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Chuckerton

Very supportive Vintarian
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Everything posted by Chuckerton

  1. I simply do not believe in temporal stability. Incomprehensible knowledge? I dont get it
  2. Theres actually some kind of casting furnace in one of the procedural dungeons I dont know what ore that is, theres a pile of "impure ore" or something along those lines at the top so it could probably be anything. It looks like its either copper or heavily rusted iron. Point is, larger scale metal production is not unprecedented in this game and i hope we get to make stuff like this. If you were worried about game balance/progression, i would say theres a number of things they could do, but theres one solution that i can think of that i feel is fair. Requiring steel nails for a blast furnace. The blast furnace can bulk cast only up to iron. Bulk metal production is now a steel-tier production option that takes over the crucible/bloomeries. I dont like the idea of making it require high tier refractory bricks, this game has enough of "scour the map looking for this absurdly rare deposit" (looking at you halite). By the time youre making steel, getting fire clay bricks for bloomeries is more of a chore than a challenge. I would rather run a blast furnace and get enough iron for a few batches of steel and have to patch up my blast furnace.
  3. I have a guaranteed accurate answer. Itll be between now and later.
  4. There are many ways one COULD implement thirst. These are two approaches that I like. One is a very lightweight (gameplay wise) approach, which is to just make drinking water a buff to your temperature resistance to heat. So, drinking water cools you down for a few hours or so. Not needed most of the time, but during summers or in hot environments, you might need it. It adds a unique challenge to hot environments without being too overbearing elsewhere. Two, I actually quite like project zomboids approach to water, which is that if you have a container that is holding water, you drink from it automatically when you're thirsty. So it's almost like a shield against the effects of dehydration. It sounds like it's still just another "bar that has to be managed", and it kind of is, but its less of a pain than you would think, as auto-consuming the water lets you mentally away needing to drink water now, so you can better focus on getting water later. Maybe just add an idle animation of your character drinking from a bottle if you arent holding a sword or doing something else to indicate that you do still have water in your container. Now, SHOULD it be implemented? I mean... the game does advertise itself as "uncompromising wilderness survival", and when i hear that i think of like, green hell, which does have thirst. I find normal food to be kind of annoying (limited freedom in cooking, frequent needing to eat), so i wouldnt complain if they decided against it. That being said, if they want to stick to the original vision i would think they would add it, but i agree with this, +an "alchemy" system, so water can be a more important resource than just for your drinking (and so alcohol/aqua vitae is useful for something), and +rivers. So basically, not yet, if ever. Sometimes a game changes beyond its original vision, and they have seem to have been walking away from the "uncompromising wilderness survival" in favor for more homesteading and crafting stuff, so needing water might not fit in the future.
  5. This whole subject has me going down the history of various foods lol From what i can find, the focaccia is the closest thing to a precursor to pizza. It was basically a flatbread that they sometimes put stuff on (one type being the pizza bianca which has a reference to italy in 1666), but generally it only started resembling pizza as we know it in the late 1800s. Gameplay wise, i would hope that you could make them like we do pies, so you put a "not-pizza" dough on the table, you can add your "tomato jam" or something and then your cheese and toppings and stuff. I would honestly like more prepared meals in that sense that take a bit of work to assemble. Almost like valheims feasts but more involved. Give a proper chef feeling, because you can definitely just make stews and cooking pot stuff for all your nutritions, but I feel that there should be options for those who are okay with killing some time and feeling immersed or just like cooking/homesteading in this game (like me ). I dont think that we could call it a pizza, but the process of making a modern pizza i dont think would be immersion killing at all, as long as its in the game's art style i think it would fit in (just not the name). Maybe like, flatbread with cheese and (ingredients) or something? sandwiches on the other hand have a more interesting history and still have a bit of debate as to what a "sandwich" is today. Theres also a lot of "sandwich like" foods that were associated with them, mostly through wraps with flatbread. In the Middle Ages, "trenches" were coarse and usually stale bread used as plates for other foods and were usually fed to dogs or beggars. These would be, to me, close to "open-faced sandwiches", which were in the Netherlands in the 17th century. Sandwiches as we know were called "bread and meat" or bread and cheese" historically through the 16th and 17th centuries, but only got the name "sandwich" by, im not kidding, "John Montagu, 4th Earl of Sandwich" (allegedly) popularizing the name because he could eat sandwiches while gambling and not getting his cards greasy from eating them with his bare hands. Modern sandwiches still cant quite get the story straight. The USDA says a closed sandwich is at least 35% cooked meat and no more than 50% bread, and also lists that burritos and fajitas are "sandwich like" and frankfurters are "sandwich type" but stromboli is explicitly excluded. The British sandwich association says that a sandwich is "any form of bread with a filling, generally assembled cold" so bagels and wraps are included but can exclude burgers. Im american but im gonna have to give it to the british, they kind of popularized it anyway. Gameplay wise, i feel like the crafting table would be fine. And just call it like your suggestion. Bread with (ingredients)
  6. Sandwiches in general would be nice. We even have the ingredients for burgers! Meat, bread, various vegetables, I'm American for crying out loud I need my burgers!! (i dont know that they would be called burgers, but sandwiches in general would be nice to give more ways of getting your nutrition goals with grain, protein, vegetables, etc) That and pizza. I know that pizza has been around historically for a while, although I'm not sure that it was pizza as we know it. Quick internet search says that even as far back as the romans there were at least precursor "breads with cheese and other toppings on top of the bread" "pizzas", so the concept of putting toppings ontop of the bread/dough has been around for a long time. I dont think it would be out of place. More cooking stuff lets us get new ways to combine ingredients, which gives us new ways to fill out the nutrition bars so i will always support it if it fits in the theme of the game.
  7. A deep, or maybe temporal storm variant of bowtorn that has a very long charge up time for its shot, but has lots of range and very high damage, and can hold its fire once charged until it has a shot on you. Imagine youre walking around in a cave and you just hear somewhere in the darkness *click - click - click - click - click - click - click - * and then it stops. And now there is a tension because you know theres a very dangerous enemy primed and waiting for you to poke out somewhere. If youre worried about it feeling unfair to go against, it might give you some kind of audio cue of the ballista mechanism unlocking to fire, or maybe it has a faint light around it, or a dim spotlight where its looking (imagine stepping out into a cavern and suddenly being illuminated by a red light coming from the dark just before it fires ). I always hesitate to go too specific with suggestions and rather just stick to the concept. I like the idea of it being more mechanical like the bell siren thing, so i dont feel like it emitting light would be all that out of place. If i knew how to make mods i would just make it myself but i dont.
  8. Hunting overhaul. Ranged weapons cause animals to bleed, and can cause injuries that slow down the creature or debuff it in some way. Maybe ranged hits to the body cause more bleeding but hits to limbs cause these debuffs. I feel like hunting just feels bad. I dont like having to chase a deer across a biome just for 1 kill, AFTER hitting it with a spear the length of its body. Even a crude one, while it may not necessarily be an instant kill, would cause an injury that the creature cant just shake off and run forever after receiving. I would prefer have to sneak up on the creature, but be able to deal a decisive wound rather than have to chase it across a field for 15 minutes. There was a previous discussion about hunting, and the 'game design' perspective as i understood (or, preferred) for how this kind of hunting could be balanced is that upon taking a lethal hit (lethal due to eventual blood loss), the creature might still be able to run quite far. That the total damage dealt in one hit determines the severity of the injury, with larger animals being more resistant to bleeding/injuries, so deer<boar<moose. A crude arrow will cause much slower blood loss than a steel one, therefore a creature might be able to run many hundreds of blocks further before eventually bleeding out than if it was hit by a higher tier weapon (hunter might have blood trails be more visible). This also applies for less immediately life-threatening injuries, like limb shots. A crude arrow might not slow a creature enough to let you outrun it, but a steel arrow will. This lets crude weapons still be capable of hunting provided the hunter is precise, while still making higher tiers worth using during hunts, as higher tiers can make for a more controlled hunt and a smaller chance the creature falls into a cave or off a cliff or runs into a bear or something, which would ruin the hunt. The goal isnt to remove the early game struggle, but to change whats actually engaging about hunting.
  9. +1, wonderful idea
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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".
  15. 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.
  16. 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".
  17. 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.
  18. 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).
  19. 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 \:,'
  20. 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.
  21. 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
  22. Or if theres a hole from one side of the block to the other or something. Would probably stop weird lighting like this
  23. 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.
  24. 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.
  25. 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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