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ifoz last won the day on May 2
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The lore is interconnected once you start figuring stuff out, but it's intentionally very vague on the surface in an attempt to hook the player with that element of mystery. The references to the real world are actually pretty important, though do be warned this next part has timeline/world spoilers. This is something I do think could stand to be improved, but that also sort of makes sense. Considering the timespan between when everything went down in the old world and the time we actually play in, humanity has had a long time to get accustomed to rifts/monsters/other temporal weirdness. For the traders, that stuff would just be a part of everyday life. As said though, I really hope trader dialogue is expanded upon eventually. Being able to ask more direct questions to get the player curious about the world would be nice, and make a lot of sense given the perspective of their Seraph. Stuff like different traders also giving different answers to questions is something I think would be fun, since it'd both encourage interacting with more traders and establish that they are unreliable storytellers, but that there might be a kernel of truth in their folklore. I think this is something the devs are working on - in a recent developer stream, Elvas discussed their future plans for NPCs and traders. He said that eventually, they would like for the game to somehow map paths between trader outposts, and have traders either trek or cart their wares between one another. Given the newer NPC systems added in 1.20, I'd also expect traders will gain things like the ability to sleep at night, dress warmer in the winter and eat at certain times of day in the not too distant future, as those things are already possible.
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As long as you have a bone flute you're basically fine, provided your elk doesn't take lethal fall damage. Even then, as long as you're in a region where there's horsetail and cattails/papyrus, you can make poultices and heal it! Very very useful, especially when on a server and the game decides that desync means your elk should be launched a thousand blocks in the air.
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I think it'd also be nice if scrolls had variants, like books do. Scrolls from one lore series might have the current blue band around them, while scrolls from another series might have a red band. This would make it a lot easier to differentiate which lore series scrolls are from, as currently they all look identical. Also, not all scrolls should use the 'rotten-parchment' texture, as they currently do. Player-made parchment and scrolls relating to new world stories should probably use the clean parchment textures that are in the game files.
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It's kind of strange, but they're listed like that because of clothing. When you craft some smaller clothing items out of larger hides, you will get the clothing item, as well as a smaller hide in return.
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- early game
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It's based on how recently a post got a reply - all the lower posts haven't gotten replies in increasingly long times, and as soon as one does, then it jumps to the first spot in the list. The only way to have a post stay at the top is by having it pinned, but only the moderators / devs can do that. On the topic of map markers, as far as I know they're working on something. RedRam mentioned a while back in the Discord that they are at least working on new icons for the traders, since the wagon marker no longer makes sense. A more uniform spread of colours would be great though, same for translocator pins being visually linked. I also think the currently useless anchor item could be used to give the boat a map pin. Right now you can craft a stone anchor and put it inside your boat, but it serves no purpose.
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We don't really know how the gear is used to restore stability, but nothing in particular suggests it's necessarily by inserting it. I always saw it as slitting the palm of a hand and pressing the gear against the wound to absorb the prima materia/energy from it, considering the animation and the low amount of damage taken. Slicing open something like your own chest would probably deal a lot more than 2hp of damage, after all! Iirc the knife blade also faces away from the player's body in the animation, more in line with the idea of cutting a palm.
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I think the best way to do this while keeping with the established lore and survival gameplay would be a reputation system among traders, as well as potential radiant quests. Traders could generate with a preset personality and backstory, which would each influence one another. A trader who has a shady personality might have one of a few 'thief' backstories, while a trader with an introverted personality might have one of a few backstories involving their choice to live alone in the wilds. This could also influence player interactions and trades. Shadier traders might trust Malefactor Seraphs more, while polite traders might strike a better deal with Tailor Seraphs for their manners. It could also lead to some unique dialogue per trader, even if that's just in the form of different greetings and maybe a few special dialogue choices dependant on the trader's backstory and player's class. If they really wanted to go all the way, personality could even influence trader occupation and stocklists. More timid/cautious traders might be much more likely to have occupations like clothing or artisan, while more confident ones might be treasure hunters and survival goods traders. It wouldn't be hard locked or anything, but just different chances at the likelihood of each personality belonging to a different trader category. I think something along these lines would make traders feel more like proper NPCs, as opposed to all having the same generic dialogue as they do right now. Their looks were updated in 1.22 which is something I love, making them more visually distinct from each other, but their dialogue has stayed the same, and I think that's a real missed opportunity. -------------- If I had to make a list of ideas for potential personalities, I would say something like; -Cautious (more likely to be a clothing trader or artisan trader. Probably also a little more wary of the player, especially the Malefactor. This could be alleviated after continuous successful trades, proving the player is friendly. Their prices might also start higher and then decrease with this). -Confident (more likely to be a treasure hunter or luxuries trader. Their prices might start out reasonable, but ramp up a little bit with many continuous successful trades, realising you're a repeat customer). -Shady (more likely to be a treasure hunter, commodities or luxuries trader. Their prices might fluctuate, with some being outright scams and some being more reasonable. Like the cautious traders, this would get lowered the more trust they had in you. They would also trust the Malefactor more to begin with). -Stoic (more likely to be a building materials, agriculture, survival goods or furniture trader. The usual run-of-the-mill trader, with no gimmick).
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You can also buy elk medallions from traders, or find them in ruins. Even this one bronze doesn't truly unlock, since you can buy shields from traders, as well as finding a gold-plated shield or silver-rimmed shield in that one particular ruin. In homo sapiens these would be hard locks, however. -------------- One thing I hope about the upcoming armour rework is that the earlier ages are given more reason to actually make a set of proper armour. Currently any armour below iron isn't really worthwhile, considering the sheer labour that needs to be poured into it pre-helve hammer. The proposed new system of many different armour segments could potentially allow players to make something like a bronze cuirass for much less material than a full chest plating like there is currently in the game, giving more of an incentive to spend some time in the bronze age making armour. I imagine scrap armour will help a lot as well, especially if it can be accessed in something like the copper age (since you'd probably also need leather). Scrap armour would also offer a different way to get protection, finding and assembling scrap pieces rather than smithing it out entirely by yourself.
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I think this could make sense for certain more fragile clutter, but if this was applied to all clutter in the game I can see it just being annoying and even a bit immersion-breaking. Some things like ruined protective suits, locust/bell/Eidolon parts, and metal tanks I don't think should really require glue in the first place, and the fact they do only makes sense from a gameplay/unification perspective. Stepping on a lead-plated protective suit isn't going to make it disintegrate, same for stepping on a cast iron Eidolon limb. I could see this making sense for things like ceramics and some wooden rubble, but even then it'd probably get a bit annoying hearing that snap sound effect over and over again when walking through a dungeon. Especially if it's from enemies spawning in other rooms and immediately breaking everything in sight before you can get in there. I do think it would be fun if cracked vessels would shatter when dropped from any height though, to make their excavation as a Malefactor more interesting. For other classes it wouldn't really mean much, since they get shattered 100% of the time regardless. Things like wooden rubble having gravity would be nice though, to match up with how stone rubble has gravity. It would also be nice if wood rubble was flammable, even if other wooden clutter wasn't considering it'd probably require going in and setting properties for the thousand clutter items currently in the game. [EDIT]: I also don't really agree with the mining speed change, just because I can see that annoying players when they accidentally misclick on something. I do think though that clutter should be mined faster with respective tools (wood clutter breaking faster with an axe rather than a pickaxe for example). Currently all clutter has the pickaxe as the fastest tool, which isn't very intuitive.
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This is actually a vanilla issue, and while I'm pretty sure the devs know about it, another report wouldn't hurt. I had it happen to a friend of mine while going through the tower on TOPS, and we had to get an admin involved to teleport them back to the ground.
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Combat is too shallow for it to be so integral to the game.
ifoz replied to Tabulius's topic in Suggestions
Being able to kick drifters and shivers to deal some damage and knock them back would be funny. Maybe even increase it a little based on what leg armour/boots the player has equipped. I'm just sayin', gives us a reason to have the metalcap boots. So far, it seems like 1.23 is shaping up to be a combat update in some ways - the new armour system, and Redram saying they likely plan to add at least a few new weapons in 1.23 as well. I'm really interested to see how they integrate them, considering it would pretty much necessitate fleshing out combat or damage types in some way. -
I mean, you could just have brigandine in the visual style of 'studded leather' without changing the overall appearance or impacting the realism much.
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By the way, just a quick question about the new system if that's alright for the topic of this thread. Since there's now plans for all the cool new scrap armours, does that mean that certain clutter items will drop and be used as parts in the process, it'll just be the generic scrap metal item, or there will be special pieces found in ruins specifically for making armour with? Just kind of wondering how modular scrap armour is planned to work, though very excited to see it ingame.
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Echoing what LadyWYT said, more colours would be awesome. Even if that's just stuff like being able to colour non-tailored gambeson by throwing it into a barrel of dye. Motley or checkered gambesons would also be fun, having more than one colour. I also think for another set of scrap armour, it would be fun if there was a torso piece made of locust legs that formed a 'ribcage', and a bell for a helmet with eye slits cut out. Very clearly the work of someone making do with what materials they have available. Also, though I already posted it on the Discord version of this thread, I might just put it here as well so it doesn't get buried under a ton of messages; Mockup 'scavenger' set I drew earlier, mainly as an excuse to pitch the idea of a metal mask shaped like a wolf skull. Traders can already wear wolf skulls strapped to their faces, and I just thought it'd look cool. (This version is slightly different from the version I posted on the Discord - I added more of a harness to the metal plates that is implied to go over the shoulders underneath the fur wrap. I just thought that made it look a little better held together). Sidenote, I wonder if the drifter padded layer means that drifters will now drop a unique type of ragged cloth as opposed to flax fibres like they currently do.