CastIronFabric
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Everything posted by CastIronFabric
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
So on the topic of the spikes in the traders, that is exactly the 'gateway drug' to tower defense I am talking about. The second I saw that on a trader building the firs thing I thought of was 'I hope this does not slowly move the goal post toward tower defense mechanics'. This is why I am not a fan of this idea even though the first iteration of this suggestion would not be any base defense changes, but it does seed the thought in many which is why I am against it other than its just ugly. -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
fair enough, for aesthetic reasons I completely reject this suggestion. Now, if its fences OR spikes then that seems fair enough oh and by the way its not just because of aesthetics either, its also about moving the goal post ever so slowly toward tower defense. People start seeing spikes all the time they are bound to start making suggestions that escalate the base security game play which I want nothing to do with for this game. Basically its a gateway drug EDIT: oh and I forgot to mention, I do not like the new trader buildings and very much do not like the spikes there for the very reason I gave in the sentence above -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
so to be clear you do not think your suggestion is not moving the escalation ladder more toward tower defense mechanics than what already exists but instead is keeping the threat level and tower defense focus the same just changing the mechanics? correct? Well on the idea itself I vote absolutely not. Palisades and spikes are ugly and I do not want them anywhere near my base for any reason at all whatsoever. Now if its an either or then that is fine I suppose but I personally have zero interest in spikes or palisades but to be fair I have no intention of not changing my settings away from passive anyway so there is that as well. -
I’m attempting to make a VR mod (v1 already out 3rd page)
CastIronFabric replied to Reva Revenant's topic in Discussion
I think the inventory control is what one should focus on first and foremost. I think for VR that is the main weak spot. For example, I have 7 stacks of something I want to put in a crate, ok, so I remove 7 things from my hotbar, put all 7 stacks into my hotbar from my inventory, then I Cntr+Shift (how I have mine set up) and put all 7 stacks away. Now..time that UI interaction, can it be done faster in VR? I doubt it but if I was to work on a VR project something like that example is what I would try first, before anything else. -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
So a few things on that. 1. That basically instantly turns this game into a tower defense game, thus mechanics like spikes etc become a thing, then it turns into 7 days to die. 2. Your in your base, making some cool aesthetic furniture for your place, chiseling or perhaps thinking about how to make your next building. Then BAM not only did your lights not keep them away, nor your wall, so now you are fighting monsters. So are people who are chiseling and making beautiful buildings just playing the wrong game? One of the main reasons why I personally play this game instead of 7 days to die now is because in 7 days to die I could never have a break long enough to make a cool building, it always 100% tower defense. I think I am not alone on that subject -
I would like to hear the case as to how Minecraft paved the way for Factorio specially. Regarding the user base of VS I think its very much the similar audience. If it wasn't I think people would not be referring to MC as much as they do in the VS community. Its not like if you go to Stationeers you see a lot of people referring to MC. Well for that matter I bet there are not a lot of people in the factorio orbit that refer to MC either for that matter but I digress.
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
I read the first sentence and I instantly remembered, for some reason, a real life time I saw a real black bear in the wild, or more specifically in a campground. A dog chased the bear up a tree, so, hostile? well black bears not so much. anyway, back to regular programing, that was just a side note. -
Just as a point of reference. The most challenging and by far the most 'unforgiving' game I have ever played is Stationeers. Its a game that has zero violent threats. The reason I bring this up is because I used to have the assumption that if there was not a violent threat the game was too easy. I was wrong, there are other ways to remove violent threats and not make the game too easy.
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
I read a lot of various late game solutions to early game issues. Not just rift wards but a lot of various topics, it causes a balance problem. -
yeah, so if you have to log in 5 times in a normal situation that would assume that you are trying to work around DRM somehow. I am not saying that you are I am just saying if that was a support ticket that would be the natural first assumption. Regardless, something is not working correctly. Maybe its something related to being offline before a full circle of authentication happens? I am just guessing as if I was a new hire on a support desk
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
1. The large majority of all crafting/building games are in affect tower defense games. From Project Zomboid, 7 Days to Die, The Forest, Mist (enough already) 2. The one thing I worry about this game is that some day it will turn into 7 days to die. I enjoyed 7 days to die, in fact I have well over 1000 hours in that game but it is nice to see a game that has a lot of building and crafting in it that is actually not a tower defense game for a change. The market is over saturated with tower defense already. -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
which is why it really should just simply be an option. I personally am so opposed to the idea of monsters spawning in my base for any reason at all that I do not even want to entertain understanding the reasons why other people like it. Its not personal its just that I am very much against it. So, just make it an option. No surface drifters, or surface drifters. Simple. I am ok with turning everything to passive and just doing some house cleaning now and again but I think turning everything to passive just so I can not have them in my base seems to be a setting that could use some refinement. Seems obvious simple problem to be solved because at least for me personally, I will never be convinced that its cool to smith cooper plates outside while rocks are being thrown at me. -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
Speaking for myself, I like putting some workstations out doors and I do not like waiting until mid game before I start to make things the way I want. The design I currently have to not have any monsters spawning or coming into my base I would need about 14 laterns and a wall. Never mind the fact that I personally like low light. So I just turn the roaches to passive, and every once in awhile I have to do some bug management. Game wise for me its just static noise. Ironically the very workstations I want outside are the very workstations I would need to make around 8-14 copper plates. . I still hold the position a simple option in the game setup to not have surface drifters would instantly solve this problem, those that want to have monsters in the base and/or create 12 lanterns to make them not spawn they can do that, if not then change the option. -
Regarding food in the early game, I suggest Fishing. I would take it even further and suggest Primitive Survival Mod because of trotlines, although they are a bit OP. Regarding hunting (which personally I enjoy unlike fighting monsters) I use copper spears, I do not 'chase', sneak, hit, then watch where it goes and then get close, sneak again. OR build a hole in the ground and case them in or have them chase you in.
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
I vote on the following which is the same as always really, most people on the forums are very much against it. A. remove 'surface drifters completely. B. (OR) Just surface drifters not spawn in your base, I assume some people really like that but for the life of me I can not image why or how but regardless. If enough people like monsters spawning in their cellar or outside while walking to their cellar then we can make option A an option. C. expand the 'procedural dungeons' and make it more robust (which they are likely doing anyway) thus threat becomes a place you go to and can prep for instead of having it happen while you are getting more carrots to make a stew. (a concept I advocated long time ago and got almost entirely negative response to) this is not a tower defense game -
You can still play the game indefinity without being connected to the internet. The launcher stores an encrypted authorization token in a file on your computer but your player interaction still 'login in' to validate that token. However, next time you are connected to the internet and login in, their servers will validate that token with your file. I think that effectively still qualifies as 'DRM' but it does mean you can play offline. Now, here is what I do not know, what if 'their' servers are down? Are they running the server in their office? paying a cloud service? I have no idea but its fair to say our access to the game at any time is trusting Anego instead of for example Steam.
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The problem I have with using Jonas-tech is that its mostly late game. So you have the majority of your game play with drifters roaming around your house because you like low lighting. I just find monsters in my base to be a bother and they just get in the way, not interesting gameplay for me personally at all.
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interestingly they have the code in place already for the 'pup' situation. They currently use it for the pigs. I like the idea of moving it over to the wolves and bears. I personally have zero desire to have temporal monsters spawning in my base under any condition at all whatsoever. I am also not a fan of Temporal Storms or Temporal Stability and I do not care what the Lore has to say about it. (rant over). I do not know who or why some people enjoy monsters spawning in their base, hiding in a hole during early game at night and temporal storms but I personally do not. If I want high action, high threat based, tower defense game I will play 7 days to die which I did for years. There is a metric mega ton of high action, tower defense survial games out there. From 7 Days to Die to the Forest and everything in between. I personally do not see the point in flooding the market with just more of the same at some point I would think people would have a enough of it. I have said my peace for the day. Side note: the most 'unforgiving' game I have ever played in my 40+ years of playing video games by a long shot has zero violence in it. That game is Stationeers. You can very easily make a small screw up that does not even manifest in complete base destruction until many days later. So I reject the notion that a game without violence is simply too easy.
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I think they should make a few small tweaks. Granted these ideas could be done with mods but I think they are fairly small changes other than one of them. 1. Have a option to turn off just surface drifters so they never spawn but 'Deep' and above still spawn. 2. Reduce the chase radius of wolves and bears ever so slightly, I personally think they chase for too long BUT it feels like they might have already changed that slightly I do not know. I think that would solve most of everything. I do like the idea of Deeds but that would be more work. Basic idea is that if you have a Deed, hostiles will not spawn in that area and you can increase the area by buying larger Deed contracts from traders. In some ways this is how Wurm works. I personally think the current 'passive' setting should be 'if you strike one, every normally hostile within X radius becomes hostile. However, I do not want to deal with that in my base, in a cave, sure, in my home? not so much but I could live with it.
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It also makes making a mediation room filled with candles not realistically possible if you leave hostiles on. Which is another reason I am having none of it. I will play with such settings in group but if I have anything to say on the matter like playing solo the answer is unequivocally oh hell no. Although like I had mentioned months ago I think the solution is painfully obvious how to have threats and combat while at the same time not having these issues, very easy problem to solve
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agreed, Bears and Wolves being hostile are a hard no for me. Personally I feel the same way about Temporal Stability. Mostly because I really do not like traveling for 1k blocks to find an area that looks awesome to build in or has what I need in it only to be blocks by bears, wolves and temporal stability. I am having none of that. The only option I have found is to turn everything to passive. I wish however there was an option to make everything passive except for deep drifters or greater. For me personally that would work well because 1. By the time I am getting close to deep drifters I likely already have cooper weapons etc if not lanterns. 2. Its not really like a deep cave is impeding my way to find a awesome forest place to live in with a waterfall and collect mushrooms.
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There might be a mod that turns off hostility for wildlife but not for monsters greater than 'surface drifters'. If there isnt, there should be. I am pretty sure there is a mod that turns off all surface drifters. Idea with that is 'who really honestly wants to be fighting monsters in their base while they are building'. well I am sure some people do like that but you know, many people find it a bother.
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I asked AI just to make sure what I have been experiencing is in fact correct and not mod affected or an oversight on my part. Here is the answer from AI: 'In Vintage Story, food in an unsealed crock will typically spoil faster than a pie.' sealed however I bet crocks last longer
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ok, fair enough thanks for validating