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Parco

Vintarian
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Everything posted by Parco

  1. I have played through it yea, but not read every associated bits of lore, so not fully updated on it, so yea it probably didnt fit with the lore, but you get what i mean by adding something more dramatic way of ending the world if those player actions were to be taken, either way its not really a fully serious suggestion more a quick response to potentially build on to what pizza lady said as a player consequence.
  2. yea such a thing could be a mod if someone wants to make it
  3. i dont actually disagree, but make it more dramatic. did you play halo reach? at the end of that game you basically are locked in an endless fight until you eventually defeated, could add something similar, where the world eventually, maybe after a ingame year, falls into chaos where the rot returns and infect the player which disables respawning and temporal storms become more and more often until its constant and eventually player dies of rot or from drifters.
  4. you know, that could be an actually fun alternative gamemode. Joining the dark side turning to a corrupt version of yourself and in a eternal war with other seraph npcs that keeps raiding you if you dont find and raid them first. its actually a shame tes games didnt follow up on the permanent consequences after morrowind. i personally dont mind things getting messed up because of ones own actions, if you kill tobias then dont expect any more story progression, it just makes sense
  5. it was for science haha. ran around to test if there was any drops, if other npcs reacted badly if others were killed and to check if the ownership protection went away. Ofcourse had to do a few repeats to confirm previous test results
  6. tell that to all the dead traders in my wake Imo if player is meant to be a purely good character then friendly damage should be turned off for npcs or do something similar to many shooter games where you just cant attack if someone friendly is in harms way
  7. can't own something when you're dead (well so far in this game that seems to be the case even if theyre dead haha, those pesky traders just wont forgo their loot) yea, a survival sandbox with lore and story. but what i proposed wouldnt take away/interupt the progression, puzzles nor the story
  8. well, people are already playing through it and enjoying it(and i have too). but i dont see why it would be bad to allow the "desecration" of it afterwards, there are always new playthrough and then its restored to its former glory. and its not like looting a few unique furniture is an act of evil(if something is not meant to be used in survival make it destructable if attemped removal). I do get that they are pationate about the story experience, but i hope they realize the contradiciton (especially new) players might feel when they get to the story elements, where so far its been a sandbox experience to sudden linear very controlled progression. Its kinda similar to the reason why i ended up disliking the dying light game, you spend hours gaining better weapons, skill etc and when you get to a story boss suddenly youre tossed in with a scrap weapon and a linear way of defeating them with the final boss just being cutscenes with quicktime events(it just went against what the whole game been up until those points). now ofc vintage story is nowhere that bad with it as you can at least still use what you have gathered up until that point(gear and consumables) and get to fight freely, just cant interact with the enviorment, i just thought my idea would be a good compromise to keep up the "sandbox spirit of the game".
  9. imo its the opposite, atm the story location are like themeparks, unchangable but you go there for the selective intended fun, while outside(rest of the game) is a sandbox. you say the player is at the mercy of the world, but thats only up until a certain point as eventually most things are more easily overcome and player is no longer as threathened by enemies and can even terraform entire regions if one wants to with next to no fear of dying to the elements and you have more food than youll ever need. at the moment you can murder npcs with little to no reprocussion, you cant however loot the corpse or do anything with its claimed area afterwards(or trade with that npc again). if the game was only meant for the player to be good then friendly damage would logically be disabled. and npc's interaction and reaction to player is something that can be expanded on in the future, and i did suggest a redemption arc so it wouldnt be like nothing ever happened, it can be more than just jail/fine as the relations to specific npcs and potentially nearby npcs is poorer and you need to regain trust if there are story elements with them or want to trade etc. why, its already a thing in the game that roofs and certain soft blocks can structurally collapse. and with caveins already a thing is there that many complaints about people dying in it? this is already a harsh games where you can have sudden unforseen deaths if not careful, players who keep playing this game already accepts this. Well if people play on servers and the server hoster dont want tampering with story location then let there be served sided options for keeping those places in stasis. The argument that the places are frozen time anomalies kinda ruins its own logic with that some items within the anomaly are interactable/collectable, hence why something similar to what i suggested would make more logical sense as to why some things are interactable. that things stay unchangable in the timeskip scene at the tower for example is perfectly fine. well it is a more survival and story focused sandbox than minecraft is, i dont think finding ways to allow some more sanboxy freedom regarding some/most of the story areas(after those chapters are closed) is making the game less vintage story, as you'd still have to follow the questline as intended well either way, i just wanted to offer an alternative to current system so its less immersion breaking, gonna be up to the devs anyway regardless of our arguing/debating haha
  10. Well my idea would still protect the story elements from tampering until player has solved the story puzzle, just have the item placed somewhere its only accessible after story area is solved. And those structures that would be illogical for the player to harvest is simple to deal with, make it so that when its broken then its turned to scrap parts or simply get fully broken. and that it risk collapsing the structure if the player isnt careful isnt a problem, its a solid solution to punish impatient and carefree looters simple solution to this, the prison time would be fast for the player, but maybe still would fast forward some ingame days(depending on severity) and loss of items when released to pay for the damages. youre right its not an rpg, but it doesnt need to be an rpg to have punishing systems for bad behaviours i dont intend for that system to be changed, just added ontop of that existing system, a sort of spacial interefence item would be an expansion of that current simple solution is to make chiseled blocks from natural blocks still keep its natural role my idea for lore involving the item is that it simply aided in the downfall of these areas by adding to the instability, it would most likely still have happened, just potentially faster. Maybe at first it was intended to help keep structural integrity during the experient and fight against the rot, but that backfired. and my idea for the extra instability as a drawback to using this sort of powerful landclaiming, to make it somewhat more balanced. true but this would add the posibility of it without using admin commands/creative mode. of course would be best if possible to disable it in server settings if a server host dont want this sort of thing on their server
  11. One thing i'd love to see in the game, especially now that we have a rideable mount is a functional cart for with transport capability, plenty of times i had to end loot/harvesting runs early because backpack got full. But of course such a thing would quickly be overpowered unless it was balanced somehow and I think I have some good ideas for it carts can be built as soon as player has hammer, chissel and saw cart is made from a main body part, 2 wheels and the pulling handle every part has different versions depending on the ingredients wooden parts held together with sticks and rope is the simplest and least durable version carts can be made of different quality parts with metals which can be swapped individually later on versions with metal parts have more durability and storage first version maybe only has storage similar to 1 double chest larger lategame carts have storage similar to maybe 3-4 double chests lategame carts also gonna be innefective for the player to pull alone even while empty carts can be pulled by both player and the mount cart has its own weight system based on stack size and amount of inventory slots filled player not gonna be very effective at moving filled carts Ofcourse this large item capasity would be very op even with the weight/speed penalties, so: carts are easily damaged/destroyed by even a 1 block drop the heavier the more damage less damage if landing on soft ground maybe need spare wheels if this happens/wheels are the first to break broken wheels and body part will only be usable for firewood parts with metal can be harvested with a hammer and chissel for nuggets of the metal for effective cart usage the player has to make hard floor roads and slopes(stairs or chisseled blocks, the less of a slope it is the easier it is to pull up) driving on soft ground such as sand, gravel, dirt, etc will add to the weight with a multiplying effect based on its inventory weight and how soft the ground is a filled cart even with a mount pulling it might be impossible to move while its on some soft blocks storing food in it might attract animals similar to troughs bigger animals might damage the cart animals brave enough to face the player can attack even while player is pulling the cart will focus on cart first because of the easy access if its prefered food is stored
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  12. If there is one thing that has been quite off putting for me/immersion breaking it's that claimed areas is untouchable/unchangable, it just makes no sense for me in a sandbox game with this much freedom in all other areas. But I do have some ideas that still allow for the more linear solutions to story areas that the devs seem to want and still allow them to be modifiable/lootable by the player later on. Traders and villagers: The current claim area system should be removed and instead be replaced by a new softer owner area for npcs blocks are destructable and items can be looted will aggro the npc if they notice(hear or see) any such acts will need some sort of redemption arc to get goodwill back maybe a prison area in the village where you will be put in if caught and defeated/surrendered the guards are strong and well fed, they have afterall survived in the world far longer than the player many traders got access to strong weaponry already, making them potentially letal enemies have to make them capable of climbing ladders and potentially placing ladders and such so they can reach tricky players tobias will chase the player out with help of his creatures and his questline will be halted until player is redeemed Story areas: tie the land claim area to a unique and advanced spacial interference item. (similar to valheims area claim system, the ward) well hidden and strongly protected destroying one destroys most, if not all of the parts its made of expencive for player to make themselves, most parts from late game monster drops, but useful to grind for on servers with not so friendly players fueled by temporal gear once built the spacial interference item detects all non natural blocks and pieces within its area and the player has to instruct the device which blocks the device shall lock maybe some lore could be it's suspected these items is part of the reason these protected structures also fell the way they did due to instability side effects potentially increase rifts and enemy underground spawns where land is claimed potential for players to make their own adventure like dungeons probably why tobias doesn't have one in his new hideout allows player to fully loot the area afterwards which is mostly decorative items and blocks still allows devs to have a linear route to solving/finishing the story area
  13. I've already enjoyed a few hundreds of hours in this game and also included various mods to my playthroughs to get the gameplay more how i like it, something i have wanted to see in the game is waterwheels and I do see its already been suggested and even a mod for it, but the problem with waterwheels is that it quickly will be a constant source of consistant power with how water mechanics currently work, which would make it way too superior to windmills to the point of invalidating it(unless power is very nerfed for waterwheels which wouldnt be realistic) as windmills aren't always a consistent source of power due to weather and rather expencive to build, so my idea is to make waterwheels also depend on the weather(and thus also affected by biome) with some changes in water mechanics that i think shouldnt impact performance too much. So my idea for how water mechanics could be changed to: water blocks drain itself if its flowing 1 full water source is 10 liters(since bucket creates a full water source block) maybe uses 1 minute irl to drain 1 litre from the source block a flowing watersource will check its area for water around itself and above itself in a cone shaped detection range in order to consume them to add to itself for increased flow timer water contained/encased in hard solid matter wont be drained. soil, gravel, sand and other blocks such as cracked stone blocks wont trap water a full water source block that isnt flowing still gonna give a bucket of water without draining the waterblock rain create a invisible layer ontop of blocks these water layers quickly dissapears once rain stops isnt targetable by player(maybe only in creative mode with a special item equipped) nearby flowing waterblocks absorbs these water layers and adds extra time to its longlivity during rain in an area the game runs a quick check layer by layer(from below to top) to see which water layer is the best potential to become a source block, which is most heavily decided by its proximity to water it can flow to water layers that are trapped by blocks become a pool and become a type 2 watersource(more on that later) water blocked by non solid blocks such as sand will drain on its own relatively quickly Type 1 and type 2 water source blocks type 1 is standard water source blocks that never fully dissapears it can still shrink in size and thus give less water in the bucket at each click and provide less moisture to nearby farmland during droughts/hot weather can overflow during rain and flood nearby land, potentially destroying crops if proper drainage isnt considered type 2 acts mostly like type 1 with some key differences can evapurate fully when exposed to direct sun bucket/containers will drain its water content flooding if a full non flowing water source block recieves more water than its max (except from buckets) then a new type 2 water block spawns ontop of it first the invisible water layer, if no absorbing blocks are nearby it'll become a visible layer of water during heavy/prolonged rainfall ponds and lakes can become multiple blocks higher this gives players opportunity to make dams and have a more prolonged and controlled waterwheels usage destroys most vegetation it submerges submerged farmland regain its nutrients faster soft blocks(sand, soil and gravel) will become muddy whith prolonged exposure to full waterblocks muddy blocks exposed to flowing water over prolonged time lose its muddy version Droughts water will evaporate when directly exposed by sunlight during extra warm temperatures all water will evaporate only type 1 water sources will keep its lowest layer of water this cant be collected by player without also removing the water source block it then become invisible similar to rain layer water its purpose to stay as type 1 is to collect rain water layers around it, i think this would be better for performance as then the world has to deal with less water blocks to calculate for almost no moisture given to farmland shallow ponds and lakes will become inhabitable for water creatures and theyll die tossing hot object into water also drains the waterblock here a potential to implement salt farming if the water is salt water potentially, could make type 1 drainable/removable by buckets and other containers, then one couldnt have permanent sources in base for farming, leather crafting and such, then one would need to make water channels to transporting water if one want a more permanent access to water in base, which also opens up potential for implementing metalic plumbing and sewage/drainage systems to be needed for more complex bases. if one make a good dam and connect pipes(which would be expencive material vise) in order to get consistent access to water inside a base. I do see one potential issue with this, and that is caves gonna end up having lots more water in them and some even permanent because of the lack of sunlight, but with cracked rocks i imagine thats gonna limit this issue as that will cause it to drain, but at same time gonna be somewhat realistic cavediving. Mining also gonna get a new challenge, floodings gonna make using older mines a bit more challenge so one has to think more ahead of how one constructs a mine. But again on a positive note, this would make it possible to make wells/underground water reservoire for more long term water storage. If thirst is ever introduced to the game then conserving water gonna be a key to survival, but i think if a thirst mechanic were to be added with how water currently works then it would feel like its just in a way as a gimming mechanic as water is plentiful almost anywhere I did have some more points but forgot them, but i think i have explained my idea well enough to be understood, with this kind of water system then would potentially only need subtle changes to world generation in order to promote flow of water to certain areas, but i think should be quite workable even with how it currently is and dont think itll be too hard on performance, since the rain layers are basically invisible snow layers and will converge to/be deleted by much fewer water blocks.
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