Jump to content

Luminus

Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by Luminus

  1. I didn't offer any criticism of Tyron or his team. As I see it, they are doing great with what they have available. The last update was loaded with cool stuff, and the direction they are going with mushrooms seems to indicate that variety is on their minds. Showing my support and encouragement for a game element is not the same as criticizing why it hasn't happened yet. I work with developers, I know how often things we want to accomplish wind up being shuffled off the board for lack of time or resources. I'm merely providing a +1 for the earlier mentions of waterways in this very old thread. If my tone seemed critical, I can assure you that wasn't my intent.
  2. No offense, but this is a three year old thread and these items are still not in the game. Until they make it into the game, it's smart to keep asking for them if you believe it's important to the experience (and I do). Items fall off of roadmaps all the time. In fact, the whole reason I'm on these forums was a discussion we had on Discord *last month* about this very topic.....so color me unconvinced that waterways and seas are an ironclad reality.
  3. For me, I think a big thing is the missing topographical elements. From Humanity's earliest days, we settled on waterways that provided us food, water, mechanical power, relatively safe transit, and a natural barrier against things looking to kill us. I think it is a huge miss to not have rivers and oceans as they have played such a huge role in our development as a civilization. To go along with that, options for transit that do not involve your feet, even if that means making walking speed slower or making greater use of some mechanics such as fatigue. Besides mounts like horses and mules, you could have boats and carts. Almost all of my late-game minecraft time has been spent building massive rail networks, road networks, sub-bases and the like.....and there's almost none of that content here. I see the sentiment in the Discord over and over, the thrill is gone once you get steel. Exploration should for all intents and purposes never end, there should always be something new to see. Expansion, and reasons fueling it, should never end. When one or both of those run low in a sandbox, it's death for that game in my mind. Homesteading is great, I love what's been done to augment and strengthen the survival mechanics.....but the world outside your base should be just as interesting. It's challenging to balance these concerns, but ultimately you have to ask yourself whether 3D Stardew Valley (with less story) is really where we want this game to end up. More worldgen, more interesting worldgen, more reasons to explore and more tools to help with that exploration are critical. Love the idea of procedurally generated lore mentioned here as well, I think that works better than a common story across all worlds. Server tools are nice to have. Better combat is probably necessary, as is enemy variety. But if your sandbox can't extend outward effectively as the player grows and progresses, I'm not sure I see the path to success. Sandboxes attract explorers and builders.....the point is to appeal to those different types of players within the same game.
  4. So first of all, it needs to be said that "fun" is a different measure for everyone. This game so far strives to be fun for a wide variety of audiences, and Oceans in no way should take away from that.....it should only add possibilities and interest. My perspective comes from playing a lot of TFC and TFC+ mods for minecraft, and I think those guys nailed the size and scope of the ocean pretty well. Overall, what I would like to see are oceans that are significant barriers for travel, but are not too daunting. Even a new character should be able cross them with a few in game days of preparation (perhaps to flee a bad seed rather than restarting the world). Ideal size to me would be somewhere between 20-40 RL minutes to cross, and perhaps some wind/sailing mechanics or currents could be added to spice up the travel. Ideally, it shouldn't be too boring to cross, but should be epic enough to feel like an adventure and require some preparation. Building a bridge should be out of the question. With large oceans, you have the possibility for islands/archipelagos of various sizes, and you have new terrains you can introduce (salt marshes, river deltas, sand/gravel beaches, imposing fjords, volcanic islands, etc.) This will only serve to enhance the beauty and variety of the game as it stands now. Oceans also make great natural borders for different rock strata, different foliage, crops and wildlife, etc so there will be a strong incentive to explore. The ocean itself could play host to a number of different and interesting things to explore and collect for survival. Plus, the addition of salt water can allow for salt production without finding Halite. Salt water could even provide an initial product for the beginning distillation setup. I love the idea of underwater ruins, boat wreckage, and sea creatures! anything to create more variety in our explorations! Ocean travel shouldn't be gated behind metal, instead maybe have several tiers of boats that improve (T1 boats could be logs and maybe pitch, T2 could use planks and bronze and linen but be faster and maybe have item storage, etc). perhaps the more advanced ships would need to be constructed on a dry dock near the ocean and pushed in.
×
×
  • 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.