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Hanzibar

Vintarian
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Everything posted by Hanzibar

  1. Thank you for your insights. It is indeed possible that arm and leg damage consequences are too heavy. As for mob attacks, they could dodge instead of deflecting hits, so it would be easier for a player to kill large amounts of them but being still challenging.
  2. A Proposal for a new fight system making the mechanics more interesting Why? In the current system, fights are decided by clicking the left mouse button as fast as possible and by aiming directly at the enemy. Mob to player hits are very often inconsistent and can cause frustration. There is no way to force an enemy back and give you a slight advantage (see Minecraft’s knock back system). These are the main reasons for a new system being a necessity. How? It is important to note that every system can be turned off or fine-tuned by the user. Let us see how the problems mentioned could be ironed out. By pressing the left mouse button and dragging it across the enemy, a harmful swing is made by the sword on your defined path. Deflections might be made by the enemy doing the same but in the other direction and pressing the right mouse button. Armor must significantly decrease the chance of a lethal hit. If a defense and the corresponding armor piece fails then the aimed body part is damaged. The following apply: Head: instant death, no question Body: severe damage Arms: losing the ability to handle the sword Legs: losing the ability to move or movement being significantly slower Bleeding out is also a possibility after getting wounded so carrying bandage is highly recommended. Also, inaccuracy can be applied to the hits with it’s intensity depending on fatigue. Arrows must be deflected with shields and can impose a great amount of damage.
  3. Dear Vintagers, A large yet unseen feature which would make mining adventurous and more immersive would be the reworked ore system. What is the problem with the current one? There is no change that one cubic meter of stone is full of rich minerals and the one besides it has none of it. The chance of multiple ores overlapping into one block also can not be avoided. The solution is adding ore veins that are more dense in the middle or in various places and the composition is rarer and rarer as one gets away from the center of the vein. The fact that this system can bring thick blobs or long, branching traces of ore is exciting. I would like to illustrate what I mean with a Paint picture included in the attachments below. The current ore generation mechanics can be of course retained, but a branching and direction randomization system must be added to it for the desired results. Prospecting should give the player the average of the various ore densities in an area of stone, not in a chunk and ore textures should be overlapping the stone depending on the amount it stores. The processing would include new mechanics to separate the different ores and work them as desired. Please note that the inspiration for such a system has come from a Reddit post for a Minecraft server, which I discovered quite a long time ago. https://www.reddit.com/r/Devoted/comments/e92t44/would_you_still_mine_if/ Thank you very much for reading my suggestion, have a nice day.
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