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Everything posted by Chuckerton
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I definitely think this is the way to go for classes. Making certain classes the ONLY way to make certain items only incentivizes me to just not use class exclusive recipes and pick commoner. Having strengths and weaknesses statwise is much better. Class exclusive recipes only make sense on servers that have enough people to fill out all the classes.
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but its so much fun! Although to be fair, a forum is literally for exactly this. Discuss and share ideas. People are going to disagree and as long as things don't escalate, I don't see that the conversation should just be shut down. Now, THIS forum might not be the best place for THAT discussion, but it is still a forum being used as its more or less expected to be used.
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i might have to make one to take with me in caves then because sometimes i have an assault launched against me, and other times looting creatures with the knife sometimes bugs out. If there were human enemies or more non-drifter enemies, then i would say its fine, but theres just too few enemies and too many of them are drifters for a bonus from x weapon type on y enemy imo. So if they do give it a damage buff, then i would hope for new enemy types beyond drifters. I do still think considering realism with fighting drifters isnt a good idea though. We dont know exactly the mechanics of how they are injured or killed in the same way we wouldnt necessarily know how regular zombie media handles injury or death unless the media goes into detail, and currently vs hasnt done that other than saying the falx is the weapon of choice and a few pieces of information about the enemy that doesnt go into very good specifics. I always see realism in gaming as a canvas for which to paint on, it's the starting point but you cannot be afraid to paint over it, most masterpieces do to some or a large extent, because *realistically*, plate armor does not slow you down that much and *realistically* a bear or wolf will absolutely maul you and you are not fast enough to run away from it, and you cant sprint at full speed backwards, and you would have to recraft candles or refuel lanterns, and theres alot more that goes into making a structurally stable structure than the building mechanics in this game... and the list goes on. I usually prefer "authenticity" over "realistic". It doesnt need to copy real life but it can certainly feeeeel realistic.
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Autoloot feature? I didnt know it could do that, i basically never use the falx. I just use stone spears until i can make a blackguard sword. I hope they dont give it a monster fighting sword buff though. I dont like the falx as a weapon design. Sure its unique but i like regular old swords. Not to mention having a single weapon dedicated to an entire enemy type and then having a bunch of other weapons, all worse at dealing with this enemy type would suck. What are you going to use all the other weapons for? Wildlife? Why would we get new weapons if we end up being stuck with realistically one choice of weapon anyway? i get why, lorewise, the falx would be a good weapon for these enemies, but we wanted to consider the realism of this (which i think is a mistake, its a fictional time abomination creature, do we even know if they have vital organs? As far as i know all we can infer from them is from bowtorns as they have bones, so we know they have those), then theres still other weapons that would probably be better. I mean the pickaxe is right there, or if you prefer the military version, being a warpick, maybe a 2 handed version like a lucerne. Or a billhook, or a poleaxe/halberd. I guess it really depends on how exactly the metal is in their bodies. If its a thin layer under the skin, or if its like metal tumors in their bodies. If its the former, then any of these options would be fine as they could punch through the metal layer. If its the latter, which i think it might be, then i get the falx, as you cut through the drifter until you are stopped on a metal tumor, you can pull the sword backwards and rip up flesh on the way out, and potentially pull the metal out (which would be my guess as to how that autoloot feature works). Either way, all of these other options would still work. Its still metal weapons being driven into a creature that is more or less fleshy and killable. If i were to figure out the niche for a falx, it would be that autolooting feature. Its unique and interesting and it makes sense, and it could still stand out as the abomination killer without offering an advantage that makes it the ONLY option.
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I mean at least this would be nice for hunting. I dont really care for advanced butchering but i think hunting could use some love. If people are uncomfortable with any amount of blood then maybe there can be a toggle to turn it into hoof/paw/footprints when a creature is injured or running away. But red would stick out well against green grass or white snow They might change that lorewise though. Coming from nobody but my own thoughts i guess, but that was in the item description for the falx as the reason that we dont have regular swords, saying that "A simple sword will not do here", but if theyre adding new weapons in the combat update, then will a simple sword still not do? I guess if we dont know what new weapons theyre adding, then maybe it wont change in the lore because we might not get a simple sword. But i hope we do, im okay with just "regular medieval weapons".
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I honestly feel like waterwheels are just too OP in comparison to windmills. I got lucky with two rapids near enough to use them both and i can gear up a single helvehammer twice and its ridiculously fast (i know eventually theyll catch fire when they add that). Even with one wheel it was really fast. I dont think windmills are bad, i just think the niche they would be good for doesnt really exist right now. I think they would be best as a backup mechanical power system for when your main "on demand" power generation is unavailable. I keep hoping for livestock driven mechanical power, so you can lead an ox or something to a thing that it can walk around to generate mechanical power, maybe at the cost of food. Then windmills would find a good spot as the "auxiliary power" option when the animals are too tired, for power setups that arent near rapids, instead of the ONLY power setup that isnt near rapids. In the meantime, i just say explore until you find a rapids in a pretty area and setup there, but still make a windmill for things that arent "on demand", so grinding a chest of grain into flour or pulverizing stuff. Then you can save your waterwheel for helvehammers and grindstones.
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Hopes & Dreams for Changes to Combat
Chuckerton replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
I think low tier drifters are fine. Higher tier gets boring. More health and damage, yahooo! The most boring kind of difficulty. Id prefer it being more variants of drifters spawn. Either a swarm of the lower tier basic ones in place of a high tier one, or instead an armored drifter, thats larger and has metal plates on it so its extremely tanky and persistent, though slow and with weaker attacks. The nightmare drifters look like the "damage" drifter already, with the sword hand, maybe it shouldnt have as much health in comparison to its current state. It would be tricky to not step into other enemies territory with other variants. Maybe having drifters as a more exclusively low tier enemy type and then introducing new rust world enemies. Maybe an enemy that can pull you towards them, or some kind of explosive lobbing one. I think more meaningful differences between variants of the rust creatures we already have would be nice too. Like bowtorns, maybe a variant that can fire much more rapidly, or a ballista variant. Anything that isnt JUST "more damage and health". -
Hopes & Dreams for Changes to Combat
Chuckerton replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
I definitely agree. It also doesnt really get much better as you get better gear because you tend to be fighting stronger drifters because you spend more time underground. In fact, i would even say the problem ends up branching over to shivers too, although they are interesting with their speed at least, but they can get stupid tanky too. Usually i would just play blackguard but the early game while solo is so brutal with them that i end up picking commoner and just turning off class-exclusive items. I generally like the idea of keeping combat simple...ish, but drifters need something to make them more interesting. -
Hopes & Dreams for Changes to Combat
Chuckerton replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
I dont think i like the idea of a bunch of different damage types for pretty much this reason. I like the idea of different weapons or different attacks being able to apply different status effects, like slashing weapons causing bleeding more often than stabbing weapons, which might do some other disability, which differ from statuses from blunt weapons. They did talk about making more visceral hit reactions, which to me sounds like attacks causing noticeable injuries or effects to the target. But i dont like "this enemy just resists the damage numbers from this weapon more and this weapon less". I think different damage types and strengths and weaknesses of the total damage you deal overcomplicate things a little. Otherwise, it should be which weapons feels nice for which players. Some players might prefer the range of a spear, others might prefer the heft and wide sweeps of a greatsword (meeeee). I also dont like the idea of "stances" as the way to select attacks. Having different movesets for different types of weapons is fine but having to switch stances in a fight would be clunky. I prefer directional attacks like bannerlord or chivalry (1 or 2), though really just having a choice between 2 types of attacks would be fine i think for this game, seeing as theres not complicated enemies that you would be "dueling"... yet i guess. I guess we might see how they cook with this, maybe drifters can become a more interesting fight. If they were once people (i dont know if they were but they look humanoid enough), it would make sense that they could swing a blade like people used to (for nightmare drifters). -
Hopes & Dreams for Changes to Combat
Chuckerton replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
I think i saw someone else here talking about a way to stun many enemies instead of outright killing them for the strategy of escaping, and it made me think that we only have 1 actual grenade, the beenade. The ottoman janissaries used glass balls with explosive material in them as grenades and i think that could be something applicable here. A glass or ceramic ball with some kind of bright and fast burning filler to make a primitive kind of flashbang. I love the limited chemistry in this game and would love to see people making magnesium grenades. Or you know, just filling them with explosive powder and throwing them. You could even make iron ball grenades which cant be thrown as far and dont explode on contact but are very lethal due to the shrapnel \:,' -
Hopes & Dreams for Changes to Combat
Chuckerton replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
I dont really anticipate enemy types changing much (although i think bandits would be a cool new enemy, though i doubt we will be getting that for many reasons). If were not getting new enemy types then that rules out equipment strategy in that regard. i do think that armor strategy exists in this game and i think weapon strategy would follow it in the same thing, which is environment. You dont typically walk around exploring and gathering and all that in plate armor, but if you know youre going somewhere that you expect to fight in, you bring it if you have it. I think weapons would be the same way, you bring the weapon depending on the conditions you expect to face. If weapons swing in arcs, maybe they can collide with walls? A big broadly swinging greatsword probably wouldnt do great in a cave, but a polearm you can poke with would be nice to have. Same with a temporal storm on the surface, a polearm that pokes in a straight line at a single target would probably not be as good as a greatsword that can threaten many enemies at once and doesnt have issues swinging in wide arcs. Either way i do hope we get multiple attack types with weapons, at least just stabs vs slashing. Some weapons could be better than others at different attacks but considering the advantages of either kinds of attack during a fight would be very engaging i think. -
1.23 COMBAT UPDATE LETS GOOOOOOOOOOOO I will wait as long as it's needed, but the hype train has indeed departed. Also, love Alpha 4A and 1B as the logo designs, those are definitely my favorites
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I always prefer a more interesting injuries system over persistence hunting. A crude bow with crude arrows, even if not immediately fatal, should cause animals to slow down and bleed if you hit them with it. Like this. I think that stalking and ambushing should be the opener to a successful hunt. The cruder the weaponry the less disabling it will be. A steel arrow out of a longbow is gonna make for a very short hunt and a very slow animal, but a crude bow with a flint arrow might let the animal run hundreds of blocks and make the player follow a blood trail to figure out where it went down at. I think it would even be justified to make prey animals much more skittish and sensitive to sounds as a consequence. that and maybe let predator animals hunt in much the same fashion. Imagine finding out a wolfpack has been stalking you just a little too late As for chasing, pit trapping is fine and does kind of work in this game already, but drive hunting is something that requires a group of people to do and is generally done against herds of animals, which is cool and would be amazing to see in servers with a coordinated set of players (i would absolutely love seeing a video of everyones perspective in a hunt like this), but it shouldnt be THE way youre expected to hunt, because that completely kills it for solo players. Not to mention if the time to kill is just as long as it is now it kind of makes this a waste when you would still have to shoot and chase normally. if I were to design hunting in this game (i gotta get into modmaking at some point), the challenge of the hunt would be getting in a position or situation where you can make an effective shot. Tracking, sneaking, and very good aim would be essential, as animals will detect you and run from further away if youre not sneaky. A well-placed hit from most hunting weapons (anything from flint arrows to steel spears) is fatal to most prey animals (deer, maybe boar), but not immediately. A fatal hit with a crude hunting weapon might let the animal run hundreds of blocks before it bleeds out, requiring a lot of time to track and increasing the risk it falls off a cliff or is attacked by a different predator. Even if you dont hit it somewhere fatal it should slow it down somewhat. Using better equipment shortens the distance itll be able to run if it is fatally injured or increase the severity of whatever injury you do give it if you fail to make a fatal shot. The goal isnt to make hunting easier, its to make it more engaging. It takes a good amount of work to sneak up on and a lot of patience to get a good shot, but those actions are much more decisive. Right now, when im hunting im just running the animal towards a cliff or lake so it can get stuck on terrain or in water, and when i finally kill it the relief i feel isnt the tension of the hunt its that i can finally just do something else and stop dealing with frustrating animal pathing. Thats just me though, maybe im unique in feeling this way with current hunting but with how involved a lot of the other things in this game is i feel like the animals as a whole are really just not that engaging.
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Does creative mode boost mechanical power/torque?
Chuckerton replied to Chuckerton's topic in Questions
Both in my survival world and in this creative example i have 5 blocks on the waterwheel that are rapids, which i think is as good as it can get. I think waterwheels might just be that good. I guess i dont need to make a large windmill anymore. -
I found out that theres a multitude of rapids near the mountain i built next to and that i could tunnel through the mountain to get those rapids to my base for waterwheels. I was curious how to go about connecting two waterwheels so i loaded up a creative world. And my god even one waterwheel is insanity once you start messing with gear ratios. It seems one isnt that fast but it provides a massive amount of torque so with some large gears you can get them insanely fast. This was the setup and those helvehammers could smack out a plate in less than 10 seconds. I think running two at once made it just a bit too much for one wheel but even once i removed one of these hammers from the equation and removed the other wheel the single helvehammer was hitting several times a second. Creative mode is doing something here right? Surely waterwheels dont make THAT much torque right? In normal survival its toned down right?
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I see a lot of people liking simpler aspects of this game (like combat, hunting, and temporal storms) and are fine with them being simple. I disagree and would rather they be more autistically complicated. This really is just a matter of taste though; I just like things having depth to them. Certain things, like inventory are fine, but I feel like some of the very simple things in this game lead to janky and awkward gameplay and I feel like I can visualize a more interesting experience when I'm stuck doing them.
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Hoping for surcoats (or maybe tabards?). The outer clothing that can be worn over armor. Ideally with many different colors and symbols so that we can have choices on how our armies can identify one another on the battlefield! I am a tad bit concerned though about the number of things in this concept art. I feel like if we do get THAT many new armors and armor pieces it would be a TON of new crafting recipes. It would be a mess to navigate through the crafting menus! Or if they have to be smithed seeing a hundred new parts when you put down a work piece would be completely unworkable. Im certain that this wouldnt be done in that way but if a lot of new armors do get added i hope that theres some way of keeping them all organized.
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Agreed on making it less of a pain. That being said, how did you get a full stack of flint? Did you just run around grabbing flint off the ground or do you know how to find larger deposits? Fire clay is such a pain now. Could also just make bellows work with campfires maybe? to raise the temp faster? and these are absolutely true.
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I dont mean each body part has its own health bar, i mightve mis-spoken. I just mean you have multiple hitboxes, but one health pool, and the multiple hitboxes are just for determining what armor applies and what injuries are possible. So against an unarmored player a 3hp hit to the legs does the same as to the torso, but they would have two different sets of possible injuries. Basically what your idea was in the second paragraph but instead of a percentage chance to attack a different slot its just wherever the attack physically lands on you.
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But i feel like if the armor system gets retuned for hit chances to be proportional to target area you may as well just make player health be multiple hitboxes as its more likely an enemy attack does actually connect to the largest hit area. It would be similar to a fine-tuned RNG system anyway with incoming damage but then the player can have some agency with what kind of injuries they want give with outgoing damage. Kinda goes back to what ive been saying in that hunting thread. I wish players could target enemies in a meaningful way beyond just removing health, but i feel like that should be a two-way street. Also, love the idea of fully enclosed helmets muffling sounds and hampering visibility. Not that i feel that plate armor needs a nerf given how expensive it is to make but i feel like it would complete the "tank" feel of plate armor.
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True, these things are all true. For persistence hunting, i wasnt really suggesting we get that, but rather that some of the usual methods (as far as i know) that people would hunt in the stone age dont work in this game due to limited hunting mechanics. Mostly just complaining just to complain. That being said, according to Medieval hunting - Wikipedia this wikipedia page nobles considered hunting by exhaustion to be the most noble form of hunting, so it did happen relatively recently, but they also used mounts and dogs and all these things so it might not be super comparable to vs when youre just one guy by yourself. That being said, persistence hunting is boring And i understand how making hunting easier would make the early game easier, Im not really advocating for hunting to be easier, just more methodical and more mechanically complete. this 100%, i love this solution. A crude spear landed in an ideal spot on most animals (so, not bears and moose or anything huge) should be fatal, but it wont be clean and it wont be fast. Or at the very least it should slow it down. Even if its not fatal a 4 foot (at least) spear even made of stone is a serious injury. Arrows should do the same (even if its not as extreme damage) Not to mention a slower time for the creature to bleedout or less severe injuries from crude weapons makes for riskier and more time-consuming hunts, which would keep the early game challenge alive. A creature running from you for hundreds of blocks could fall into a pit or run into a predator. Hitting a creature, even fatally, doesnt guarantee you actually get rewarded for it and more crude hunting equipment increases the possibility that something goes wrong. if i had to design this system, it would work as each body part on each creature has an injury threshold. Dealing more than that threshold in one hit (ranged or melee) will cause an injury. Head and vitals causes heavy bleeding, legs causes limping and mobility crippling. The more damage over the threshold you deal, the stronger the effect of the injury. For a deer, a bow would be fine. For a boar, you would probably want a spear for a faster kill, because these injuries should go both ways, so you can be badly injured by animals fighting back. Crude weapons might just barely get to the injury threshold and their effects would be slight but a steel spear or bow would greatly exceed the threshold and cause very strong effects. Im starting to take programming classes alongside my degree so maybe ill start making mods for this game. hmm. Also, being able to get hunting dogs would be awesome. If i wanted to track an animal over a long distance, id want something with a good nose. Or to use a dog to chase an animal towards me to help kill it. I kind of feel like an animals update in general would be nice. Shearing sheep for wool, using horses or cattle to drive mechanical systems or plow fields, i feel like it would truly ascend this game for me.
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I built a chicken pen and saw a video where someone made a good looking chicken coop for them, and i just built my own off of a fuzzy screenshot of theirs. At first i had an issue getting chickens to go into it but putting the feeding box inside the coop seemed to make them get in there. However, i dont know if the chicken is actually incubating the eggs. I know they have to be fed to be broody and they need to be undisturbed so im trying not to go over there. The chicken coop only has a single block between the floor of the coop and the roof where the henboxes are. Do they need a free space above the henbox to actually roost on it? I know i can also see one sitting inside the coop close to a box but not on it. Do they have to actually be sitting on it to be considered roosting or does sitting nearby count? (really hoping it hasnt laid an egg on the floor or something and is roosting on that. )
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I can understand crude arrows not being able to 1 hit a deer but a thrown crude spear should. Have you seen how big those spears are? Thats a lot of mass, and should have no problems piercing a deer hide when thrown close by. Metal arrows and a proper bow should be able to 1 shot a deer though. Also, humans are persistence hunters. Animals in this game never get tired. So thats two hunting strategies that humans have historically used and that dont work Also i am all for these things, especially crude ones not being IMMEDIATELY fatal but fatal over blood loss that you can track a creature down through bloodstains (that could be more visible to hunter vintarians /:,' ) Alot of people are bringing up blood loss and i agree. It would make early game hunting way less awful. Well, different mechanics of injury. Modern cars crumple easily and moose are so tall that they sort of just roll over the very easy to crumple top cab part of a vehicle. Iron spears pierce into the skin and can hit vital organs. And moose are tanks. Moose can be hard to kill in vs, im fine with that. Those things are scary.
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I can understand other wildlife having as much health as they do because they fight back and arent as skittish but according to the wiki most deer have at least 20 health, which i think is absurd for how much you have to do to actually hunt a deer. A thrown flint spear does 3. Could you imagine our caveman ancestors about to go on a hunt and theyre like "hey grug bring like 30 spears because you gotta stick 7 spears in a deer to kill it and we need to feed the whole tribe" I just feel like hunting in general should be more... decisive? I feel like if i can sneak within spear throwing (and with better metals and bows, arrow shooting) range, and hit a good head or chest hit, the creature should be dead. I feel like its something you would expect given how detailed and simulated other aspects in this game are. Id far prefer careful sneaking and tracking over chase it across a field for 10 minutes until it gets stuck in a lake or an awkward bit of terrain so you can spear it.