CastIronFabric
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unfortunately you are objectively wrong. PART 1 1. Does the lore mention storms? YES 2. Does the lore mention the storms are GLOBAL? NO 3. Does that make it 'wrong' to make the storms global? NO 4. Does it mean that the lore REQUIRES the storms to be GLOBAL? NO Its fine to suggest its lore breaking to not have storms, it is NOT find to suggest it would be lore breaking to have those storms be GLOBAL. PART 2: The only reason I have read that you have given to explain why storms global are a good thing is because they are required by the lore (which you are wrong on that part) and because the developers made them so. meaning, you are NOT making the argument that global storms are actually fun, you avoided making that point completely, which is why we should all pause and think about that for awhile and a bit deeper CONCLUSION: So in short, you are open to the idea of changing storms but you are absolutely against not making them global because the developers made them global. See the logic contraction here? Because the logic of 'it should be becasue the developers want it to be' would mean EVERYTHING. You could not be selective in what you want to change unless you can read the minds of the developers becasue storms being global IS NOT IN THE LORE
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1. I do not agree that its a fact about the world. Yes the lore mentions storms but it does not require those storms to be local to your character. 2. 'because its a fact about the world' is not really good argument for 'its good design and I like it like that because it was created as such'. its a logic fallacy I forget which one but basically arguing that 'its good because it was created'. Sure it was created but maybe its not a great creation, maybe it could be better. In short you are making an argument that its good because its been made and its the only thing you have experience thus its awesome. (that is not exactly what I am trying to say but close) ADDED: 'not the fault of the game' is not really relevant to my point. My point is objectively can you say that interruption is FUN..enjoyable. Not 'it must be' but 'is it actually enjoyable'. If its not enjoyable why are we doing it?
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Lets break this down a bit. Option 1: you have traveled far from your home and you are deep in a mine getting materials, you see a message that says 'Temporal Storm is imminent'. Now you have to stop doing what you are doing and either A. fight or B. make a small hidy hole and go get some more coffee and wait it out while at the same time cementation furnace has run out of coal. Option 2: Same as above but you decide not go out on that mining trip because you saw the message that it is coming, so basically you are just hanging out doing odds and ends near your base but not really what you want to do. Option 3: you get a message and if you want to you go to the storm, you can get all your fancy gear and go do it. If that is not your jam at the moment then you can not. I know I keep harping on this but I think people are not looking at this objectively. I think they have only tried one kind of beer and they assume its the best not really thinking about the other options seriously. I do not know about you guys but I do not find being interrupted and diverted from what I was doing to be 'fun'
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experience Public servers: let’s share our experiences
CastIronFabric replied to Z6B3R's topic in Discussion
Consider mods that expand the classes, I think Working Class with Xskills is the main one I think which is a good way to make multiplayer experience be different from a single player -
not in my opinion, I still think it would be better to just have storms be something you go to instead of it interrupting your work. Its not logical that one would find that feature actually enjoyable to be honest and I am not saying that to be hyperbolic, if one thinks about it objectively it actually does not make sense that it would be fun and engaging
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Yes that is exactly what I am saying. What I am trying to convey how something can be fun and engaging and bad design at the same time is really hard to explain but let me try. Lets says somehow you managed to live outside of society 100% and you have never seen a car. Then a replica of a Model T drives up. Well, you are going to think that is the best thing ever, amazing! However, if you have never seen a modern car you are going to be unaware that it can be a LOT better. If (hypothetically) ALL your block building games have a threat that comes to you, how do you know the game design would be better with a 'I go to the threat' instead? I doubt this makes sense, its a hard concept for me to explain
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you need about 125 clay. You are stating (for the record for everyone reading this) that its reasonable to get 125 clay by panning before you can even make any storage other than reed baskets. ok, well I am not engaging in that conversation but you are stating that 'for the record'. thanks
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I am not going to engage in such a conversation about clay
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even more reason to turn it off for me. I am glad that they make it possible to experience the vast majority of the game without having storms. So for example, in 7 days to die you could turn off blood moon but a lot of the things you make would be useless, I am glad its not that way here I hope that does not change.
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no. I can not agree that panning is a good solution for not finding clay. Unless your on a trek to go 10,000 blocks south you are going to need a lot of clay within your first hour of game play. Your not going to get 125 clay pieces by panning and putting all the extra stuff in reed baskets.
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Lets be fair, you kinda cant. when its time you really need it otherwise you are stuck
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I do not know if that is the purpose of storms or not, however, intent or not it is in my opinion its bad design. Yes I know a lot of game developers do it but it breaks focus and there have been plenty of studies on how breaking focus is bad, causes problems with stress and frankly not fun. I read one study a long time ago that showed one phone call lasting only 30 seconds can break 30 mins of productivity. When you are building something, crafting something, researching something and your brain is about 10 steps into a plan and then BAM have it all interrupted by 10 mins of something you do not want to do I think its time for developers to consider the fact that this MIGHT not actually be good design. I really think more game developers need to consider the concept of 'I go TO the danger, instead of the danger coming to me' as a game design. Just because its not done, does not mean its not better
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it already does 'some' level of lighting additionally your rooms would then be restricted to meet the parameters of what the game considers to be a room which limits creativity. Not to mention your rooms would also have to have a certain level of lighting which the game already has and I do not approve. I want to make several rooms that are very very dim, candle light only kinda dim. why? because I want to .Anyway, I disagree I think deeds are the way to go the only question is how big can a deed be. Wurm has been doing it this way for decades
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1. I do not like the lighting system. I like to keep my place low lit with candles which is in part why I turn hostiles off and just deal with monsters like one would with a small ant problem. 2. Why not just have a Deed system and have monsters not spawn in your deed. This way you can have lighting anyway way you want outside and inside and if you do not want to put fences everywhere, you do not have to AND if you want to fight monsters just go outside of your Deed area. done.
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ok, its time for my rant. If one wants to solve the problem of getting frustrated on a game they purchase blind the solution is to watch some lets play for a week or so. I thought this would be obvious standard operating procedure, I personally would never buy a game without watching some lets play and please (this is for everyone not just you) please do not try to peddle the arguement that most youtubers are paid to make a game play look good, just dont.
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Is it even theoretically possible to find, lets say, the Village without even knowing the map location as a challenge? I know the RA could be impossible becasue the one in my play is literally inside a mountain with the entry not exposed but the village perhaps? To be clear, I am not asking this becasue I want to avoid the storyline I am just curious if it could theoretically be possible as a hard core challenge.
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two things: 1. if we just have mobs not spawn on player deeds the entire issue goes away. Same for storms. Want to go to a storm? fine, go find one of those portals outside your deed and jump in. done. 2. I am not for 'make game more accessible' as a default motivation. That is what AAA games try to do and I am not a fan of that. This view is not directly related to the suggestion itself more that I do not like 'make game more accessible' as a motivating decision. I think we have enough of that motivation in the market place.
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I do not think the Temporal game mechanics is 'holding this game back'. In fact, given the size of the team I think they are doing just fine and there is really nothing 'holding them back'. That said, I am fine being able to turn off those features and I think that is a fair compromise to satisfy people who do like them (whoever that is) and those who do not (and they just turn them off). I do not think either side should dictate to the others how to play. I think most people would be find just having those features disappear but that is unfair to those who want them. I do not think its an overwhelming majority but I think it is a majority. In fact, I think the majority of players for this specific game would actually be more interested in expanding the game mechanics into more depth such as steam power etc. I think one can infer this popularity by: 1. acknowledging that this game is mostly a building game, not an RPG adventure game and 2. looking at some of the most popular mods out there and infer who its being catered to. Expanded Foods, Chisel Tools, Primitive Survival, Butchering, Alchemy. One could argue that Better Ruins mod is a mod that one could argue expanded the storyline but do we honestly think most people download that mod for that? I doubt it. For those who like the Temporal game mechanics and feel its over arching architecture is immutable because of the storyline, I know that they have conversations on how to improve them and good for them, however I will very likely continue to not have those features on and that is fine. There are two things I WOULD change however and it does affect my game play. 1. I would ad the option of 'provoked' in the creature hostility setting. What that would mean is if I strike a monster all monsters within X radius of me will start to attack me until I leave that radius. I do not want to be badgered all the time however the fact that I can go down to the bottom of the earth on day one and not have to worry about getting attacked is a bit overkill on that request. 2. I would change the deed system. A. I would make it more obvious that there a deed system and B. I would make it so that on your deed, monsters do not spawn, storms do not happen... full stop.
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so I do not call foul on the OP. I think it was just a world generation bug. I do however call foul on your claim. It would have to be fairly common place for your story