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Josiah Gibbonson

Vintarian
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Everything posted by Josiah Gibbonson

  1. Hitbox weakpoints *COUGH* hitbox weakpoints *COUGH COUGH* If we followed what hunting games do to make hunting feel...better, if you knew where to aim, you'd be rewarded with 1-shotting the animal. Problem with lowering the overall HP, is on the flip side, killing something instantly by shooting it in the knee is rather silly. "It was running from me...so I made it take an arrow to the knee." Although reflecting on this further, shooting an animal's legs should slow it down some. Hitbox weakpoints aren't very useful for melee combat most of the time, but for hunting mechanics where you'll be stealth-sniping your prey, it's a perfect fit.
  2. That sounds boring. It's much more entertaining to try and beat one another into submission with personal preference until everybody feels worse than before! Online discussions are a wonderful invention
  3. Thank goodness you have the option to turn off drifters and make all mobs passive then lol
  4. Well thank goodness there's a little "disable lore" button so you don't have to worry about a thing, while the people who do enjoy it eat good ;3
  5. A musket is a solution to anything if you try hard enough
  6. I counter your solution again with...literally just dig up dirt and tower up. Unless you plan on going back and forth between that location a bunch, rope ladders are probably put to better use elsewhere. Unfortunatley both are rather ugly solutions to a minor inconvenience in my opinion. As for that mod, until they change up the story locations to suite the new movement mechanics, it'd feel like two puzzle pieces that don't quite fit. A shame too, I'd love to give it a whirl. It's definitely more jarring in a first person experience that's been quite immersive so far. It's always what drove me nuts about minecraft. Now, granted it makes restricting the player during puzzles a lot more difficult. Would require some creative brainpower. Maybe put little overhangs you couldn't crawl over to ledges. Is it needed? Definitely not. Would it be cool as hell and make movement feel better? I'm in the party that would say yes. Everything has a time and a place. When they eventually look back at player movement to make it "feel" better perhaps it'd be a good idea to mull over more options.
  7. I still fail to see the logic of why our character can't just...reach up and hoist themselves atop a 2-block high wall. You shouldn't need a tool for that if you have arms! On the other side, it'd make walking across hilly terrain less of a pain in the butt. Wouldnt have to stop, dig some dirt, and tower up, halting the momentum of exploring.
  8. On the topic of better character movement, should we be able to grab ledges in the future? It would make parkour easier for some people who just aren't very good at it. (Your character could grab the ledge if you missed the jump by half a block) And it would also make sense; Why can't my two-block high character reach up with their arms and hoist myself over a 2-block high wall?? (It always drove me bonkers in minecraft...WE HAVE ARMS. USE THEM! AAAAA ) Some story locations would need reworked, sure, but it'd be a good step in making movement feel more immersive as a whole.
  9. I definitely have a desire to be a shroom dealer on the side Yes, I must burn down the forest with molotov cocktails!! Just don't prick yourself on a pinwheel or you'll need a prince to wake you up. In all seriousness, I need sheep shearing in my life! And glass blowing sounds amazing. Like chiseling, BUT FOR GLASS! I wanna make glass figurines. Fishing is definitely a must. I need something relaxing to do that isn't mixing stuff in a smol pan. After all, what's a horror game without losing your sanity? If it gets too low, you could start seeing your hunger bar and health bar wrong, and phantom drifters/animals could appear only you see. Creepy! Subnautica x vintage story, the crossover we never knew we needed Yes! I wanna die of heat in the desert like I nearly freeze in the artic areas. I don't think the game does that in desert areas similar to artic areas already...kind of odd without the parallel. Getting valhiem/crafting table vibes with this one. But any alternative to the current 3x3 grid would be infinitely more immersive- but of course complex and difficult. I wonder if you hit the nail on the head with how it should be implemented? I love this idea! Maybe you'd have to learn recipies over time so its not overwhelming. On a side note, imagine if we could physically throw the food into the cooking pot intead of doing it from a GUI. The more immersive this game becomes the better. I have a hard time enjoying minecraft after playing this. Bring on the good times!!
  10. I haven't played any of the story yet, but I think it'd be awesome if in one of the final chapters of the game you have to explore through a huge, abandoned steampunk-style city with skyscrapers and such. Drone-like monsters searching overhead, completely overrun by drifters.
  11. It'd be neat if you got specific hide based on the animal harvested. Hares give hare hide, wolves give wolf hide, bears give bear hide, ect. Would make it so traders can request more specific animal hides. Also, who doesn't like moose or bear rugs for decoration? Now, when it comes to stacking, you could use a knife on the specific hides to turn them back into the generic hides we have now (removing their fur) which could then be stacked by size as usual. The fur could then be used in clothing recipies when clothweaving / tailoring get properly implemented. Leatherworking would remain completely unchanged.
  12. Really? I thought bears despawned at night because of the low light levels- I chased one into a cave and it despawned before my eyes TwT I still do notice that about the bowtorn actually. I sleep the night away, wake up, go into my backyard, and then he's just still there, chilling like a super chill guy. Then he attacks me >:c On a side note, I do appreciate how after enough hits, most animals flee from you. Makes it so in a hurry you don't have to commit to combat if they're around an area you wanna be in!
  13. So....combat IS or ISN'T optional? You could as you say, wait for them to despawn... Not that'd I'd want them more difficult. Just...not so repetetive.
  14. Counterpoint, people who don't like combat won't deal with bears. They'll flee! But, if they do want to stand up to a bear, they can just do what they always do- stabby stab. But if they want to do it more effeciently, they'd wait for openings. As for hunters, it's a bear. You're best suited to take it on with a bow, a single grizzly can deal with like eight grown men at once in real life.
  15. Agreed. First step would be making combat more enjoyable for when it does offer you those situations. Then it might actually come off as fun to those who currently don't enjoy it. Should always be optional, though.
  16. I mean...you can do it that way, but it doesn't seem very fun to those who don't like combat. Maybe add a stealth mechanic of sorts so they feel more accomplished? Exactly! That's why I enjoy this game. Everyone can have their own little gameplay loops to enjoy. And then you have people who like rod fishing who are crying in a corner right now
  17. All I'm really wanting is the playstyle I prefer (Fighting monsters) expanded upon a bit. Like, I don't really enjoy farming, I prefer hunting and mushroom collecting for my meals. But some people love farming and animal husbandry. So what if they make animal husbandry in depth? I wouldn't care at all- doesn't affect my playstyle any. Those who want it would be better off for it But if combat isn't your playstyle, I DON'T want the game to force anybody to fight, or learn a complex battle system. But for the people who do enjoy that gameplay style, I don't see why we can't make their experience have a bit more meat on it's bones.
  18. Wow! I never thought of it that way. Let's never change mechanics again because they're perfect as is. After all, we don't want to cater to anybody, what a nightmare that would be! On further thought, this appears to be the same arguement with adding a thirst mechanic. We're not going to see eye-to-eye clearly. You think combat is fine, I think it could use improving.
  19. Well, for one example, Valhiem's combat is pretty in-depth in comparison to this game (block, dodge roll, parry) not that those mechanics are really needed for this game, but the point is that combat can get a wee bit more complex without turning new players away. But personally I think if you were first jumping into the Genre, this should NOT be the game to start. Just me though. Yessss! Sorry, but won't touch combat mods. First you download one combat overhaul mod. But wait! It only overhauls COMBAT, it doesn't justify it's existance by making drifters more intelligent and giving them new attacks. So you download a drifter mod to do just that. But WAIT, they aren't compatible with eachother because it turns out the first combat mod you installed was intended for PvP! Nuh-uh. Thanks, but no thanks, I'll just wait and see what the devs cook up eventually. (Not trying to be rude, just don't want to get into all that mess lol)
  20. Yet you have no choice when you try to complete the story chapters! If we're not supposed to battle the supernatural, what's the freaking point of HAVING the supernatural? Just lock yourself in your home during temporal storms and run away from those annoyances (unless you're caving, in which yes, the game once again intends for you to fight them) and never worry about them again. Also, early game flax fibers are pretty sweet, actually. The occassional rusty gear and temporal gear are nice drops too. The harder rank the enemy, the better the loot. But whenever I see a drifter, or a bowtorn, or a shiver, I'm not like "oh the game doesnt want me to kill those, I better leave them alone" I'm like "I better kill those, because if I don't they're going to irritate me by camping around my house." There's really no reason not to clear them out since combat is so mindless. Toss several spears and the threat is eliminated. If you want an example of an enemy you aren't at all supposed to fight, look at minecraft's Warden. They only really "damage sponge" when you find higher tiers of them. Its not that they're any harder to fight, it's just that they literally take longer to kill and do more damage. Their AI isn't any better... If I get something that "improves" drifters via a mod, I'll depress myself it's not in the base game. I despise using mods, because when you add one, you're prone to add like twelve more, and then one of them doesn't work properly, and then your FPS tanks, and then you're left in a worse mood than you started. I do NOT want to fall down that rabbit hole again.
  21. On further thought, i think most of my problems with combat would dissolve if enemies just had different weapon weaknesses or resistances. And Slightly better Ai, and a few new attacks for the harder variants, instead of just making the harder variants damage sponges with high damage output. My problem might not even be combat itself but the way enemies are implemented >->
  22. I...really don't think of VS as a battle game. As is, there's no reason for a dodge roll because there aren't enough enemies or attack variety to justify it. The only point I'm trying to make, is if this game is so keen on making things realistic yet fun, why should combat be left out of the loop and be doomed to stay simplistic if it insists on having it? I don't really want it harder per-say, just . . .you know. Give it some depth so the people like me who enjoy PvE (could not care less for PvP) won't get bored of it so fast. As is, just make the weapon with the strongest damage output and go bonkers. Maybe it's just because the AI isn't the best. I personally prefer fewer monsters to spawn, with the counterbalance being you actually have to watch and learn during combat with them to learn patterns. Instead of bullying the poor things with the five copper spears in your hotbar. There clearly was a time the community was like "this sucks. Give us more monsters!" So I suppose we just have to wait until the two new monsters grow old and they want new ones. Combat currently isn't broke, so it doesn't need fixed. But it sure as hell isn't perfect, and I don't see why we shouldn't strive for something more in the future.
  23. Was it like something like "there's only drifters! This sucks!" Devs: *adds extra variety* "Ew no we liked it better before, tf were you guys thinking?!" They said things may change. Although it's not a big deal now, who knows how they'll feel around chapter six. That's six bosses that all have to feel fresh and different from eachother...unless we can't expect each chapter to have a boss :c
  24. I can just hope they take the time to make it a wee bit more complex and balance it. (In the future, someday) for those of us who actually enjoy combat. Just like they plan on adding actual fishing for people who aren't content with spear fishing or primitive survival's take on it. People don't seem to mind the new monsters, just the fact they make the game harder...which, given the game's trailer quote "if you only do what is easy, your life will be hard" seems to be part of the idea IMO
  25. I swear if I'd suggested the bowtorn before the devs added it you'd be like "oh NO, A dark souls monster! Nope, can't have that." Pardon me for wanting to fight new types of enemies that were completely OPTIONAL. If you didn't want to fight them, just turn off monster spawning or stay away from rifts. ...We can agree to disagree on that little assumption. Having the option to add mods doesn't automatically make it a game catered to everyone. This game struck me as "minecraft for adults" more than anything. For people who don't like combat, sure. But if I'm expected to fight monsters in this game, I don't see anything wrong with wanted it a little more in depth like the rest of this game's mechanics seem to be. Crops get nutrient rotation, for heaven sakes! But I can't even have weapon resistances or weaknesses without getting "Go find a mod for that, son!"ed into oblivion? You've all managed to change my mind on needing a "dodge" button, and parrying isn't needed at all either. But I'm not caving all the way. Well yes, story is optional. But if you want to play through the story, then Combat is absolutely not avoidable. Which is why I don't really get why we can't expand upon it. The people who don't want it, would be able to, as you said, avoid it. The people actually looking for a fight, would get a more detailed experience. Nobody wants it overly complex, but i'd prefer it to not be overly simple either. But to each their own.
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