CastIronFabric
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What is the point of Minecraft?
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log on to the public server, go to where people are building stuff and ask yourself 'what is the point of this game' while looking at what they built and then maybe the answer will come to you.
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Settle in a low temporal stability zone.
CastIronFabric replied to Mark Watton's topic in Discussion
I personally will not let a fictional temporal stability dictate where I can build in a fictional game I turn it off -
I do not know why people are acting as if this is an idea that has never been done before and there is so many questions on how we could possibly do it. Yes, canteens, done. Maybe I am wrong, maybe my memory is faulty and old but I could have sworn that many survial games already have hydration mechanics and this is not some kind of mystery. I know Green Hell does, I know Rising World does. Maybe later I will have to research this some more to double check my memory but it just feels like this is extremely common
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let me repeat then so that is clear and does not get missed. I am not aware of any survial game that does not have thrist mechanics in it, I am not sure how a survial game can be defined as a survial game without thrist mechanics or rather at least hunger mechanics. I am sure there exists a few survial games without thrist mechanics but its extremely common and I fail to understand why people think its a novel idea that should not exist in this survial game. Now is minecraft a survial game? I do not know
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I have never played Minecraft but I assume that is what you are referring to. You think this game and its very Novel approach to not having hydration unlike most games of its type is because its tightly coupled to Minecraft ideology of no hydration of which itself is likely not rooted in anything specific other than just never getting around to it? I thought this game was supposed to be an upgrade to Minecraft, not a subservient to all things Minecraft Regardless, it appears the answer to 'why are some against hydration in VS unlike the vast majority of survival games?' the answer is 'because Minecraft does not have it. duly noted.
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when will we get the combat overhaul update ?
CastIronFabric replied to Veronica Hohenheim's topic in Discussion
locational damage idea works in a game that is basically turn based when it comes to combat has been my personal experience, trying to have to much detail in a twitch based system is a trap that is easy to fall into -
To reiterate my opinion I think having thirst mechanics in a game like this is obvious and does not need to be overcomplicated. I think this might be the only building/survial game I have ever played that does not have thirst mechanics in it. I am not exactly sure what parameters makes up a 'survival' game such that the use of the word has an actual meaning or not but I would think 'thirst mechanics' would be on that list as well. Now as far as overloading the players during early and mid game I agree, this game has a huge list of things to manage and take care of and adding thirst mechanics would add to that list of things to manage, kind of like.....combat overhaul would. So in my personal opinion I would rather see thirst over combat weapon management. I do understand that part is an opinion not something I am saying as a fact. Regardless however, I think some people are way over complicating the 'no' to the quesiton of having thirst mechanics in this game.
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I think adding an option to the games option to remove surface drifters only and or adding the option to the existing Deed system to not allow hostiles to spawn in a Deeded area is really not unreasonable, is fair and completely understandable and I am sticking to that. I also understand that could be modded but from my perspective adding this as core options is obvious. I understand most (at least on the forums) do not agree and that is how it is but I am immutable on my view on those two suggestions.
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regarding tower defense as far as I am concerned if I have to fight hostiles that spawn within my deed area its walking into the category of tower defense. I understand that I just my opinion and I am sticking to it.
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regarding number 2 I agree. I am playing the game counter to the developer intentions and what I assumed was clear is that I do not agree with the developer intentions in this area at all. So with that in play, perhaps add a setting to turn off just surface drifters? It is literally the only aspect of this game I find silly and yet in my face all the time regardless of that with no setting to turn just that part off. So...lets add it!
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I have made the same point regarding 'interruptions'. All my suggestion (on the forums anyway) has been summarily rejected which where 1. Use Deeds in the game to have rifts or hostiles not spawn within the Deed. Wurm Online has effectively been doing this for more than 20 years now and its solid and makes sense 2. A setting to turn on or off Surface Drifters specifically. 3. Start from a design foundation philosophy that this game is either a tower defense game (like nearly every single building game in the market today) or it is not a tower defense game. If it is not, then make threats something you go to instead of threats coming to your base. Dungeons, Caves, Story Quests. A place that you plan for, suit up for and maybe such a plan takes several months. Making the cart to carry your stuff, make your best armour, best potions etc and you go to it. Rather than as you say randomly hitting you while your brain is busy working out how you want to make your cellar. In short, either make 7 Days to Die or make a game focused more on building and crafting as it main structural pillar. For me personally, I have settings set to Passive but given I like lowish lighting, 100s of hours of me running around doing things in my base while trying to ignore the drifters that some times get in my way just feels like a bug in the game for my personal gaming experience. A bug that is easy to fix.