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Everything posted by Facethief
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I get it. It’s weird not really knowing what these guys are talking about. It’s also quite jarring when I look at the forums on a device that has signatures displayed, as there’s now all sorts of crazy stuff everywhere. That said, I’ve made myself a signature to provide a helpful reminder about one of the afflictions that plague our society to those seeking enlightenment.
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Charred bread is calling… pick up the phone!
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Nah man I think bowtorn actually just hide in walls. This was happening to me in my last world too.
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The latter
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It just makes sense.
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Just gonna leave this here.
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I actually don’t think it’d be that bad. Given that leaves change colors with temperature, there could be a margin where the leafy part of the leaf blocks becomes transparent, with this point not existing for evergreen trees.
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Adding additional visible hitbox while chiseling.
Facethief replied to Mbrymen's topic in Suggestions
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I had a similar issue when I “played through” (read: /player s[] gm creative, fly to the top, hit the boss a couple times, die, repeat) that story location (I have a low tolerance for personal failure, despite the nearly unlimited time I have to spend in game). There were two elevators, one of which did not work, and the other which did. The trick is to get on at the second floor, I found.
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This would be nice, but the non-branchy leaves would have to have some kind of branch/twig texture added inside of the block model, so that they wouldn’t be completely invisible.
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WRONG! Or rather, poor reasoning. Cassava and amaranth are both new world crops. The developers seem to have tried to add bell peppers at some point, and they're also new world crops. I have to imagine that when they get peppers figured out, they'll probably add tomatoes too.
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What? I’m talking about disabling story events, not lore books and traders and such.
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Then they could just have it be like the temporal storm setting, where it always reads as off if stability is off. If lore content is on, the story setting works as expected, and if lore content is off, then the story setting always acts as if it’s disabled.
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The issue is that I feel compelled to complete the story events, regardless of whether or not I should be doing so. Plus, I usually base fairly close to the main treasure hunter, so he’s just sitting there, mocking me, waiting for the tin bronze pick I promised him.
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I like the story of the game, don’t get me wrong. It’s fun and all to go traveling out to do things and mix up the regular gameplay. But I don’t like that if you don’t want to have the story hanging over your head, it’s not possible to have drifters, traders and ruins spawning and not have the main story spawn too. Also maybe add a setting for a boss health multiplier?
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Why on earth does the 1st boss have so much health?
Facethief replied to Facethief's topic in Discussion
But my point is that there’s no precedent for the fight to be like that. The bell fight offers a more appropriate test of the player’s combat skills from the rest of the game, and that thing’s literally just a living microphone. -
Why on earth does the 1st boss have so much health?
Facethief replied to Facethief's topic in Discussion
That’s my point; if you’re encouraged to run from threats to the point that not being able to do so is the price you pay to take another hit, a boss where running is a completely non-option requires finding an entirely different approach to combat, to the point where the game doesn’t even feel the same. -
Why on earth does the 1st boss have so much health?
Facethief replied to Facethief's topic in Discussion
Also, as an immobile enemy in a game where mobility is a major debuff for strong armor and most threats can be fled from, it really feels out of place. -
Why on earth does the 1st boss have so much health?
Facethief replied to Facethief's topic in Discussion
What I’ve ended up doing is just going to creative and whaling on the thing. But seriously, it feels like fighting an mmo boss on my own, especially with how there’s no way to run off to recoup- once you’re in the pit, you’re in the pit- and you can’t even get far enough away to properly catch your breath (which I feel is important game design). If the boss had maybe 30 hits of health, I might be convinced that it’s possible, but the way it is it feels like walking out of your front door just to get hit with a fire hose- the difficulty spike is just ridiculous. -
Like seriously, 500hp? That’s 100 hits with a good weapon. Is there any way to reduce it to something more reasonable?
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Yeah, I came to the same conclusion, but I wish there was a better way to do that.
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You can’t have more than one type of liquid in a single barrel, as far as I’m concerned. Another note; if you put salt in the input slot of an empty barrel, there is seemingly no way to remove it. If anyone has evidence otherwise, let me know.