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CastIronFabric

Vintarian
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Everything posted by CastIronFabric

  1. Yesterday I saw that Space Engineers 2 is going to have a feature for colonization which involves exploring and stabilizing an area (If I understood it correctly). That is a feature I have wanted in many games for well over 10 years now. I do that as a RP in this game on my SP experience. That RP works well with the 'Better Ruins Mod'
  2. The majority of people will want to find an area that is stable in early game, even if they can build in an unstable area in theory the vast majority of people will no do so. Furthermore, the vast majority of people WILL spend a TON of hours on their base long before they get a jonas part. As such they will read such a feature and say 'F that'
  3. I have to say the important part again because I know I am correct. If a person is looking to build a base (meaning windmills, forges, kitchens) in an area they are not going to build a base in an unstable area with the thought that by the time they get jonas parts that they could then have a stable area. Can you personally find A person who would do does? I am sure you can but the problem is what the suggested feature is trying to solve is not going to work because by the time you get jonas parts your base is going to be near completed with your base anyway and YES its not uncommon for a person to spend 100+ hours on their base before they ever even see a jonas part. That is just not going to work.
  4. I do not know the mechanisms however I do know some rather popular mods are still not working yet so be mindful of that.
  5. I have a solution, thanks. I was just chiming in on ideas of the folks here and pointing out that people do not build in areas with poor Temporal Stablity and a late game solution to that is not wise because its an early game problem. please do not say 'but you do!' just dont.
  6. That is exactly what Xskills does. In fact they have an option that focuses on exactly that within the temporal stability skill sets. Oh AND one does not have to wait even until mid game to get that skill
  7. who are you talking to and what is 'reality anchors'?
  8. its a early game problem. Temporal Stability is a early game problem, it is not a late game problem. People do not build bases in unstable areas. Also, there are four lights
  9. I do disable it. What I am telling you is that it does not make sense to have a late game solution to a early game issue
  10. A late game feature that is mostly needed for a early game issue is not a good idea. speaking for myself I do not want the gear to dictate where I can build...PEROID
  11. I do not know of anyone, nor seen any video of anyone who builds their base in an area where the gear is running backwards at great haste with plans to build a windmill, cementation furnance, cellar etc. So I feel rather comfortable is saying its not normal for people to do that. As such I am going to suggest that it does not make sense to create a feature at end game that you need in early game guys..come on.
  12. yes a little common sense does go a long way. I DO spend a great deal of time at my base and I like every single video I have seen are not keen on building a base at a location where the gear is spinning backwards in great haste. That is a lot of insanity while trying to build a windmill and cementation furnace.
  13. So let me make sure I understand because its common for me to get my understanding wrong. First step would be to build in an unstable area and then 100+ hours later one would fix the stability. So my question would be, if you can live for 100+ hours in an unstable base why would you feel the need to fix the stability later?
  14. Xskills allow you to nearly become immune to Temporal Stability by exposing yourself to instability. Once that skill is maxed you can live in a area that is unstable The problem I have with the concept of very late game solution to Temporal Stability is because by that time your base will already be finished. 'Great! I can now finally build a base in that location I saw 200 hours ago but now I if I build a base I have nothing to do with it other than to look at how pretty it is'
  15. Wurm online. I cant tell you all how many times I have either seen a mod that does what Wurm Online does or read a suggestion that is almost exactly the same as Wurm Online. What is different here though is that in Wurm online you can get physical damage in those slots. So for example, if you get hit on the foot you will walk slower but you will not die quickly. However if you get a good hit to the chest, you will die quicker. There is a lot more aspects to it as well like healing, the quality of the heal, how soon you do it etc etc etc. anyway, if people want to see a in depth system accross the board they should look into Wurm game mechanics
  16. a few things 1. how do you know what the programming for combat is? have you been looking at the code? 2. as a player why would we care if the programming is complex or not, how would that be relevant to this conversation really? what does it matter to anyone other than the programmers if the code is 'intuitive' or not ? if you are actually referring to the 'ruleset' and not the programming code specifically the question still applies, why mention it if it affects nobody.
  17. this is getting kinda circular. 'VS combat is complex' 'no its not' 'that is why it needs to be changed to be better..to be..more complex' regardless of that circular logic, its really not complex and I vote that the team should focus on other things.
  18. disagree namely because to be frank if you have iron chain mail, your done. Lets be frank, how many nightmares have you seen in a situation in which a long bow would be helpful? or any other situation for a long bow other than hunting? anyway, I hope they do not expand on combat. I would perfer villagers and a better trader system.
  19. I do not think the combat system in this game is complex if I understand you correctly. Not complex at all. Regardless, although I was dead wrong about this when it comes to Space Engineers my prediction (maybe becasue I want it this way) is that this game will not try to be the next Mount and Blade but instead focus on building, traders, villagers, thirst mechanics, story (although I am not a fan of this either I think the developers are)
  20. ok fair enough. I think that wraps up everything, I am on board with allowing mods on said feature.
  21. got it. I have no issue with the suggestion. I am not sure what the advantage is for a player over just using Biscet or something
  22. I would imagine its because they do not want people assuming that Anego is responsible for servers not working if a bad mod is installed. That said, that is basically what Biscet would have to deal with for all the games it hosts as well. I see no problem with the idea of allowing players to have mods on their own servers hosted by Anego
  23. to be honest I am unclear as to what specifically what we are talking about A. Anego having 'offical servers' that they support that have mods B. Anego having a side server hosting service in which players can host a mod and put mods they want on it just like BisectHosting Regarding legal liability if I was a weekend modder I would not put my mod on the offical server because I can not afford $200 an hour on legal fees should I screw up
  24. ok so to be clear we are all not talking about 'official hosted servers' so all the reasons to not do this listed by me and other people do not apply because we were unclear what was being discussed. correct? Ok, so we all know any of us can host a server by a 3rd party and put whatever mods we want on said server... correct? Why would Anego want to effectively get into the business of server hosting when there are already lots of server hosting companies that specialize in such services and the services provided to the customer would be effectively identical to just paying GPortal, HostHavoc, BisectHosting, Pingperfect, Shockbyte, Nodecraft, CreeperHost, CitadelHosting, Akliz, or Godlike.host additionally, I personally am not aware of any game studio that does what you are suggesting here. There likely is some but standard practice as long as I have been gaming is usually to do exactly what Anego is doing which is to host an 'official server' that has the core game but NOT have in effect hosting services for players. I have just learned that yes Anego does offer 'simple hosting services'. I was unaware, I would agree if that is what they are doing then sure allow mods to be installed on player servers, I see no issue with that.
  25. not only do I personally not like any of this nor even the concept of focusing on combat. I do not think this game will ever expand the combat of this game into a deep system, that will be left for modders. I am rather confident of that, making this entire conversation...well... I say all that but I said the same thing about Space Engineers during the early days given KEEN had stated that they did not want to focus on combat.
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