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k1ngofpentacles

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. Cementation was earlier than the Bessemer process and is in line with the middle age alternate universe setting of the game. Bloomery iron is also not cast iron. It's wrought iron.
  2. Am I the only one that has yet to experience the fabled bowtorn mafia?
  3. This actually isn't true. Shivers have more health than drifters. Enough so that even a surface shiver takes 3 hits with a steel falx as a blackguard vs 2 for a surface drifter. Considering the loot table for them isn't any better, their addition just makes drifters look silly. It just feels like bad balance to have the faster, more aggressive enemy also have more health while hitting for at least the same damage as the drifters.
  4. Honestly my only gripe isn't so much with the combat itself as much as the design philosophy of having health sponges that also have exponentially scaling damage. With the drifters, it doesn't matter as much, but the shivers and bowtorn should not be extremely tanky and also big hitters at higher tiers. I feel like the damage/armor balancing is also way off the mark of where it could be ideally.
  5. Another thing I just noticed is that the barrel actually does hold 64L, but only for rot?
  6. YES. Honestly though, my biggest issue is just the massive discrepancy between 64x an item that takes up a whole block of space being one stack, and then 32x an item that takes 32 to fill up a block of space. It just seems like an artificial barrier to resource gathering, in particular in the early game. I'd even be fine with lowering the stack size for cobble if we brought up the stack size for wood and firewood/sticks in particular. Or just any of the "this processes into more inventory space" phenomenon. I feel like if you start off with a full stack of something before processing, whatever amount it processes to should be an entire stack instead of split up into 2 or more stacks. It also just feels weird to have stack sizes of up to 320 for mortar, 128 for bits/nuggets but then sticks/stones stack to the same amount as cobblestone? just feels inconsistent
  7. Does anyone else feel like the choices for stack sizes doesn't make much sense? Like a full stack of wood is 16. Broken down into firewood is 2 stacks of 32 from one stack of 16.. but you can have a full 64 stack of cobblestone?? It feels very unintuitive to me and I feel like needs rebalancing. one stack of wood being processed into 2 stacks of firewood just feels bad, especially when the stack size of the firewood is literally just the amount it takes to fill one block's worth of space. It just feels like there isn't really any consistent rule or logic behind the stack sizes; they come off as arbitrarily designed just to make inventory management frustrating in the early game.
  8. This isn't how it works. I don't know where you got your information, but damage reduction is not reduced for lower tier attacks vs the tier of the armor. That's just false.
  9. I mean, you could make it like that. Like 3 salt on a block reduces its fertility to the next level. So it would take 12 salt to turn 1 block of Tera Preta into barren soil. Still functional as warfare, but definitely requires a solid source of halite to do any real damage
  10. It's worth it in the sense that it takes much less time to get several stacks of coal as opposed to charcoal, but my issue is that it renders the differences between coals largely irrelevant. Finding anthracite is right now only much of a boon in the aspect that you will also find fireclay with it. Both the forge and cementation furnace should definitely take the burn rate and temperature into account, with higher burning coals carburizing and heating faster as well as lasting longer. This would make anthracite a lot more valuable and also separate coal sources into different functions. As it stands right now, there's not much use to it if you find black coal, and even black coal can be replaced in most cases with brown coal, which is much more available ime
  11. Each coal unit underneath the cementation furnace should burn for its corresponding burn time in the item description. This should also be the case for the forge. As it stands, there really isn't a great reason to find anthracite over any other coal because the burn time is worthless except for cooking meals or smelting lower tier metals and alloys, which doesn't make sense considering its higher temperature either.
  12. Just thought of a pvp mechanic that might be interesting for faction based servers: adding the ability to ruin farmland by adding an amount of salt to it. Could make salt trade have a sort of power economy between factions. Thoughts?
  13. Can second this. Still an issue in rc3.
  14. Honestly I enjoy the progression aspect but at the same time, I feel like I view it as a gateway to being rich in resources enough to get to a point where winters are almost entirely spent chiseling and making bases to be proud of. I do honestly hope they add steel alloys soon though, but honestly I've been rushing to steel so I can get sturdy leather before exploring the archives (probably overkill but I am a loot hoarder for sure)
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