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CastIronFabric

Vintarian
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Everything posted by CastIronFabric

  1. I do not find drifters challenging in early game, just annoying and in the way. To be fair though the only reason I play is to build, craft and explore so monster threats just impede all of that.
  2. its to prevent a freezing. The hunger rate I am not sure how that works. Your total temperature buff keeps you warm above 0c. Once you hit 0c (factoring in the buffs) then you start to freeze. So for example if its 0c outside and you have a 1c buff then you will not freeze. Once you start to freeze I think you can loose health and move slower but I am not sure on the cost there.
  3. I have experienced the same thing it is curious. I will say as a side note I THINK the rainfall rate description does change over time. However with that said, I do not think I have ever seen it transition from a state that is lower than 'all the time' up to 'all the time' but I have seen it do the opposite. I think...I am not solid on that memory
  4. double check your character class. I think some have debuffs for hunger rate. I do not know the mechanics regarding the weather when it comes to canceling debuffs
  5. Here is how I would do 'Colonization' or 'Reclamation'. Plant a flag, but that flag must be lets say 1000 blocks away from any other flag and within that 1000 blocks must have various things. So for example, perhaps 3 qualifying rooms, 200 firewood, 100 charcoal. I am just making up those requirements randomly and I am not married to any of them but basically various things that establish that as an area that is settled. Then you buy buy/craft a trader, plop the trader down..done. If someone wants to be as uncreative as possible and just make the requirements having it look as crude as possible, that is their business. Now what would the reward be for settling an area? I do not know but from a functional standpoint it does seem it would be very possible.
  6. play Explorer Mode like I have for the past estimated 1,500 hours
  7. 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'
  8. 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'
  9. 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.
  10. I do not know the mechanisms however I do know some rather popular mods are still not working yet so be mindful of that.
  11. 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.
  12. 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
  13. who are you talking to and what is 'reality anchors'?
  14. 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
  15. 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
  16. 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
  17. 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.
  18. 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.
  19. 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?
  20. 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'
  21. 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
  22. 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.
  23. 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.
  24. 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.
  25. 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)
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