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Everything posted by ifoz
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I like the way the game has you using "lesser" tool tiers even in the steel age because it can sometimes be more efficient dependant on situation. It makes progression feel much less linear, which in my eyes is a very good thing. I'll find myself sometimes even using bronze in the iron and steel ages, purely because it's cheap and I can cast it.
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I really love this idea. The Tailor filling the niche of the "socialite" class - fancy clothes and smooth words to win over any current and future NPC's. I'd love if the Tailor could even get some extra dialogue out of traders - or perhaps have a more verbose way of saying "damn it's good to see a friendly face!"
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I mean, yeah, this is the ultimate strategy. Still, sometimes it can't really be helped, such as when you're on a laggy server and drifters are more than happy to teleport you around so that you can be hit by a rock barrage. Another example might be getting knockback from starvation damage and being flung over a nearby cliff. Until combat gets an update, I'd say that there are indeed certain scenarios on laggy servers when you really cannot do anything but die. Back when I was new, I would have probably complained about the current death system, but since I don't really die much anymore, I think it's personally not an issue. I agree that the "sprint back to your corpse with no gear because otherwise it can despawn" isn't the best solution though, and I think we could seriously use a player corpse or something of the like so that you can log out and your stuff won't vanish.
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Looking at the game, there are many alchemical symbols hidden all over. Schematic D, Forlorn Hope Tunic, the altar block and cave art, just to name a couple that I've spotted. Considering three out of these four examples feature the alchemical symbol for the philosopher's stone, I'd say it's likely that's how our Seraphs gained their immortality!
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I could see this being implemented! Considering the elk have different types of bridle to allow for different control schemes, perhaps we could have different types of sails to allow for the "motorboat" controls and then another type for some more wind-based controls? Perhaps the wind sails go faster (if wind is strong) and do not need you to be holding W, but the motorboat sails are more reliable (since they can still sail in weak winds) but they require you to hold W.
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Could this perhaps be a hunter trait, then? Having two bowyer classes seems a little redundant, so perhaps this mount class could be reworked and meshed with the Hunter class? Ah, just as they'd say in Morrowind. Perhaps we need Jonas to invent a mechanical version of silt striders...?
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I've been hoping that we may see some new classes with 1.20. Specifically, I would love to see ones related to both mounts and boats. Some kind of reindeer herder type class for bonus mount speed, and some kind of sea captain class for bonus boat speed. I think that could be a really cool way to give mount and boat players some cool advantages. I imagine that the sea captain would get bonus boat speed, but also get mining speed debuffs, due to being at sea for most of their time. I think they could also get a 10% slower hunger rate, however, to make them a more viable class for those who do not play with oceans enabled. The mount rider class could have some bonus mount speed, but then maybe have some hunting debuffs due to being kind to animals, like how Tailor does. Of course, those are just some basic ideas for these hypothetical classes.
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I don't know if it would make them necessarily more valuable, but I think a way to clean their rust could be cool for a decorative piece. The same with metal scraps, except you could then use non-rusted scraps to make sturdier scrap weapons with a non-rusted iron texture.
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Sunfish and manta rays would be kind of crazy. Just trying to think of some more obscure and funky fish like you mentioned.
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Honestly bone tools could be super cool and give bones some more uses. Historically, bone tools were very widespread. Knives, needles, combs, etc. I'd love to see some tools with bone blades!
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This is still how they are, except now there's even extra incentives for slavery in the form of biome-specific trades that encourage you to keep them locked up and to breed them. This is so that their children will become the biome type of whatever biome you have kidnapped and moved the parents to. It's honestly not a great system at all..
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Cracked vessels should be pickable in some way in the lategame
ifoz replied to VadiK GricyuK's topic in Suggestions
The Malefactor class can collect cracked vessels as an exclusive ability in the vanilla game. -
I'll agree to disagree about the whole landmark thing, but I would just like to say that other Seraphs might not fit the lore very well. I kind of like how Seraphs explicitly represent players - having a clear divide between humans and Seraphs as NPCs and players is pretty cool in my eyes. Every Seraph you see is a player, and every human you see is an NPC, and I don't know if having (many) NPC Seraphs would mesh all that well. Maybe a few really story-important character like Jonas and Tobias as Seraphs, but not Seraphs as a whole NPC faction. At least, that's my thoughts on it.
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Perhaps someone could make their base near a protected village, and then when they wanted to expand, they would be prevented. Maybe a village generates in an otherwise perfect location where you could envision a super cool build. I think villages should be extremely rare or a super far-away story location as to prevent stuff like this. I kind of don't really want villages in the game anyway, it detracts from the lonely survival aspect the game has going for it. I think a village as a story location could be really cool, but not as a regularly-spawning structure.
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Totally agreed. I think that villages defeat the whole point of survival in that other block game, and definitely would here too, if implemented like their Minecraft counterparts. Why build when there's houses for you? Why farm when there's farms for you? Why mine iron when there's loot for you? They are also way too common, making it hard to find a non-populated area to make your own. I don't think this game would ever add villages in that manner though. If they did, it would likely be a unique story location very far from spawn with unbreakable blocks.
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This is basically how Starbound did NPCs, though I think that having a potentially large penalty for firing a worker for not matching what you built is a little harsh. I think you should be able to choose the type of NPC who moves into your housing, though their sub-type may be random. Say there was a type "commoner" that you could choose, though they could be a "hunter", "farmer" or "artisan" depending on RNG.
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This is just a simple suggestion for immersion purposes, but why is it what if you were to attack something with, say, a shovel, that your animation looks like you are trying to dig up your foe? I suggest that there be a few special animations for attacking things with tools. The shovel could be swung with intent to bash your foes with the blunt of the spade, the pickaxe could be swung side to side rather than up and down, etc. These animations would take priority over the normal ones if the player had their crosshair over something that they could attack. Just a little thing for immersion. What does everyone think?
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How would this actually work in the game? Is it like you walk past a drifter and they just take damage because you could theoretically attack them? Or do you mean that it just has a shorter cooldown time and can attack sooner in it's animation? While this would be handy, I think it would be a little too overpowered and mostly remove the need for ever making and smithing tools once you get one temporal steel tool of each type, even if the mending property took a while. I think it would be too much like Minecraft's 'mending' enchantment, which is already an issue in that game. --------- I think that the concept of Temporal Steel could perhaps work where you need to power your tools with temporal gears, and in turn it will make them faster, or 'supercharged' for around one in-game day. After that they return to being as fast as steel until powered again.
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Looking closer, that they are! What are the things on your feet, then? I don't recognise them - some kind of armour since I can see the thigh highs underneath?
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Can't go wrong with earthy tones! They definitely look cozy - I'm certain that leather tunic helps to keep the heat in! My malefactor wears it too - it's hard to see, but it's there under his cloak.
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Very elegant! Let me see if I recognise all of the pieces... -Fortune teller head scarf -Embroidered collar -Noble shirt -Golden necklace -Bronze armlet -Commoner gloves -Fortune teller hip scarf -Merchant pants -Some kind of modded boots? How did I do? [EDIT] Now that I look at it again, that's the golden necklace, not the noble necklace).
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Quite the strange little ruin I found. Cliffside, surface and flooded, all at the same time.
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In a game with so many fashion choices and player customisation, what does everyone's characters look like? Feel free to share them here! Here are my two fellas, Conrad (Malefactor) and Barda (Blackguard, named for a guard from a fantasy book series I loved as a kid). Conrad Barda
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Honestly I think that having shells obtainable in this way could make them an actually viable source of lime if players did not live near limestone. The flint and sticks are just a nice bonus, servers may still have issues, but I think that it's better than having them as finite resources.