was going to be able to do outside was fight drifters. (And I don't particularly like going mano-a-mano with monsters; I want to be back where my traps are.) Do we have any idea what led to this change? I saw some stuff in the change logs about tweaks to make it less likely for drifters to spawn inside bases. Is it about light level? I don't know under what circumstances that rift spawns were showing up inside of bases, but I never observed it myself. I pawed through the mod database and only found mods that reduced spawns or monster difficulty, and that's the opposite of what I want. I'd love to be able to tweak rift activity behavior back to the way it was.
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So you can make dough using a pottery jug? Jugs confused me, and I haven't really used them
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Yeah, I guess I thought of user-generated content as something more than inviting friends to log into your game instance. It sounded like building custom dungeons or quests to share.
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Is this a proposed weapon or one that exists in the game?
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I want spears because my strike has a longer distance than the falx. I don't throw them. I know they're the preferred ranged weapon for a lot of combat-focused players, but the fact that they don't stack is a pretty big disadvantage compared to bows with stacking arrows for adventuring. If we capped the damage of the spear and just gave increased durability to higher metals, I think that would be fine. The way to not make them OP isn't to remove them. It's to not make them OP.
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One thing @Scriber36 brought up from the Hytale vision was user-created worlds and content that could be opened up to other networked users. Dang, that sounds like heck to try to implement. Maybe that's why they never released. I've been thinking about procedurally-generated content. I hadn't really thought about user-generated content. I find that when a game leans heavily into user-generated content, then Sturgeon's Law immediately applies (90% of everything is crap). I'm left to try to sift through all the repetitive, mediocre, and fundamentally flawed content to find the fun stuff, and I usually don't find the search to be fun. Then again, if we're not talking about sharing content with the entire user base of the game, I could totally imagine designing a dungeon for my friends, maybe to augment a TTRPG we're playing. The game I can think of that allows you to build your own space and then invite in friends to see it is Animal Crossing. (If I remember that right; I didn't play it.) The other thing that makes me twitchy about user-generated content is the network connection. I certainly don't want a game that requires an internet connection. I go back to Diablo again -- Diablo put up servers that allowed players to connect to each other, either just with friends or with anyone. There are so many ways to share content or participate together.
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Just to be clear -- this thread was about what would be cool in a proposed VS Adventure Mode. Hytale was the inspiration, connecting back to Hytale is not required.
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Reaction limitation rage again.
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Buh, it is? I wish somebody had said that sooner in my pontification. ETA: Though that does give more weight to the original complaint that the quern now requires smithing.
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Crap, you're right. So you could get bread without smithing, but not pies. Maybe that's fine. Kind of shoots me off my high horse, though. The heat required for a bloomery is like an order of magnitude more than the heat required to cook bread. It seems like there's a hair you could split there. As for lack of firing, It's been a good while since I first made a clay oven, but I remember a tooltip someplace that said that the firing effectively happened when you heated it up by burning fuel the first time.
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Both of these seem like great options to me. Pottery is a tech level between stone and copper, and it seems like the current structure really short-changes it. I was surprised when I first started making pottery as a noob that there were no pottery buckets (or earthenware jugs or whatever you would call them) -- buckets are gated behind a saw, which is smithing. But one of the huge benefits pottery brings is the ability to carry water. A mortar and pestle seems like a perfect approach to stone age bread -- I like the idea of cooking it in the fire at the expense of charring it. Then, the pottery age brings the ability to make a clay oven, which gives you better-cooked bread and pies. Then smithing levels up the efficiency of your grinding. Obviously, I should just write all their tech level progression.