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Maelstrom

Vintarian
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Posts posted by Maelstrom

  1. 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!!!

    • Like 4
  2. 10 hours ago, Yozo said:

    I just want to play survival online without wasting hours of my time in a cirtcle of endless death. 

    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.

    • Like 2
  3. 48 minutes ago, Thorfinn said:

    Easiest way to get past it is to learn how not to get hit by playing single player for as long as it takes. Double headed are not that hard to deal with, 6, maybe 8  flint spears or so. Somewhere around there, anyway. I never paid enough attention; I just chuck spears until he drops, and I rarely have better than Improvised armor (firewood and grass) for at least the first storm or two.

    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.

    • Haha 1
  4. 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.

  5. 2 hours ago, Thorfinn said:

    We already know that creating an animation and matching mining rate to it is unacceptable.

    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.

  6. 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.

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