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Saphkey

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Everything posted by Saphkey

  1. I have 3 main issues I can think of. 1. Fixing the "Waiting" The main problem with temporal storms is that the obvious choice is to wait them out in a hole where monsters cannot spawn. Unless you have monster-proofed your entire home (for example using slabs), you might not even be able to do idle tasks. Thus being forced to wait in a hole, which is nothing but boring. The player should be given the opportunity to at least to idle tasks in their home during a temporal storm if they have put in some effort to prepare. We could have a static ward, perhaps a beacon or lantern which prevents spawning of temporal monsters during temporal storms in an enclosed room, or within x amount of blocks. To make the wards more involved, they would need to be fueled. Perhaps by a new item "essence", which can be taken from dead drifters. Thus giving a neat oppurtunity to fight off drifters instead of trapping or avoiding. 2. Reward. If people are going to have temporal storms turned "ON", then there needs to be some opportunity for reward. People are less likely to turn it OFF if they feel like they could be missing out on something. For example, exclusive loot from temporal monsters, or crops harvested during temporal storms could have a chance of being temporarily corrupted. And if harvested during a storm would yield some exclusive item. Perhaps flax could yield temporal string used for some neat items? 3. Progression In order for temporal storms not to feel stale, there should be some kind of progression related to them. We already have intensity of storms. But the player needs something to look forward too. This could for example be the late game crafting of a permanent ward which disables spawning of- or weakens- temporal monsters in a bigger area.
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