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Everything posted by Desync_82
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I do this too, easier to hunt or spot nuggets without all the shrubbery blocking the view, but best to clear the area of other interesting but flammable stuff first
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I didn't and it wasn't really a complaint either. Last year when TOPS was a server you actually could get in without a day long wait in queue (that's a complaint) I managed to reach to a state having a homestead all by my self, only using the community forge for convencience when I didn't have an anvil myself and to have interactions with other players, donating food and equipment myself to starters The journey progressing was the real enjoyment I felt but it all stops abruptly when you're at a point you unlocked it all, that's the reason why I suggested these rpg elements with temporary bonuses. Ah yeah, some always min/max. But it could be a slight bonus and it still comes with a consequence of gradually having to eat more and it decreases when you're not focusing on it for quite some time. I was thinking of a fluid skill system not a static level one. Just like in real life when you start running and your cardiovascular system has noticeable adaptations the first months it tends to plateau over time if you keep running the same amount of circles and lose it when you stop running those. Use it or lose it. Seems fair as that's how our body is designed. And for a reason. If we wouldn't lose all those improvements the strong people needing more food would be the first to go in times of sudden food scarcity Supermarkets and the logistics behind them didn't exist 100 years ago.
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Well like I stated before, a day one player could skip almost everything the game has to offer when he's getting handed out free good stuff. It's just having a reason to keep progressing or regressing if you opt to do something else in the game. You still can get up to speed getting help and do whatever you want but not at the same pace or added benefit as someone who did spend the time making it. That's what I meant about the pro- and regressing part. As a blackguard or any class in general you're constantly being reminded and punished if you don't play by those advantages. If you're a blackguard that has to set up a place to live or have long bouts of farming or foraging for example and don't see combat or mining activity you always pay that with a fixed 30% rate. The way the suggested system could work is that you can train that up gradually or shake it off when not using it. It allows to naturally specialize in roles instead of choosing a class. And you aren't stuck with the class you chose from the start and work your way up, or down, to the things you want at that moment or see yourself doing in the future. So that could be expanded on in skills. For example if you tailor a lot you could get better at it and use less material. Maybe for someone that smiths a lot you could get a chance to recuperate the hammered bits of metal, finding more worms or a chance of other things than fish if you fish a lot, etc. Not doing these things makes you 'forget' and lose the bonuses gradually over time, like your attributes. It's a way to specialize in multiplay or be a less focused jack of all trades in solo adventures. I like the game as it is, but these could add that bit more rpg flavor in the game. Thanks for your feedback.
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What I find missing in the game is the feel of personal progression, the system as it works now is advancing through neolithic to steel age and then stops, same with hunger, once you have your pottery, farming and optional barn animals, the hunger minigame is solved. In multiplayer a day one player that gets handed steel tools and other equipment skips the whole game except for creative works or lore locations. So why not add a strength and stamina attribute system and link it with the hunger mechanic we have already in place? The way I see it right now you spawn in with limited building knowledge and do the whole progression, why not spawn in as an untrained weak character that, while advancing with bushcraft until bloomery also trains up his body, making him a better abled player the longer he plays (and survives). Some examples for the strength attribute While lumberjacking tree's, shoveling gravel or mining ore you gain strength, that contribute removing those materials faster, you can balance that out with lowering the advantage a higher tier tool gives in speed while the net positive goes to having a higher str stat while still encouraging using better tools. Fighting mobs or animals builds up strength and dexterity and the higher it goes the higher a bonus to melee damage you get and the faster you swing. In case of ranged your arrows fly faster and/or have a bonus damage modifier. By adding this you always have one more reason to go outside at night instead of cowering in your house. Or when having an anomalous event it becomes a good occasion to take the risk and level up your stats instead of idling at home. Stamina system. Running in this game basically punishes you by removing satiety. Why not start the game untrained and slow speeded and by running it increases your stamina making you slightly faster overall when trained? Just like in real life. In the beginning you can't outrun animals, when trained you can keep up with them. When not hunting your everyday walks and errands goes that much faster. Maybe it can also help you jump higher. Heavier armor becomes more comfortable to wear when having more stamina, reducing the hunger rate (you don't get exhausted that fast). You can link it with the satiety system. Having bigger muscles and good cardio means a faster metabolism and a higher calorie uptake, so while you're getting stronger that also means you have to eat more, this solves the abundancy of food you have later in the game, while solving the starving problems in the beginning. Maybe add a bonus to the speed you can attain those stats by how varied you eat. Another reason to not only chew that same meal you eat everyday. This doesn't have to be static either, what you don't use, you lose. So as time passes if you don't maintain it, you gradually and slowly lose those gains. So this system always stays relevant through the whole game. Dying could be punished by an instant reduction of said attributes, making staying alive rewarding and having healing items have more impact and meaning. These are just examples thought out while i'm writing up, so there's a lot that could be added still and to every activity you can do in the game.
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How did you find all those worms to catch all that? I found the new grunting very unrewarding with only one worm found for 20 minutes and starved more due having to do that having a stick in offhand causing more hunger and investing the time to try having them appear? I didn't try it in a liveless desert. The game is tuned to a point to be literally harder than real life, if I go in my garden and put my spade in my lawn I get worms to fish for a day non stop in one dig. Guess I'm living on tera preta. The satiety you get from one portion of cut fish over the fire felt also very underwhelming. The time invested just didnt convince me.
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But we can? just dismount on the TL pad and the elk will be teleported, then you step in quick thereafter.
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Instead of a crude door, that breaks at the worst moment ever, place 2 wattle gates on top. These don't have a chance to break. I rather click two times each time to open and close than have to empty or search my inventory in a panic run.
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Nice! We can use some added survivability in warmth and protection when starting in the cold harsher northern area's. Would be nice if the hides came with the same color as the original owner used to wear it. Like a white version armor of the polar bear with a bit better protection or damage reduction.. I mean they're walking tanks compared to a puny sunbear right? And a panda version for the furries or something Also gives a reason to travel to a different region for that different texture to wear.
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I hope this means they can't kill you super fast anymore because they are one of the main reasons I and a few other people stop playing after a while. They already kill you insanely fast with no protection, but even with full leather and blocking with a shield is risky. In group they just are rampant murderers.
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Best survival game and probably one of the best in general
Desync_82 replied to MagpieOAO's topic in Discussion
Haha, you too? I switch mostly between HD2 and this for the high dopamine bursts of instant gratification explosions and the longer winded moods of relaxation. -
Oh boy. What a major improvement to the quality of life that first copper saw is. It was also fun figuring out how to smith that to completion. The boards are totally worth it. The utter joy I had replacing those fiendish unhinged crude doors, a trivial act in other games, to solid wooden ones that dont break and discovering my food spoilage lessened by a huge factor in my cellar was a breakthough moment figuring how to play and appreciate this game.
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I play as malefactor, no armor. I had around 12,5hp. All the corpse runs made that day had the wolves get me in 1 hit when arriving at the place of gratuitous violence or their attack speed and high damage just felt as instantaneous death. It took me 4-5 corpse runs so I had my teeth grinded out in the aftermath and did them the same from a distance with spears and bow. Next time I'll check the combat log but I only found out its existence yesterday when monkeying around with that prospecting pick. Anyway thank you all for the helpful hints, insights, shared experience and right mindset for this game. I'm sure we'll carry some of 'em over in our games.
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Thats how we found out and did. The club is worthless and so is melee in general. My son uses his crude bow and I have copper spears from panning. The wolves biting you dead instantly seems very unfair considering you need so much wood for charcoal from the forest to progress. Thank you, this might be the thing needed to atleast give it a revisit. Try to picture we arent the most pro players, how could it, my son is 8 but we did reach endgame in other survival games and defeated the ashlands boss in unmodded valheim last month without too much hassle for example. For us the general pacing in the way its meant to be played seems an cognitive dissonant mess between time and effort taken between hunger and survival and the ease of dying. Its like the game expects you to rather die than fight for your lives. If you have to cheese everything from the beginning its mostly not in error of the player but the game that upfronts its difficulty too steeply, thankfully we can seem to change the settings.
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Playing as a malefactor and my son as a hunter in a standardish game (400 percent tool durability- 50 percent hunger reduction because tedious mechanics) Mob strength normal. With full satiety I get one shot by a wolf, that mountain goat and bear. 2 shot by a rare bowthorn. 3-4 hit by a surface drifter Even with that improvised wooden armor. Our first storm arrives and instead of a jumpscare and worthy fight we get one shotted and spawnkilled in our house of dirt by tainted drifters. So we know playing this game is a masochistic effort in its own right in "standard" settings, but can someone explain why its chosen to seal club starting players with how strong the mobs are? Can I adjust mob strength in the current game? because we dropped the game real hard after that experience. We made all the copper tools and we were preparing to get an anvil but the motivation is gone. Thanks in advance.