Jump to content

greatorder

Vintarian
  • Content Count

    12
  • Joined

  • Last visited

  • Days Won

    2

greatorder last won the day on June 3

greatorder had the most liked content!

Community Reputation

7 Neutral

About greatorder

  • Rank
    Berry Picker
  1. Now, admittedly I'm a masochist so this might make it too difficult for a lot of players to be arsed with it, and coding might be a bugger. I've played a fair bit of UnReal World and I like how that handles survival. It's a true survival game. Food isn't everywhere, and for the first however many games you play you're likely to starve to death, if you don't wind up dying to a bear. To this end, I'd like to see some changes (or options to add these for a more realistic survival experience). Hunting: 1) Most animals are faster than players, or players no longer have infinite sprint time. This'll make active hunting more difficult and rely on strategy more. 2) Animals have line-of-sight, possibly adding sound/smell mechanics, so as to allow you to sneak up on animals before attacking them. Sound mechanics could be that if you step on a certain block type, it'll produce sounds that'll alert animals within X radius. For example, if you step onto a stick while sneaking there'll be a snapping noise that alerts animals within 10 blocks of you. I'd say while walking too but that'd get annoying when you're running through a forest. 3) Animals have endurance, and being injured slows them. This allows for persistence hunting, or if you get a shot off from a distance with a bow you can more readily catch up with the injured animal. 4) Tracks/trails. Some system which lets you see tracks that animals that have recently passed through have left. If an animal has been shot, occasional temporary blood splatters are left on the ground that allow you to follow the animal. 5) Passive hunting methods. Traps, ranging from small to large. A pit trap is simple, dig a pit and hope an animal falls into it. Allow the player to cover the top in sticks/leaves to cover it and make animals consider it normal terrain, but it collapses under them when stepped on by a large animal. Use rope for large snares to catch larger animals, and twine for small snares to catch things like rabbits. Fishing: 1) Active fishing. Active fishing is using a rod or spear to "hunt" for the fish. If fish mobs are added, making them ignore you so long as you're still so you can stand by the edge of a waterbody, wait for the fish to come to you, then spear them. If you're in the water, they swim away faster than you can catch them. The fishing rod acts as you would expect. You cast it, the fish comes to the rod, you pull on it. 2) Passive fishing. Fish traps, really. If rivers with flow are added, allow the use of funnels with a trap at the end to direct fish into traps. Agriculture: 1) Make it more long-term, high yield, high but sporadic effort. You have to make a large field, you can fertilise it to increase growth rates if you want (much like it is now), and harvesting takes some time, but so long as it's large enough the field will give you a lot of food and resources (such as hay for cereal crops, which can be used to feed animals or for construction). There's effort needed to plant a large field and keep it fertilised if you want, and to harvest it, but there's little effort after that excluding chasing off vermin. 2) Changes to crop growth based on temperature/humidity. If you're somewhere arid, only certain crops that can survive arid climes can grow. Less suitable crops will take longer to grow, and some will simply fail. Same for temperatures and such. Humidity can be overcome by using nearby water bodies to keep the soil moist, but temperature issues are there to stay. This could also play into seasons, with temperatures changing and so only allowing certain crops to grow optimally a certain times of year. If it gets too far outside the temperature range, crops will die so you can't use them as an improvised food store by keeping the crops going throughout winter. 2a) Add more crops suitable for certain climates that give certain resources. One thing I'd like to see is optional crops like coffee, herbs, spices, tea etc. that you can add to certain meals (or perhaps are required for more complex ones) or make drinks from so that it can be advantageous to settle in some places, and hopefully stimulate a bit of an agricultural trade network in multiplayer. 2b) Add agriculture traders so that you can access seeds (and animals) that aren't from the local area. 3) Animal husbandry. Already in game in a basic format, and from what I can gather it'll probably be changed anyway. As it is now, only certain animals can be "tamed" and it still takes some generations to tame them. Allow them to be used for more than just meat, fat, bones and leather, such as allowing sheep to be sheared for wool, cows/goats for milk, etc. And they *need* feeding. If you're somewhere grassy it's fine, so long as they have enough room they can just feed off the grass, but if there's not enough room or no grass (for example, because it's winter) they need feeding to keep alive. 3a) Some animals require shelter from cold/heat. A great big shaggy highland cow like creature is fine in the cold, but chickens aren't and need access to a coop. A highland cow would suffer in the heat and require something for shade, like a tree or artificial structure. More preservation forms would be nice, too. We've got brining, pickling and curing, but adding smoking and drying would be good. Drying can only be done in dry climates for obvious reasons, so either places that are so cold there's no moisture in the air (Or over winter if it gets dry enough then) or in a desert. Smoking takes time but only requires a smoker and wood.
  2. Unless there's some lore justification I've missed/that is planned, would it be possible to get a more human-coloured PC model? As it stands, the blueish-grey look just makes you look like a walking corpse.
  3. If you use shift+ctrl to place planks down, as soon as you start a new stack only one plank will be placed, but four will be removed from your inventory, effectively removing three planks from existence. This applies if you're either making a new stack on a block, or if a new stack is made because the one that you're placing planks on has been filled.
  4. I'd just like this as an option on world gen, a bit like the option to keep your inventory in death. When active, when you die the game will create a waypoint on your map to allow you to relocate your corpse and dropped items.
  5. You do. When you butcher a corpse it'll drop some bones, it's just that the amount you get depends on the animal.
  6. OS: Windows 7 Home Premium 64-bit SP1 Processor: AMD FX-6300 RAM: 12GB, DDR3 Motherboard: M5A97 R2.0 Graphics: 2047MB NVIDIA GeForce GTX 760 Storage: 447GB KINGSTON SSD
  7. Limestone and chalk are common, and if you explore beaches you'll start stumbling across seashells. While they aren't exactly the best way of getting it, they provide a way to get enough for making a bit of leather.
  8. Whenever I return to the game after it's been on the Esc. menu the game locks up for a very long time (up to 5 mins in my experience). This isn't more than an irritance usually, but I discovered that the game's still doing some degree of processing recently when I wound up with the game unfreezing and me being instantly dead from a hyena. The easiest way to replicate it seems to be opening the menu during the game, leaving the computer for 30 minutes, then close the menu.
  9. Is the vanilla server still going? And if so, could I get whitelisted please?
  10. greatorder

    Farming 2.0

    Having the mutations be pretty limited to prevent OP growth would be good. Another issue however with the system is that the game's going for realistic and plants don't tend to reduce their nutrient uptake while increasing yields and growth speed simply due to the fact that increased growth and size requires more resources. Granted it could be a break from reality there if that's seen as acceptable, it just strikes me as odd to do so.
  11. greatorder

    Farming 2.0

    With the mutation system, there's one thing that'd have to be done which is balancing it. If it's not well balanced you can get systems like Minecraft mods where you wind up with horrifyingly OP and unrealistic plants that grow within minutes with enormous harvests. If people can game the system, they will, and if I've learned anything it's that people are very good at learning how to game systems. Perhaps have it so that it operates so that you can have two of three things - High yield, fast growth, low nutrient uptake. Also adding a cap on these aspects would be good so you can't just keep breeding them to the point of being able to feed yourself for a year through a single plant.
  12. Now, I know that animals can be domesticated and the plant species are already there, but one little feature I'd like to see is a domestication altering the appearance of the plants and animals. When humans first came about, flax, carrots, parsnips et al weren't a thing, and nor were domestic pigs, cattle, sheep etc. These evolved from wild ancestors after thousands of years of domestication. Now obviously this game isn't going to last thousands of years, so it'd have to be sped up, but I'd like it if the plants started off looking more wild and as you repeatedly planted them they'd start looking more and more like their modern day relatives. If it was mixed with some sort of mutation mechanic, it could be that as you increase yield, growth speed etc. the plants start to change appearance. If a similar mechanic was added to the animals, it'd be nice as well. It'd just be a nice little progress mechanic, nothing vital just a way of showing how you've moved from hunter-gatherer to sedentary.
×
×
  • 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.