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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. LOL The only way drifters would be throwing my food in my face is if they opened the chest and dug out the sealed crock of food. Have you seen the number of loose stones on the ground, though? It makes sense why they're always throwing stones.
  2. I'll be sure to download the next opportunity I get. Thanks.
  3. Uplift can play with how "spiky" terrain can be. Increase it to smooth things out.
  4. Better to report suspected bugs to through github.
  5. It takes time before you start to freeze. having a water status (like soaking wet) will also help hasten the freezing impacts.
  6. So a month into my current world I was out on a calm rift night to get some resources. All nice and safe from the chorus of growlers and then I saw what I first thought was an interesting statue. Funny thing though, that statue looked amazingly like a black bear standing on it's hind legs... uuhhh... YIKES!!!
  7. So let's stop talking about respawning and start talking about this circle of death. Since you survived escaping spawn on 2b2t you should be good at avoiding every single thing that causes death in VS. If you don't die then you don't respawn and temporal gears aren't as a big a problem.
  8. Bombs only work on 1 or 2 stone blocks making it a poor choice.
  9. Wimp! I'm taking down double headed au naturel even after I have gambeson. Playing as a blackguard my ranged damage is a bit lower and takes me 8-10.
  10. That addresses end game issues but introduces difficulties to early game in choosing between harvesting for the now (food/produce) vs. harvesting for the future (seeds) makes early game dramatically more difficult. It seems like your idea introduces problems while attempting to fix others.
  11. Why make only 1 clay bowl? First night I'll make 1 crucible, 1 bowl, 1 cook pot and 1 crock and cook them all in a single pit kiln when resources are still really scarce. After that I'm doing the 4 items per craft.
  12. How about matching the animation to the mining rate to fix the mismatch between animation and mining speed? The historic (and current) mining speed seems reasonable for the game, nerfing mining speed just to make the animation match was a cop out solution to the problem. As for variable durability cost to tools based on target block? Yeah it's more realistic, but at what point do we admit that this is a game and there are going to be unrealistic elements to maintain the FUN FACTOR. Otherwise, we'll just demand more and more realism until we have a reality simulator that is nothing but UNfun. If the devs wanted this kind of meta to the game it should have been introduced much earlier, as it is a fundamental aspect to a MAJOR part of the game - resource acquisition and tool wear. As you mentioned, to introduce it now would be difficult. Both options, should the devs have their hearts dead set on implementation, would best be done in increments. Maybe tweak the mining speed by 5% per release until the target 20% is achieved. Same with adjusting wear factor to tools. Make incremental changes over multiple releases until the target is reached. Yes, I was one that put up a stink about the mining speed, mostly because of such a large increase in resource acquisition it would constitute. If Tyron had introduced a 5% increase to mining speed I don't think I'd have even made comment on it. The biggest beef I had with that tweak was that it was fix an animation problem (as stated in the patch notes), not to fix a mining speed problem.
  13. This should really be a post by itself since it isn't about the original topic.
  14. Wolves lose interest much quicker than pre 1.18. I've found they will give up the chase after about a dozen blocks.
  15. That's a very... interesting transition between rock strata. Notice the peridotite in the lower left of the granite area. I've seen a couple of these unnaturally circular transitions.
  16. Looks like it's gonna be a loooong night of the Drifter Boys serenading me. There's another one on the other side of the building on the right.
  17. When animals spawn they will typically spawn a male/female pair (possibly more than one of each) with young.
  18. I believe water wheels are held up by river generation, including actual flowing water mechanics.
  19. Sounds like a lucky string of favorable RNG. Bees may not create an angry swarm. If an angry swarm is generated it may target something other than you right away. BTW, bees WILL target any nearby animals, like the ones you've domesticated. Be careful as bees have killed animals.
  20. Personal temporal instability below 25% will create a personal temporal storm.
  21. It would also serve as three extra inventory slots.
  22. I'd like to see a third option in the poll: I like to be mauled by bears.
  23. Been requested numerous times. Until it changes, keep your eye on the hammer.
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