Hal13
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Everything posted by Hal13
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That's not even correct for every human, why should it be correct for all seraphs? I strongly object too strict mechanics. Seraphs (player characters) are not human, only humanoid, they are able to carry several metric tons and hold objects over 1000°C hot in their bare hands. maybe sleep is not a necessity for them but a luxury? Something nice you do for yourself from time to time? introducing the necessity to sleep would produce problems for people playing on multiplayer servers, some people like hunting monsters in the night which would mean others might have to wait several minutes (or depending on server setting even hours) while their character lies in bed (because no timeskip without everyone sleeping in most cases).
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If sleep time would be changed based on season (which makes no sense for people settling near the equator) to be longer in winter it should be shorter in summer, the times were implemented when there were no seasons, therefore should be considered the middle ground for over spring and autumn and not the minimum for over summer. But A) that only makes sense for single player (on servers it seems to be necessary for everyone online to sleep to fast forward the time), B) only makes sense for the early game, when you might have not much to do during the night, C) as mentioned only makes sense further away from the equator, D) takes away from making a winter residence closer to the equator to go over the winter, E) later you often only sleep to speed something up a bit (bloomery, automated machinery working...) or because you finished all tasks you wanted to do over night and there is still some nighttime left (often resulting in awakening only shortly before noon)... Considering all that, i think the best solution could be making beds provide you the means of sleeping a maximum of x hours (depending on quality) a day, and providing the player more control over how long they want to sleep at a certain time? and maybe other factors go into that too? if the room isn't warm enough you might not be able to sleep as long, if the room is nicely decorated (building blocks used for walls, floor and ceiling, carpets, fancy furniture and tapestries might have a comfort rating) you might be able to sleep a little longer... example, haybed 7.5 hours, you select to only sleep 2 hours and are able to sleep the remaining 5.5 as long as you start them before noon and you get new 7.5 hours on dusk? Or you don't select anything but see your remaining sleeptime tick down and can stop via sneak (same as standing up after sleeping)
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there are a few problems with it though, depending on further development (i'd love to see some official clarification on these): 1. temporal phenomena seem to not interfere with animals, monster don't attack them, nor get attacked, the storm only spawns around seraphs (player characters) and only spawns monsters around them too, monsters that pose no threat to animals animals flee areas not because there'll be a catastrophe, but because they will be in danger if they don't flee if they are able to register the presence of monsters/temp storms than they should react to them or i have to assume they pose no threat and therefore should not cause them to flee 2. the storms have no direction, they form around seraphs and their position stays static, they are no weather phenomena therefore animals would just flee from the area around seraphs, which means you would encounter less animals the closer the storm, you possibly wouldn't even see birds fly away the hud might just be the representation of the innate ability of seraphs to sense time and its flow, same as the health- and hungerbar representing knowing how hurt or hungry they are. there might be more interesting ways to implement such a sense though instead of a timer, maybe a signette browning out the screen edges the closer a storm is from happening?
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Exactly that's why having them might encourage players to use them, trying the nomadic way for a while. just having something, encourages using it, and as it is little fun to go camping in your own garden... and i think this discussion fits nicely here, better than to spread related suggestions over too many topics.
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depends on if you have enough lawyers to comply with laws everywhere (mostly free trade agreements and such) or enough money to just wait for complaints and lawsuits, seemingly it is even encouraged for some purposes, like content not being available everywhere, lizensing stuff...
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that herne sure looks alike some drifters enough to get themself accidentially attacked by players... But i definitely think it shouldn't be officially connected to a specific franchise, most likely owned by disney nowadays... and the ghost of horne (the original name as far as i found out, apart from possible deities) could be too specific for a general mob, more something for a real interactable npc... and the poachers ghost does not fit in any biome/ruin/etc. maybe a variety of ghost npcs similar to traders?
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introducing regional pricing would need geoblocking too. Valve just got fined with 1.6 million euro for doing so inside the EEA (and some publishers did get fines up to close under 2 millions too), adding regional pricing and geoblocking therefore would mean you'd need (more than only) a person following all the news around trade laws worldwide...
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I normally settle way closer to a trader, but roads are the way to go. other than that you can burn items in lava or let them despawn. i know exactly what you mean, haven't found a nicer use for peridotite yet...
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Theoretically they would use bendable young stems (and boards, depending on type of yurt), but there's nothing like that in the game, an alternative would be sticks, but as mentioned that might be too cheap, or maybe not, maybe you can't reuse most of the sticks when breaking the yurt, similar to firebricks in bloomeries? That's something i disagree with. Most tents, especially yurts or beduin tents, are made for climates in which you'd need some form of isolation (deserts or colder climates mostly), made by material somewhat easily to be replaced, requiring material from the tropics to craft them just doesn't make sense to me. Player characters can carry several metric tons of material even only using their bare hands, i don't think weight is really a problem. I don't think locking the means to travel far easily, behind having traveled far is the wrong way to give an incentive to travel far.
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of course you could manipulate the world in having a single southpole and a single northpole, just start in the tropics, that'll set the middle to somewhere around the equator. (in that 10k world length 5k distance to pole scenario)
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Sounds mostly awesome, just the bamboo part does not... Yurts are traditionally made with wood (and i haven't come across bamboo in any of my worlds yet), maybe boards (just because sticks are a bit too cheap)? and the doors look mostly like normal doors for game purposes i'd say just use the normal doors. yurts could be 5x5(ring+1in the middle)-3x3-1 (layers) multiblock structures, where each block acts like a chiseled block? but then taking it down would take at least as long as taking down a straw hut... as far as i understand it, if it were some furniture type block like beds you could only give it 1 function not several depending on where to click, right? open/close would already be one, sleeping in it would be another and placing stuff inside wouldn't be possible, tight?
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Tbh, apart from cold regions, only a bed is sufficient, or isn't it? But yes, a tent would be great.
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i think sawblades spawn randomly in the deeper regions atm, no nest near it necessary, and no temporal instability effects necessary too (as i have it deactivated and still find them).
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Quests are only "perhaps" on the roadmap, therefore that might be more a mod idea?
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with Steam Age being the planned last vanilla age of technology that's totally in the range. don't forget the vanilla day only is 20 minutes long, if getting started took 1-2 minutes, that should be enough to give the impression of taking long to set it up. maybe you'd have to set up the pattern manually, starting from a blank canvas each time you want to change it? and then it would take 16 twine for a tapestry/carpet tile (twine that got dyed correctly of course)? on a manual loom you'd have the same setup but would feed the twine manually, similar to how helvehammers and automated querns make your life easier, while not having that big differences mechanic wise. To simplify things twine material could just dictate how vivid colors can be? Silk could be dyed nearly any color, while flax twine always would go slightly in the whitish-yellowish range (kinda like concrete vs. terracota in Minecraft). But so was milling grain. i mean sure there were some kind of windmills since babylonian times (i think for pumping water), but waterwheel powered mills were invented only around 300bc and the big windmills we know today came up only around 900ad. And coke ovens came up around 1600ad, at least if we ignore china using coke since around 1100ad to make steel, and they're already in the game, I'd say implementing an automated loom should not be a matter of age of technology, the method of steel making used in game seems to be even more modern.
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And don't underestimate the power of lighting up the area. 'start' a 'fire', craft some torches and become safer for the night surrounded by walls... Or sleep through it I guess, I mean even small children get it, if you can't see a monster it can't see you...
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Could you please explain what you mean? Do you mean the recipes in the handbook? Or am i totally wrong? If so i'm not aware of a button to stop cycling through possible crafting ingredients. And i don't think it would be better to list each possible way to craft an item as a single page in the handbook.
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Potentially you'd have to dye some kind of twine and use that to craft stuff? Then maybe, comparable to the helvehammer, weaving could be automated. I'm always in for more automation of tedious processes. I'd love to see simple production lines later on...
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And what shall they do? just be there? some ghostly image of who knows who or when? We might get eldritch horrors at some later point, we already have actual monsters, that seem to be only real for player characters, how do ghosts fit in, what do you expect from their implementation. Please, give at least enough information for anyone to get an idea what you suggest. Else if they would get implemented, no matter how, you will get disappointed, because the idea of the devs/modders implementing them is potentially far from what you actually wanted them to implement.
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you would only not run around holding them, but like i wrote: lightsources in the mainhand don't apply that debuff, if it would be you need to constantly hold them away from you, then they should apply that debuff no matter if they are hold in mainhand or offhand. and belt lanterns and minerhelmets are/were a thing, so why would hanging the lantern from your relaxed arm be hot and painful? Especially when seraphs can hold metal that's glowing white up to 1300°C hot with their bare hands.
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you don't actually want to dual-wield any weapon (okay maybe really short ones, up to bigger knifes and such), especially a weapon you need to wield with both hands to wield it efficiently (sure you throw it with only 1 hand, but in close quarter combat it's not a good idea). but if we get baited angling, then it would be a possible way to implement it in a way to have a rod in your mainhand and the bait in the off hand. Or maybe if you wanted to shoot your bow fast you'd have to have the arrows in you off hand or a quiver (same could work with throwing spears). but as you don't need to hold the lantern in front of you, like with the sword you can just carry it in a more relaxed position, it's not reasonable that the sword (or any tool, including torches and other lightsources) in the mainhand wouldn't cause the same debuff. Therefore i think it's more to prevent overusing that slot as a permanent lightsource slot.
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And did i mention black bears are able to smell you had food somewhere up to weeks ago? They are known to break into cars (without even actually breaking anything! at least while entering) and rummage through everything (even the insides of the seats)... You think racoons are mischievious? You haven't seen a bear entering a locked vehicle on their search for a chocolate bar... You could say they are landsharks, just they don't care for blood (afterall they are omnivores) but any food item.
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as the same mechanic applies to lanterns, which you could just hang from your belt, that can't be the reason. And i'd guess it's more the balancing thing Streetwind mentioned... I hope we'll get some more uses for that slot, and maybe some craftable belt clothing with attached lantern, and the mechanic get's a revamp afterwards.
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tbh. the differenciation between bushmeat and red meat doesn't really make much sense (at least the way it's in atm). wolf, dog, cat, racoon, rat, rabbit,... it's more or less the same meat, way less fatty than that from sheep, pig or cow and therefore should have less saturation, but apart from that you can cook with it like with any other meat. I mean we don't differentiate between meat tastes else boars would often taste different than sows, same with rams, ewes and lambs... i wouldn't mind some general intestine meat type that would make for great predator bait and would have high saturation too, but spoils at a really high rate. And i'd love to see wolves depicted more realistically. They don't hunt humanoids, as long as there is enough other prey and they aren't starving to death or are provoked and of course they live and hunt in packs not alone or in pairs. Way more dangerous for the player character would be bears as they get provoked from standing on hindlegs, they aren't able to see the difference to bipedal walking. but even a bear as long as not protecting their cubs or starving, won't fight to the death. That strongly depends on the spezies though, as polar bears evolutionary never developed fear, while black bears would flee way more early, but might just break into your house and steal your food, you might not want to have windows and doors leading to it and might want to protect it from someone who can dig too... Would be nice to see big birds too, maybe emus for the more savannah type biomes? Of course because they are terrifying, i mean they even have won a war against modern military... Just the right animal for a horror survival game, right?
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[ Suggestion ] Gestures like in Dark Souls when pressing G
Hal13 replied to Creative Principle's topic in Suggestions
hm... i think there was a game that didn't even have a chat and the players invented a complete language using the implemented gestures... Other than that boundless has a neat gestures feature too, if one needed inspiration...