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Everything posted by Josiah Gibbonson
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Forest dangers in place of constant wolf presence
Josiah Gibbonson replied to Josiah Gibbonson's topic in Suggestions
Depends the implementation. If they were about the size of butterflies (giant mosquitos?) And created that non-stop mosquito buzzing, and more than one were present, you'd probably be able to notice. I doubt they'll ever add them though, everybody hates mosquitos LOL -
Forest dangers in place of constant wolf presence
Josiah Gibbonson replied to Josiah Gibbonson's topic in Suggestions
Counterpoint, butterflies. Although you kind of have to make those more detailed. An easier fix for this problem would be to scale up insect size in general slightly. Would make the bug net more fun- I wanna collect all sorts of bugs, not just butterflies -
Forest dangers in place of constant wolf presence
Josiah Gibbonson replied to Josiah Gibbonson's topic in Suggestions
Really? Wow, didn't know that. Well, better than just wolves, definitely. I get it- but this suggestion isn't to make the game harder, just more diverse. Make less wolves, and fill in the missing difficulty with new dangers. I don't want a harder experience for people, just a more diverse one! But personally if you want less of that stuff, just turn creature aggression off lol. I'm not against modding, i just dislike how mods have to update themselves, sometimes they don't work right with others you want, and they can hinder performance since several mods aren't optimized to run together. And once I add one mod, I can't help but add like fifty more. And then if I can't get them to work properly I get depressed and play something else for several months before trying again. It is kinda absurd bears are so aggressive, they're rather docile in real life contrary to popular belief. Except polar bears. Polar bears will kill you -
Forest dangers in place of constant wolf presence
Josiah Gibbonson replied to Josiah Gibbonson's topic in Suggestions
Then I don't see why the devs even have a suggestions forum if they're just going to let modders implement 90% of the "good" suggestions... Even more reason to spice up forests eventually. Sounds like a bad case of "we've had the same two mobs forever so they're no longer serving their intended purpose to veteran players." -
Forest dangers in place of constant wolf presence
Josiah Gibbonson replied to Josiah Gibbonson's topic in Suggestions
No, but I should. But I don't see why good ideas should be locked behind mods that saw they were good ideas and did them already. -
Forest dangers in place of constant wolf presence
Josiah Gibbonson replied to Josiah Gibbonson's topic in Suggestions
Might be immersion breaking for some, but I wouldn't question it. Didn't even know it was set in the 1400's, old world lol. Will change those three dangers to something else. -
Am I the only one who doesn't really care for the fact that wolves are the most present danger in forests? Like, almost unnaturally so. Sure, there's bears. Fair enough. But seeing a pack of wolves everywhere I look is a little bit odd. Maybe anchor most wolf spawns to naturally spawning "wolf den'" structures, with a few wanderers here and there. You'd still have bears, sure. But to make up for the lack of wolf danger, I'd add the following: Hornet's nests: like bees nests, but instead of giving honey they give you a healthy reminder why nobody likes them. Get too close and they'll chase and sting you for no reason! A few snakes: Some with, some without venom, to keep you on edge. Poison Ivy: Don't walk in it, unless you want to take extra damage from all sources for several days. Thorn bushes: Do you really want me to explain what happens when you touch one? Leopards or pumas: Like wolves, just kitty cat. Poisonous spiders: tiny spiders that can bite if you run into their webs.Toggleable option to make the small things less spider-like for those who're scared of spiders. Mosquitos: they reside near ponds and lakes in forests, and only serve to be a nuisance by damaging the player a tiny bit. A single smack will kill them! Also, ambiant mosquito noises. Bobcats: Dogs just can't have all the fun. Don't get too close unless you want to feel the pain. . .although in a forest, it's hard to do. Rats: food for some animals, pests for you. Keep your storage containers away from them. ------- It'd be a lot of work, but it'd add some flavor to the dangers of a forest, rather than a majority of it being wolf spam.
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It'd be really cool if we could fasten a rope down and attach it to ourselves, and use it to swing across gaps and ravines, or even help us climb down large holes in the ground or scale mountains. While attached, you could slide slowly down a surface by holding shift. (The more rope you have the further down you could go) You might also lasso the rope up to higher places and climb it if you put down like a giant metal nail where you're aiming and attach a hook to the end beforehand. If you attached a rope taut to the end of two different surfaces, you'd be able to walk across it. Put two of those tightropes adjacent to eachother by a few blocks and you could add planks for a swinging, swaying bridge. And who doesn't like re-living the days of tarzan and swinging from a vine?
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True, but it'd be kind of strange to suggest something they're already working on
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Yeah, it'd kind of be nice if it was in the base game though. No reason not to lol
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Bummer. It's difficult to come up with unique creatures that wouldn't just be thrown into the "better as a mod" category. Would fit the game better when they dive more into the steampunk aspect in later chapters. Would still be neat to have a semi-stealth section, maybe in a ruined factory or something. Can't please everybody, lol
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In one of the upcoming story chapters, there could be a steampunk-esque catacomb where these four block high monsters roam, unique and confined to the area. Skeletal remains of past workers, crafted back to "life" using limited technology- instructed to guard whatever's inside. With pipes of steam protruding out of their grotesque mix of bone matter and scrap metal, the sound of their gears jankily trying to turn in order to move their limbs in unnatural fashion is ominously present. Embedded in one of their eyeless sockets is a spotlight of sorts. Being heavily armored by their rusted metal plating, they're immune to all forms of damage. If they spot you in their spotlight, the light turns red and the chase is on! Unfortunately, not for long, because they're slightly faster than the player. The only option of defense you have if you're spotted is to throw something into their flashlight eye to blind them long enough to escape. "They served no purpose of their own in life, dedicating their days to serving others. It's much like that now, just without employee benefits." (Reference art is scuffed, I haven't drawn something in a looooong time lol)
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When I upgrade from baskets to hunter backpacks, I have to make sure my inventory is empty first- or else when I try to swap them out, I can't put the basket in my inventory, I have to drop it on the ground since it has my items in it. Let us be able to empty baskets one at a time by right clicking the inventory slot of our choice with the basket in hand to avoid this frustration!
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Sometimes a few bees will leave their hive to wander around and search for flowers. (Weather permitting) That way you could actually follow bees back to their hive!
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Let us ping the map for other players by clicking the middle mouse button on the map, so they can easily see where we pin things. On the map menu, there'd be a new option where you would need to select which players you would see map pings from. By default it'd be "none"
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Well, when I thought of the idea I didn't really think about there being any blood shown. But yeah, probably better as a mod. Bummer.
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Animals could leave droppings specific to their animal type. You could use them for fertilizer, and it'd tell you what kind of animal it was from and how fresh it is, so if you were looking for a specific animal it'd help you identify if they were in the area recently or not.
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I think little glass jars to keep Jam, honey, and certain meals in would be a fun decorative. As an added bonus you could also put caught butterflies, crickets, or firefies in them for a little while.
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Either make them burnable or let us deconstruct them so we can burn the leftovers...I want to get rid of mine, but it seems I have to go about less effecient methods!
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It'd be neat if you could craft a breathing reed from some bamboo and maybe either a knife or chisel. Holding it in your hand or offhand would let you breathe underwater about 3 blocks down (so long as the end of it was sticking out of the water) I don't know how useful it'd be, but it'd be a cute addition
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To avoid breaking story locations, the materials used for their walls could make grip drain too fast to actually scale anything (being too slick or dangerous to scale- like rusty?)
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One time I was exploring without any blocks or tools and fell down a hole. Had to either starve or use the /suicide command. It would be awesome if we could climb up flat, verticle surfaces. However, it wouldn't be that simple- there'd be a grip meter. To start climbing vertically, go up to the verticle surface in question and press a specific key. That will have you cling to the wall. Then hold W to ascend, and the ASD keys to move in their specific directions. Once you cling to a wall, in the top right it'll show your current grip strength- it starts at 100%. Everytime you move against a block while gripped to it, be it verticle or horizontally, that percentage goes down based on the kind of block it is. Slicker blocks would lower the grip percentage much quicker. If it's raining on the blocks you're trying to grip against, grip percentange goes down twice as fast. If you press the jump button you'll leap in the direction specific to your WASD keys. However, once that leap finishes, you'll lose a lot of grip. Once grip percentage reaches 0%, you slip and fall, and have to wait until it fills back up to 100%. Wearing gloves can lower the rate at which grip is lost. Getting damaged while climbing will lower grip by a lot. Climbing while hunger is below 50% will make grip drain faster.
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I think it'd be neat if, when something kills you, one of several kill animations for that creature plays. They shouldnt be slow or drawn out, just quick enough for your multiplayer buddies to look on in horror. (Enemies would be invincible until the quick animation concludes) For example, a wolf kill animation could be it lunging at the player neck and snapping it, as the body quickly crumples and then vanishes, dropping the inventory contents. Another variation would be the wolf knocking you down and eating into your gut. Drifters could tear an arm off and beat you with it. For chickens, have them knock you down and peck your face until you stop moving. Boars? Just charge you in the gut, ragdolling your body and sending it flying. Not a needed change, and would take work, but for multiplayer it'd be fun to see your buddies actually meet grisley ends instead of just vanishing in death.
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I would guess the drifter's, shivers, and bowtorn would have black blood, sort of like oil. Since they're sort of rusty and polluted looking.
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A lot of times when I'm hunting an animal and wound it enough, it flees and I lose sight of it, and then cannot find it again. It'd be neat if when you damaged something enough, it'd start to leave bits of blood splatter in the ground every once in a while so you could track it down. For an added bonus, wolves could be attracted to the blood splattering.