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heptagonrus

Very Important Vintarian
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Everything posted by heptagonrus

  1. So the bee system is live for some time, got one tweak. Looks awesome and interesting. You didn't forget to make a beenade? Awesome visuals! And a bit creepy Personally I still feel it is too costly, too repetative, grindy. Two main issues are bowls vs. inventory and cattail farming. Maybe we could discuss and find some way to tweak it cheaply without/before reworking into the next tier? Or maybe it is designed to be so, to push people in future to upgrade to the next tier, like apiaries? Please express your current experience in the poll and share your pros and cons. Bowls. Currently one honey bowl heals 4 points. One bowl stack (8) heals 32 points. One berry stack heals 32 points. One veggie stack heals 64 points. But berries and veggies leave an empty inv slot when consumed. Also no problem throwing them away if need an extra slot. Honey bowls - no, will have to make bowls again, not throwing away. Honey bowls are good to quickly heal in combat. But for long enough exploration/caving runs - take too much space. Also constant grind for wax forces me to do repetative claywork to make more and more bowls. Well, I should just eat all the honey right away. Cattails. I have 2 cattail fields atm, 72 plants in sum. This makes 4 skeps per harvest. So 4 candles per harvest. So 4 lanterns per irl day max. Also harvest atm is slow, scythe doesnt work in area with cattails. Also cattails grow randomly centered, a bit annoying targeting them with a knife. I could and will make more cattail fields, but this means more repetative slow knife cutting everyday. Also as the result - lantern cost is quite high now. Before - 3 ingots. Now - 2 ingots, plate, cattails, skep population waiting, wax squeezing. Kinda high, e.g. for lighting a road. So basically I can't even start making bare candles in big quantities and use them for decorations - lanterns eat all the wax. Suggestions: Scythe or shears work 3x3 area, affecting only cattail tops. It is believeable that you can't dig out a root with a scythe. Honey still needs something to be done differently imho. Maybe purely mathematical buff: make one stack of honey heal twice as much as stack of veggies. Please by not nerfing veggies. Increase stack size? Idk. Some vessel for big honey storage? Reuse crucible? Change texture to a nice honey-stained when some honey inside ...
  2. Together we live outside, shivering and jumping. Joyfully we think: 'Why others are so incompetent that
  3. Together we live outside, shivering and jumping. Joyfully we think: 'Why others
  4. For hours and think when not playing - probably Minecraft/TFC only. Because you can think about builds when not playing, like now for VS. Addictive - sadly after so many games just can't remember, despite vaguely feel there were some. From recent addictive games - Creeper World 2,3; Particle Fleet. Supreme Commander. Planetside 2.
  5. Together we live outside, shivering and jumping. Joyfully we think
  6. Hmm, it is still unclear if I should move all my suggestions to the tracker or not. Also some of the suggestions are additions to suggestions from others ... And what to do with huge suggestion discussions, like ore / prospecting? Maybe I should move only ones if Tyron explicitly says in forum thread "ok, I like it, I will do this some day"?
  7. Together we live outside, shivering and jumping
  8. Such levelled beasts should be clearly distinguished. So if the original player returned for the items and just run away not killing the wolf, the next player will see that the animal is more dangerous. Howling also should be distinguishable. Maybe howling just shows that the wolf is levelled, but when you get closer, you see exactly how much levelled it is. Instead of regenerating health wolfes can reset their health each kill they get. Players should also have bonuses when killing a levelled wolf. In addition to more leather/meat/fat - some dungeon loot drop chance. Or 100% chance, but the quality differs with level. Lol, I wonder if some players will intentionally level wolves around their base to keep guests away
  9. New ideas: Wolf whistle. A whistle made from cow skull and knife. On use makes a howl very similar to wolves. All wolves in area reply with howls, but with a small random delay. Useful for pranking players and for finding wolves when hunting them. Later may have several modes, e.g. for calling a tamed wolf/dog. Or may have a dynamic pitch, controlled kinda like throwing stones/spears/arrows - holding right click raises the pitch, releasing lowers. Wolf repellent. A (rare) flower, when hold in hand, wolves dont notice you / run for you twice as slowly / run away. Maybe you need to have at least 10 or 60 flowers in hand.
  10. In general, I still can make some area safe by carrying 2 stacks of fence and spending time on placing it. So why not allowing it with more elegant solution, without spoiling landscape. Btw also requiring wood (but burning it) :DDD Maybe some special more expensive fire, with addition of herbs, berries or something. BTW! This special fire can be colored, because of herbs. A good application for colored light sources! Maybe different colors/fire types per mob type. Maybe you can mix them, e.g. usually carrying 2 herbs against wolves and drifters. And create quite a range of colors mixing different herbs for decorative purposes.
  11. I like the idea of firepit repelling animals a lot, like cats repel creepers in MC. I would gladly sacrifice some wood (therefore additional use for tree farms) to be able to mine or chop trees or work in safety. In early game until I have a closed lighted house, I always spend the night on a dirt column, working my flint or clay. Embarassing E.g. a lighted firepit would repel all agressive mobs in some radius. Circle of fires would be too expensive. Even 2 firepits might be too expensive. Also - please improve bow somehow. It eats a lot of arrows and the shooting is not satisfactory, arrows behave like stones, very affected by gravity and randomness. I tried flint arrows and copper arrows and gave up - killing few mobs wastes all my long work of making arrows. Maybe they should not always disappear when hitting target (iirc)? If it is hard to program getting arrows back from corpse, maybe just let them "break" with like 15% chance when hitting animal, and 5% when missing? And I don't get a good feeling of firing the bow. Somehow Tinker's Construct weapons and TFC one gives more solid and powerful feeling. Maybe another sound and make flying arrow 50% less gravity affected and simply more visible, thicker?
  12. Plain expiration date for wearable containers can be bad for servers where time goes on without you. Imagine you return next weekend and all your backpacks are dust I would like to have a leather sink in the game, gives more tasks and reasons to play or trade. Ofc it should not be a hardcore burden on people. I would prefer it with these highlights (i write backpack but mean all wearable containers): Decay is slow, so if you are going exploring you just make a new backpack and can be quite sure it will live through the journey. Easy way to replace old backpack with new so items automatically transferred, to avoid manual dragging of items between old/new/buffer containers. Decay is caused by time you wear the backpack. It should not decay when laying in container or hanging on toolrack. Ideally like in life it should take "damage" from all activities, like fighting, wetting (swimming), running, but to avoid VS becoming a backpack decay simulator, an aggregated average factor - time - is ok. Clear warning visualization: when backpack is near breaking point, its inv slots change color to yellow (or other visualization). When "broken" - they are red. Same about backpack icon itself. I don't like plain limitation in capacity when broken, this will be annoying and sometimes people will be caught after a long journey with extra items and no place to put them. The negative influence of the full decay should be like with MC anvils or tools - you can't use them any more but you don't loose anything except the broken item. No domino effect. The broken backpack should annoy player but still allow full functionality. And the annoyance should be controllable, it should appear only in known situations, not just randomly any time, player should be able to decide - should he/she risk spending some time now on this annoyance or it is better to postpone it. E.g. each time you take out or put an item in it, there is a chance that another its item will drop down. With a clear "drop" sound. Or maybe just opening inventory. When decay state is yellow - very low chance of one item dropping. When red - quite high chance and all items usually drop. So it will be uncomfortable to use such a backpack, but in the end you still can return home from journey with all gathered riches. Meh, one problem - items are automatically picked from the ground, so player only wastes time standing, doesn't have to replace them him/herself. Not much annoying.
  13. It would be nice to have a better way of labeling chests. Current signs, if placed in front of chest, make it hard to click on the chest itself. And if placed near chest, on a block to the right/left - it takes double the space. E.g. a small paper label, with bright background and dark text for contrast, about 3-4 voxels in height and about 8-12 in length. Allowing much less text than signs. May be made of paper or cloth. Or maybe from brass, so can be obtained in mid-game only. Another thing which might be nice - flags or banners. Might be useful for multiplayer servers, to let people mark their builds and areas. And for decorations. Ideally something allowing to have complex emblems. For starters maybe ability to color the flag and write short text on it would be enough.
  14. or introduce an eighth-block cube
  15. I still can't formulate my text about optimal mining, and new info comes constantly, but here some raw info from Discord about propicking mechanism for now. Hopefully will describe here later. Search for "Ok, sorry, I formulated my questions last time so badly, that can't now fully understand your answers" to find my question in #general.
  16. Afaik propick reads ores in the whole chunk column. Tyron said this in Discord afair. Also it reads in the current chunk, so there seems to be no need to get readings 5 blocks apart. You can not get more detailed reading than per chunk column. Am I right? Wanted to write a similar discussion thread about what techniques do you use to get ore and share my experience. Meh,maybe today.
  17. The most exploring I did was in TFC and FTB-like modpacks, on multiplayer servers. In TFC I explored for: ores. Everything around world's spawn and big cities/roads is cleaned from ores. Have to explore. Also in the end-game have some build projects requiring more metals for tools and decorations. fridge. To get to the northern edge of the world and create an outpost there, to preserve food. You can tp to your ourposts (Towny). animals. Again, people clean world from them, so either trade or find yourself and transport them thousands of blocks. Because you need cheese for better sandwiches and maybe a horse. Once transported few cows for a friend, for a redsteel bucket. Was awesome. rare flowers and trees. E.g. sequoya in TFC has a very rare chance to spawn a sapling, so was running in sequoya forests to get one. Or some nice flowers for a beauty project. Or some ordinary tree type for saplings, but this happens only once. crops and fruit trees. Also for better diet. pranks and jokes. Travel few days to get to a far outpost of a friend and build a giant silly sculpture near it. Or a pumpkin man. Or plant tons of trees around it. Etc. In FTB - mostly for unique loot from various mods. I was playing with experienced players - they already had tons of resources and everything was automated instantly. But some rare things, like a cloud pet from cloud chests, allowing you to fly - you need to explore lot of clouds to find one. Also the main dungeon was always interesting to explore. And that Twilight Forest dimension - very scary, lot of cool structures and unique loot like uncrafting table. So yeah, I am more of a hoarder than a builder (I really suck at building) so have no need for finding good places, because can't instantly build a nice matching house there. Offtopic: Stroam, since you like scenery in games, have you tried Enderal mod for Skyrim? It replaces Skyrim's world and story, and the world is more hand-made, so it looks much better than Skyrim. Not in terms of graphics, but just scenery makes more sense. Some awesome underground and "dwarven" structures also present.
  18. Smoother visually. When I climb stairs irl I don't experience these movement jerks. Ofc maybe because brain just compensates them, but probably because we have a habit of leg movements which keeps the body moving approximately in one straight line when climbing stairs. Hm, now after telling this I remember that different people may climb differently - some use the described approach and some climb each stair "separately", straightening the legs fully on each stair step. Also now it really feels that the character is bumping each edge on the staircase. And they are sharp [Edit]: ok, it does not feel this way. It feels like the char is doing squats or even pushups each step. Maybe just a bit less up and down amplitude, like half. I guess I don't care about speed much. Fast is good and a bit cheaty, slow is realistic but may annoy people Sorry that my preference contradicts yours Hopefully a nice compromise will be found. About head bobbing - I have read that in a latest version there is an option to control head bobbing. I haven't tried it yet, but usually such options are about head bobbing when you walk on a surface. So I mentioned it just in case if it actually solves my problem. Not a very smart idea, should have tested it first, but don't have time at home, writing my suggestions at work after weekend's playing VS.
  19. Noticed yesterday (1.5.0.3) - when you are climbing cobblestone stairs, especially long ones, the head bobbing is annoying and the movement is not smooth, it consists from unpleasant jerks. Same about slabs and wooden ones. Could you please consider making it more pleasant? I guess the new option about player bobbing has nothing to do with my issue. Will check later just in case.
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