Jump to content

Darce

Vintarian
  • Posts

    4
  • Joined

  • Last visited

  • Days Won

    2

Darce last won the day on September 13 2022

Darce had the most liked content!

Recent Profile Visitors

132 profile views

Darce's Achievements

Wolf Bait

Wolf Bait (1/9)

20

Reputation

  1. Comfort system Similar to the Valheim's comfort system, where having certain blocks, or doing certain actions grants you a “Comfort” effect which, for us and for a limited amount of time, would improve your health regeneration, give a food a saturation buff, and slightly increase your movement speed. Actions to gain comfort New mechanic: Homesteading Having tables and chairs close to you will give you +1 comfort Having rugs (Animal (new block), linen) close to you will give you +1 comfort Having paintings close to you will give you +1 comfort Being inside a shelter will give you +1 comfort Sleeping 6 hours will give you +1 comfort Sleeping 9 hours will give you +2 comfort Sleeping close to a firepit producing heat will give you +1 comfort New mechanic: Eating etiquette Eating out of a bowl will give you 0 comfort Eating out of a ceramic bowl (new item) will give you +1 comfort Eating using utensils (fork, spoon (new items)) will give you +1 comfort Eating spoiled food will give you -2 comfort New mechanic: Comfort foods Eating food that’s hot will give you +2 comfort Seraphs will develop a certain preferred food combinations as they discover new types. Eating that food item will give you +2 comfort New mechanic: Keeping from the cold Using clothes to protect yourself from the cold will give you +2 comfort I think this would give certain blocks and mechanics (like steaming hot food, crock pot food combinations, and sleeping) a bit more importance to the player.
  2. I know this system won’t be implemented before a major combat overhaul (and it shouldn’t) as it would make the game too frustrating to play, but I think a more indepth health, damage and healing system would help make the game feel a bit more survival-ish, giving specific uses to things already in the game (like poultices, bandages, etc.), having to take care of wounds, the things you eat, and how you interact with nature and being a bit punished if you don’t. I should note I'm taking a lot of inspiration on Terrafirmacraft+, Project Zomboid, and The Long Dark's damage system (having played the last two myself). Types of damage Some of these are already in the game (blunt damage and piercing damage mentioned under throwing stones and arrows respectively). Slashing damage Caused by swords, axes, bears. Produces exposed wounds. Piercing damage Caused by arrows and wolves. Produces exposed wounds. Blunt damage Caused by fall damage and bighorn sheep ramming. Produces sprains or fractures. Starving damage Caused by depleting the hunger bar. Produces stomach ulcers and malnutrition if suffered over a long period of time. Conditions Exposed wounds Caused by slashing and piercing damage. Will decrease player’s health while exposed (not bandaged). Has a chance to bleed (causing more damage and extending its healing time). Will heal on its own after some time*. Bandages or stitches (deep wounds) can be used to heal it faster. Can become infected, after which it won’t heal until the infection is treated. Infected wounds Caused by keeping dirty bandages on the wound. Will extend the wound’s healing time. Won’t heal on its own. If left exposed or kept with dirty bandages it will slowly start dealing damage. Disinfecting the wound, and/or using certain antibacterial herbal infusions and poultices will help it heal the infection. Sprain Caused by a big amount of blunt damage. Will slightly slow players movement until healed. Will heal on its own after some time*. Splints or casts can be used to heal faster. Fracture Caused by a huge amount of blunt damage. Will slow players movement or tool usage considerably. If present on the off-hand it will inhabilitate it. Will heal on its own after a long time*. Can be healed faster by using splints or casts. Burns Caused by fire, lava, and by being struck by lightning. Will decrease player’s health while exposed (not bandaged). Will heal on its own after a long time*. Higher chance of becoming infected. Disinfecting the wound, and/or using certain poultices (with honey or aloe vera**) will help it heal faster. Stomach ulcer Caused by a long time of starving damage. Will decrease player’s health each time food is consumed. Won’t heal on its own. Can be treated using certain herbal infusions. Food poisoning Caused by eating rotting food, or (sometimes) bushmeat. Food will provide slightly less nutrition. Will heal on its own after a short while*. Can be treated using certain antibacterial and other herbal infusions. Parasites Caused by eating rotting food, or (sometimes) bushmeat. Food will provide a lot less nutrition. Will heal on its own after a long while*. Can be treated using certain antiparasitic herbal infusions. Malnutrition Caused by a habit of continuous starving damage. Will slightly slow players movement or tool usage. Won’t solve on its own. Can be treated by keeping the hunger bar over a threshold consistently and by sleeping. Common cold Caused by a very long time of being exposed to rain and low temperatures. Will slightly slow players movement or tool usage. Will heal on its own after some time*. Can be treated using certain herbal infusions. Immunity can be developed after continuous exposure. *The healing time might need to be tweaked to make it feel fair and not just another annoyance. **Adding aloe vera as a plant would be nice to compliment this mechanic. Medicine/Treatment Along with this, some new items would be added to help counteract the negative traits some conditions give, or get rid of them full on, giving specific uses to bandages and herb-specific poultices (more below). Stitching Can be used to help deep wounds heal faster. Bandages Will stop damage and help with wound healing. Will stop bleeding. Bandages can be sterilized using aqua vitae. Will become dirty after a while. Bleeding wounds will dirty bandages faster. If dirty bandages are applied or kept on wounds for long periods of times it will become infected and take longer to heal. Splint/Cast Can be used to help sprains or fractures heal faster. Will reduce the movement and tool usage penalty of sprains and fractures. Herbal Infusions + Poultices Can be used to help with infections, stomach ulcers, food poisoning, parasites, bleeding, or the common cold depending on the type of infusion. (Some of these might not be backed by empirical evidence, just listing some of the properties I found of plants already in the game an example). Health Tab Along with this mechanic, a new tab on the player UI to see current conditions and an option to treat them would be added. This is just a post compiling mechanics I've seen in other games I've played and thought might add some depth to the game once the combat mechanic is expanded upon. If you're interested or not feel free to leave some feedback as it's always appreciated :).
  3. So recently I've been thinking back to when I first started playing the game, not knowing much about the mechanics other than what was in the trailer, and I noticed I overlooked some crafting recipes and missed out on certain early progression items that not only would've helped a lot in those early days, but they don't really have any other use other than being a placeholder for early players. And you could say "but that's what the handbook is for" and you'd be right, but (and I'm speaking from my own experience, so this may not apply to all) I tend to have a hard time when games offer my a lot of information that I don't really need at the moment all at once, and specially when that information comes just in the form of paragraphs of text. This led me to not engage with the handbook very often for anything other than looking for crafting recipes and crafting mechanics that remembered already having engaged with and figured out on my own. For this, I think an optional alert system available at the start of a new world would really help new players discover what things they can make with items they just picked up (similar to Valheim's) which would encourage gathering and looting more by instantly showing the new available options to you instead of having to go to your inventory and press H to see recipes for items you can't even craft yet. Along with this, I think showing when new Crafting Mechanics are unlocked would also help players realize when they're progressing and encourage them to interact with the handbook more to find out how the mechanic works. And rounding it up to what I started with, I think maybe a more interactive redesign to the handbook with, for example, a GUI that allows for the showing of images, or by making it start empty (other than the very basics like controls, grid crafting, etc.) which would make the player have to fill it up with recipes and mechanics they unlock while playing would help a lot to make it more understandable and engaging to some players.
  4. Hi! I've been doing some helping with the translation of the game and I was wondering If I could also help with the wiki, I was told to ask permissions in this thread. Thanks!
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.