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Astrayo

Very Important Vintarian
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Astrayo last won the day on November 21 2020

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  1. I think I remember a game on PS3 which was a parody of Little Red Riding Hood and similar stories that had a similar sort of free-form slashing mechanic. I remember liking it because of that, I think a slashing mechanic like that could be very fun and make combat a lot more dynamic, especially if certain enemies are able to block it. It would also be nice if enemies could attack in a similar fashion, making it possible for skilled players to block/parry certain attacks. Might also be fun in PvP, as players could more dynamically attack each other as well as block each others attacks. Would very likely make combat much more fun and dynamic across the board. A system for limb health/damage and negative effects caused by low limb health definitely seems like an interesting idea, though losing the ability to move or completely losing the ability to attack seems like something that'd be too harsh and make the system unfun. But dying instantly if the head is too damaged seems interesting, and would definitely give emphasis on protecting the head.
  2. If they could somehow execute it well, that would definitely be nice. Question is though, how would they handle things like certain in-world crafting mechanics like knapping? I'd imagine something like knapping would be very unpleasant and tedious to do on mobile.
  3. I don't know how it would be off-theme. The game has a big clockwork/mechanical theme, doesn't it? There's the clockmaker class, Locusts are machines, and the player can build their own mechanical things later on as well. Not to mention things like temporal gears and the fact that the part of the UI that tells you your temporal stability is itself a cogwheel. The game taking inspiration from Lovecraft doesn't mean the game has to work exactly like his stories. The developers should be free to add something like this if they think it would fit, and I still think it would be amazing to have something like this. In fact players in a way are already able to use ancient knowledge. They can use temporal gears to fix translocators for instance, which are literally ancient teleporters. If the developers want to expand on the whole "Players fixing ancient tech" thing, this could be a cool way to do it. As for it being overpowered, how would it be overpowered? They would likely be lategame and expensive to create/upgrade/maintain. If it would be overpowered somehow, there's nothing really preventing the devs from making it more balanced, is there? That idea of them being enemies that walk around on walls and ceilings and hanging/dropping down from the ceiling does seem really interesting, though. Would definitely be great for mechanical enemy variety.
  4. I feel like it's a very bad idea to deliberately make a major element of the worldgen rely on the usage of a bug to make it work.
  5. Bump, I absolutely love this idea and really want to see it in the game. If it's modular and can be upgraded in different ways, that alone would make it a step up from something like Minecraft's horses. I feel like it'd really fit the style of the game as well, it could also just be a really awesome original idea that helps to make the game stand out. Kinda like how the Endermen and Creepers from Minecraft are really memorable. I also feel like it'd just be plain fun to have these things around and be able to mess around with them. I actually found myself thinking about the idea of these things a few times since I first saw this thread.
  6. Astrayo

    New woods

    I would absolutely love to see Ipe and Walnut wood. Alamo wood would be nice too. What I'd personally love to see is things like Cherry or Eucalyptus wood.
  7. Awesome, I'll be sure to check that out.
  8. the Enderman attacks the player when looked at. The mob I've described does not attack the player at all, and directly causes stability loss when looked at, and eventually takes health instead. If anything, it would be kinda like a much smaller, weaker VS version of Cthulhu, considering that part of the lore around Cthulhu is that looking at them makes you insane. Though, in all fairness, I can definitely see why people would still see it as a VS version of an Enderman, especially with the shape that I've described it with. When I came up with the idea of this thing I actually didn't think of the Enderman at all, and was just thinking about lovecraftian horror in general. This is exactly how I imagined freeform painting would work. It would probably take some extra work to make it work for certain objects on top of regular blocks, but I'd love to be able to do so. This feature could also be used in tandem with the chisel to paint the things you make via microchiseling. I do think there should be ranged mobs and mobs that climb and such, and yes, I think I did misunderstand you and I apologize for that. Yes, on further consideration, there definitely should be some level of craziness with the lovecraftian things. And when you put it that way, flying and burrowing mobs and such causing a lot of chaos during those storms would definitely make them much more interesting. Now that I think about it, I would love to see things like tindalos.
  9. A scoreboard would (probably) be kinda weird. Maybe a journal of some sort with multiple other uses that includes in-character stat tracking?
  10. Is that not effectively what already happens when your stability gets too low? Throw something else into the mix that stops people from simply using pillars, and that extremely cheap and stupid trick no longer works. Regardless, people shouldn't be able to do that anyways because it completely ruins the fun and makes zero sense realistically.
  11. Seeing a stalagmite or stalactite and seeing the weird way it's named in-game... it doesn't look very good at all. I get why it was named that way, but still. It gets worse for me when I see two of them connected to each other, which means it is neither a stalagmite nor a stalactite, but a stalagnate. In this case, the name of the block is completely wrong. There is a term that aptly describes stalagmites, stalactites, and stalagnates, which is "Speleothem". It would look and sound much better, and it would also be more accurate.
  12. I'm actually a bit of a statistics nerd at times, and I would love to be able to occasionally check and see certain stats like how much I've traveled, how many blocks I've broken, and how many things I've killed. I do have some ideas for stats that could be tracked Mobs killed (Maybe an additional menu that gives you specifics on how many of which specific mobs you've killed/been killed by kinda like MC?) Players killed Blocks placed Blocks broken Distance traveled Items crafted Rusty gears spent Items sold Items bought Deaths Crops planted Crops harvested Blocks panned There's most likely more than that, but that's what I can think of off the top of my head.
  13. Playing in singleplayer, I seem to very often have lag as if I were on a multiplayer server, which doesn't make sense. This usually isn't a massive issue, but it gets annoying when it causes issues like jumping up and placing a block underneath myself being finicky. Sometimes I even get an annoying amount of rubberbanding. It's probably just me but I also feel like it slowly gets worse as I continue to load the same world again in later sessions. This isn't causing me a lot of problems but I find it odd that it's even an issue.
  14. In a sense the way it "attacks" is ranged. The idea is that looking at it for too long will effectively trap you in the storm so that other enemies can kill you, or so that they themselves can kill you if you continue to look at them for too long after your stability is gone. Climbing walls is unnecessary because of how it works, if anything those pillars would be a bad idea anyways with these things around because it would just make it harder to not look at them. The way these things should move is just slowly walking around. The threat is looking at them, not them attacking you directly. And if by "regular hostile mobs should have those features" you mean normal hostile mobs should sap stability when looked at, that really wouldn't work very well in practice. The mob that's specifically designed to do this becomes redundant and worthless Things like wolves are technically hostile mobs, even if they aren't like drifters. Them sapping stability just by looking at them would make zero sense. PvE combat would immediately become one of the worst parts of the game, because hostile mobs would easily kill even skilled players without even being anywhere near them. This would mean that people would have to fight things without even looking at them 80% of the time, even with simple drifters. This wouldn't be fun at all. In any case I don't think temporal mobs should be super crazy at all, the whole thing is supposed to play into a "fear of the unknown" horror aspect of the game. Things flying around like crazy and whatnot wouldn't fit this at all, I would think. When it comes to lovecraftian horror, things should be more subtle and terrifying. Things like deep drifters phasing in and out of existence like we have now and things like tall creatures watching from the distance that you can't look at are more fitting for that sort of thing.
  15. While I do personally feel like this is a bit much, I will admit that for the lovecraftian horror elements of the game, some kind of magma related monstrosity could be potentially interesting. Though I'm not really sure a lava diving suit would be very fitting for the game. Also, to add to the main suggestion of dive suits for water, I do think that dive suits would be good whenever drowning is implemented. That is, if there's anything to find that makes it worth getting one, of course.
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