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gomodo

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Stone Age Settler

Stone Age Settler (3/9)

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  1. hoo thanks, I'll try that!
  2. I'm not trying to start a debate; I'm simply expressing my personal tastes. I respect everyone's freedom: "To each their own style." My personal opinion is that this game is excellent, but I'm not a fan of the story with kind of ghost-zombies . The more I play, the more I think this choice of the supernatural is inherited from the Minecraft experience, and it's a shame because most of Minecraft's choices are in very poor taste, much too carnival-like in style. I know my opinion won't change anything, but personally, I would have really preferred a story with dinosaurs and prehistoric hominids rather than the current zombies; it would have fit better with the game's wild environment style. That's it, now I've said it.. ..now I feel better. Good evening.
  3. Strange. I often find red clay in the plains, I don't have this problem. My technique at the beginning is to run while avoiding forests and mountains, which allows me to increase my exploration area and therefore the chance of finding a spot of red clay. Otherwise find sand and pan to get out the gray clay. It's very long, but at the same time you're also going to make copper, it's a good alternative.
  4. With an unfavorable generation, I prefer to run until I find a nice corner. It's more dangerous but I have the satisfaction of having chosen rather than being lucky.
  5. Yes, storms bring an atmosphere of fear that makes the experience interesting... except that we are not afraid at all after 5 storms. I lock myself in and get bored (but it gives me a break). I agree that storms should have more meaning: - for offensive players - for defensive players I also suggested that storms force you to build with stone.
  6. Avec un peu de pratique ca reste jouable.. .. Mais tu seras comme tous les débutants tu va mourrir fréquemment dans ton apprentissage. Donc oui, surtout activer l'option de garder l'inventaire. Ne pas oublier que la philosophie du jeu est très différente du concurrent planétaire, tout demande plus d'effort mais en contre partie la réussite est plus satisfaisante. Personnellement j'ai pesté avec les animaux dangereux.. ..surtout en forêt ou il n'y a pas de solution miracle. Ma technique, lorsque j'entends un grognement d'animal je courre immédiatement. En exploration je privilégie aussi les espaces dégagés, donc souvent je contourne les forêts ou les traversent en courant (attention au fossé quand même). Maintenant je meure bien moins souvent. Si c'est un loup seul, on peut faire face si on a une armure et une arme de contact qui fait du dégât (Faulx), car souvent il fuit une fois blessé. Les tempêtes temporelles sont souvent frustrante car les ennemis sont souvent nombreux et apparaissent aléatoirement. Ca peut être aussi désactivé, mais moi je m'enferme dans une petite zone et j'attend que ca se passe. Je ne trouve pas ça vraiment intéressant, mais ca me fait une petite pause café dans la vie réelle. Dernière chose, il y a un vrai palier dans le jeu, c'est le minage avec la fameuse pioche de prospection : il ne faut pas faire comme moi au début et se lancer à l'intuition en faisant des essais. A mes débuts j'ai claqué 5 pioches et j'avais rien trouvé, c'est extrêmement (trop) frustrant. Je comprenais pas pourquoi je trouvais rien, j'ai cru qu'il y avait des bugs.. Donc il est nécessaire d'aller dans les forums et le wiki, car actuellement les explications dans le jeu ne sont pas suffisante pour comprendre par soi-même la pioche de prospection (maintenant ça va, je trouve !). La encore la récompense est à la hauteur de la difficulté, car très souvent les mines sont souvent généreuses en minerais. Bon courage !
  7. Yes I know, but we are talking about gameplay here to fight 20 Bowtorn. Attack one, and the other 19 will kill you.
  8. You really really have to know the button to run : ...
  9. Another possibility: add the ability to modify the behavior of monsters. A few suggestions: an item that temporarily attracts monsters (for example: a special thing that burns) a special arrow that poisons the behavior of the monster : it becomes an ally and is targeted by other monsters an item that temporarily makes monsters flee (for example, something to eat) an item that temporarily slows down monsters, or even nicer, makes them temporarily dance It is always more interesting to add a game system than to nerf the existing system.
  10. For me the problem is not the quantity or strength of the monsters. For me the problem is the random sprinkling of monsters because the unpredictability does not allow any interesting game strategy: we flee or we wall ourselves in. With a localized source the monsters can be more numerous and more powerful, it is always playable and in addition it is interesting because we can set up a strategy, traps, walls etc.
  11. There may be a problem with the crates. 1) After the update my 2 crates disappeared. No big deal, I rebuilt them.. 2) but later I crashed while I was filling a crate with stones. Notice that I had never crashed in this world after 70 hours of play (the same world played) on all versions 1.20.rcX, without any mod installed.
  12. This physics would allow : - to encourage stone constructions. - light doors are torn off - sometimes windows break - Trees would lose their leaves, and sometimes collapse. - Mature plants in the fields are uprooted. - Exposed chickens fly away. - Tools placed outside (yes, I do this often) fly away or are moved. - to protect behind a heavy obstacle (because the calculation moves in the direction of the wind). I imagine a calculation starting with the first objects, moving in the direction of the wind. The calculation starts only with the free space (for example 15 blocks) detected in front of each obstacle. In this case the game would apply a probability calculation based on the material : Light elements can fly away depending on the wind speed (probability calculation). For larger storms the probabilities increase and the free space detections are shorter (e.g. 10 blocks). This system could then be easily modified to make tornadoes. .
  13. It depends on the gameplay objectives of the storms (which I don't know). If the objective is to terrorize the player, the enemies that appear anywhere, then yes it works: I wait in a small corner (but after 5 storms I am no longer terrified, I wait quietly). If the objective is for the player to fight outside, it doesn't work for me (I don't locate the danger = I don't fight). Personally I would prefer real storms that make trees fall, collapse blocks of walls or parts of the roof. This simulation of a real storm can be reused in different modes: - in "sapiens" mode (without enemies) - in normal mode: temporal enemies can enter the breaches of the building. Even better: enemies come out of visible cracks (and not from anywhere).
  14. DameWYT, I understand that you are not the same type of player as Sullivan and Krougal.. ..and so you do not propose anything because you do not feel concerned ("oh no, do not touch anything !"). However, some players would like options (or a hardcore mode) with a longer survival challenge duration. For example, the other game (minec..) implemented waves of progressive raids with pillagers, avengers, ravagers and evokers (who can summon vexes) who invade a village stronger and stronger. We can also imagine really heavy and very slow monsters attracted by large buildings (technically, detection of rooms or structures with doors) .. .. but the first wave could destroy the earthen walls, and later new, stronger monsters can destroy the stone walls. To survive, two possibilities: - flee, rebuild elsewhere or - develop stronger equipment (attack and defense).
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