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Zane Mordien

Vintarian
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Everything posted by Zane Mordien

  1. Wilderness survival would be a good place for this type of farming to be in by default since it is the more hard-core settings. Strangely I would actually probably use this setting if it was an option, but I don't think it should be the default.
  2. @Echo Weaver I didn't do anything special to upgrade my 1.19 world. I just logged in and it was fine. The new settings are turned off by default usually. Go find some clutter and see if it wants repaired. If it does then there is a command to change that setting. It shouldn't mess with your inventory but as always just save a backup copy of your game first. If you want to change any setting. /gm 2 /worldconfig That will list all the commands from the world configuration. So if something changes you don't like just find the correct command and set it off/on or true/false. I forget which one it is, but I do it all the time.
  3. I'm sure Tyron or his wife have played an MMO and understand the basic mechanics. I may be wrong, but it seems like a reasonable assumption. From listening to Tyron's interviews, he generally sounds like a fairly intelligent person, so I think he probably understands the difference in how an MMO needs to be run vs a game like he is creating. Of course maybe I am wrong, but then again I don't have to play this new game. I can try it and go, "Ugh not this again" and never play it again.
  4. They are more reasonable, but I still don't care for them. Tier 4 bowtorns blasting you from far away gets old to me. You can build walls and such to break up their line of sight, but it annoys me to do it. I differ in opinion from many players so let's not rehash that in this thread. Just to be on topic. I wonder how long it will take them to come out with a RC for this new adventure mode?
  5. When did temporal storms get crazy in the RCs? I played up to RC.4 and I didn't see a storm that produced 30 bowtorns. There were a few peppered in that I took care of before they got out of hand. When I played the stable it was completely different. I guess on RC 5 & 6 they used the Spinal Tap method and turned the spawn to 11?
  6. I have stayed away from the Carry On mod personally. Although I would like them to add where you can pick up a vessel in your hands and move it like Carry On allows. Now why I really posted: The pregnancies not progressing is something I have noticed as well. I thought maybe I was just crazy but I figure other people experience the same issues. If that is really an Issue I hope it is on the list to be fixed soon. Crops grow when you aren't there so I wouldn't think it was super difficult to do the same with pregnancies.
  7. MMO RPGs are a different style though IMO. They have to force quests down your throat to keep you engaged and spending money on the game. I would like some quests but nothing on the scale of EQ or EQ2. Let's hope that isn't what they have in mind.
  8. I'm happy they might develop an adventure game. A class system maybe and some skills. Toss in a real magic system and some quests. This would also be more fun to play with my kids probably.
  9. Did you check the server configuration file and make sure everything matches? Ive had that file screw up one of my servers. If you aren't using the default port that will especially screw it up.
  10. Vanilla treasure map? If so they are pretty shallow but 10x10 should have been plenty. Better ruins is a different story.
  11. @Echo WeaverI agree I wish the beds were functional once repaired. I also wish that the functional looking tables didnt require glue and broken glassware. Some of the things that require glue don't make sense. What i would like to see: More lore would be nice. Books or scrolls. I like the idea of finding fragments of books you have to piece together. Maybe mosaics that break if you remove them, but by looking at them you get a lore entry. Sort of like going to Pompeii.
  12. Confirm your IP address didnt change (both your internal network and from your ISP)? I assume you must have confirmed that but you don't list it so I thought I would ask. Can you still connect from a computer on your local network?
  13. I personally have no desire to see farming get more complicated. The idea is solid, but the game is already hard enough for new players to get farming under control in my opinion.
  14. The treasure hunter trader will also sell them occasionally for about 4 gears.
  15. @DFlux 2. The most popular prospecting video is so misleading on what readings you need to find ore. 4. What type of room did you create? Did you use half blocks or full? I'm curious because I've heard of this being a problem, but I've never experienced it myself.
  16. Maybe they will think of something outside the melee path where you collect items from ruins and build something that has the passive effect you are talking about. In my current playthrough I am in December and I still haven't bothered setting up to fight a storm. Im about out if smithing that needs to be done, so thats usually when I bother with it.
  17. Early game every night for me is work. The first few nights I build my first temporary shack on top of a water block so I can pan sand or bony soil all night long. Then we I get copper, I spend my nights working at the forge or other crafting that I need to do. Late game is when I sleep the nights since I have everything time critical done already.
  18. Bears are changing in 1.21, so that might be the fix.
  19. Don't use charcoal is my first advice. Use brown coal if you have it because burning brown coal or charcoal has the same result. Add more coal burning blocks doesn't make it go faster.
  20. @Thorfinn I didn't think about uplift really when I thought of this. All I was really trying to do was stop shivers and bowtorns from popping out of every nearby cave. My playstyle I don't get much from uplift and my lanterns I use copper + lead, moly...whatever. I have to be bronze rich to use it on a lantern, but I'm one of those people who try to get past bronze as fast as humanly possible so I just get enough to make the anvil and pickaxe.
  21. @Thorfinn 1) To me this could be explained by the fact that we are newly returned to the world and the rust realm is slowly taking notice of our existence up to the current level of the storms. This could fit into the story because as we continue poking and prodding the rust realm in chapters 3-8, it could start to get worse again with new creatures. 2) I guess uplift would be drifter only. What can you find in uplift typically? Bronze precursors, copper and brown coal typically? Well I just assumed they would add more monsters anyway in later chapters. I'm not advocating for them. I'm just assuming the worst case scenario. I feel like they are chasing the meta on the storms so as people figure them out they will just keep adding stuff, but you are probably right. I don't think they want to break your base since a big part of many players experience is building a work of artbase. I was just trying to fit it into the story. You start as a commoner with no bonus or negatives to give you time to figure out your play style and then when you get to this "quest" you pick what you like or stay commoner. I think it would be nice if it had a little lore though so when you do this it gives you a flash back of story to kind of get you going on the main story. Yeah multiplayer would be an issue with progression based stuff. Basically it would end up being as one person progressed it would just progress for everyone on the server, but it sort of does that now anyway. The first person that goes to the story location gets all of the loot and unlocks the progression. Everyone else just goes and fights the boss because all of the doors are open and the elevator is turned on. I don't think that kills the idea though, because the Tyron has said before the game is really best when played with a small group of people. Unless they start making instanced versions of the story locations the game will always have story issues on an open multiplayer server.
  22. There are so many books how on people perceive what you say vs what you mean. I'm not going to try and engage you in a debate and prove anything, because it is a waste of your time and mine. I'm just giving you feedback on what I see and how I feel. You can take that feedback in the spirit it was given or you can ignore it. Best of luck to you.
  23. Look at your deep discussion thread where you tell someone: That comes across as arrogant. There pitiful opinion was trivial and hardly worth your time because you have spent so much time working on yourself. You are superior and they need to spend time working on themselves to approach your levels of insight. Is that what you intended? I hope not, but that is how it reads.
  24. That is his default opinion. I get frustrated with it as well sometimes, but again this is his opinion. Thorfinn can't turn anything down. He isn't a developer of this game. He just has his opinion.
  25. I posted in your discussion thread but I can't help myself because this is one of my favorite topics. Making the game more "newbie" friendly without making it stupid easy. 1. Start the game with only drifters and drifter temporal storms, max tier 2. No Class selection at start, because you don't remember who you are yet. This gives people time to feel out the game before picking a class. Caves: Drifters spawn tiers as normal. Shivers and Bowtorns restricted to spawning at .7 and below of sea level. People who don't want to engage with the story content can sit at this stage and build their perfect base with some annoyance but not being overrun with bowtorn and shivers every night 2. Beginning of story progression. Every trader can give you a map to a nearby location, 1k blocks away, that can be something like the Lazaret. No great loot, but this is where you remember something about who you were and then Character Class selection window comes up. You find a knick knack of some kind and return to the trader and the trader tells you that his friend the Treasure Hunter trader would be interested in that item. Temporal storms ramp up a little: Drifters of all tiers, Bowtorns and Shivers max tier 2. Reduced temporal gear drop rate and no Jonas parts drop at all. Caves spawns return to normal. The idea being you could do a couple storms and get a temporal gear or two, but not just stock pile them like you used too. 3. Resonance Archives and beyond: Talk to the Treasure hunter trader and give him the item you found in the first location. He then tells you about the RA and he wants his tin bronze pick axe. Then scale up the temporal storms as you go further into the story. I won't spend much time thinking about RA and beyond since they still have to add 6 more chapters. I'm sure in that time they will add new temporal storm mobs. Later storms could include flying rust creatures, at some point a boss creature you could fight, rust creatures that break walls and open doors, etc...
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