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Elias Heyndrickx

Vintarian
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Everything posted by Elias Heyndrickx

  1. Hey, there is hotkey toggle for sprinting. It's somewhere under settings.
  2. Giant demonic birds sound quite awesome. Great suggestion.
  3. I would like to say I do care for fighting, but holding off the drifters is quite hard since they spawn at light level 7. And a lot of them spawn. So I need a lot torches which are not so easy to make and they go out quickly. But perhaps what is making this entire thing hard for me is that I play on hardcore style difficulty. If I die it's over, so having no safe way to explore caves is a bit of a pickle. Prob since torches go out after 3 days, so there is no real way to explore said cave safely and without dying especially for far off caves would humoungus amounts of preperations. I think the biggest difference between other similar vowel games and this one is that torches only last 3 days. Now I am not saying that this needs to change but it does make it more difficult to strategically light up a cave and creep forward while building walls and safe spots. I have been trying to think about other ways to accomplish this same thing but nothing really seems to come up. Unless of course bees and candles, perhaps if bees where a bit more common it would be more attainable to apply a similar strategy to rummage through caves safely.
  4. I understand your concerns, you can definitly make some artsy trees like that. I was thinking it could have been a solution to tree propagation of rare trees. So it would still take a long time to get a seed but with patience you could get one. But it was just an idea.
  5. Perhaps you could break leaves but over time they would regrow? Would make it easier to get sticks and eventually get some seeds and plant more trees. Not sure if this is feasible computationally.
  6. I found myself slightly amused by the fact the door broke. At some point it became kind of a meme. I placed the door down, tried to close it and it instantly broke again. Happened a few times in a row. Either repairing the door or being able to use it longer but it breaks into sticks upon failure would both be fun options to me. To be fair I would find it even funnier if it just exploded in a bundle of sticks rarely instead of just dropping the door.
  7. I disagree with the statement "it should be a mod". Often when something is implemented as a mod it never makes it into the base game because the mod already did it. It takes options away from devs. Also whoever made said mod has an obligation to maintain it. This often does not happen since people are busy so you end up with a bunch of mods only for an older version of the game. For mods that extend the base vanilla game this can get akward. Also the suggestion "it should be a mod" can literally be said for ANY suggestion people don't personally like. I also don't understand the disconnect between wanting more metal choices for decoratives but less for tools and armour. If such a thing where to happen the same question will keep being asked regardless. Why can't x metal be used for Y armour? It also would not be confusing for new players to be able to make many different armours and tools. People discover a metal first and then try to make something with it. Not in reverse. Nobody will go and try to find gold to make a pickaxe. They might encounter gold and then attempt to make a pickaxe out of it. But it could introduce clutter like you said with all the different bonuses, which is true. I think just "tiering" certain metals and assigning them a base number tier with some increase or decrease in certain stats would it make very clear what tier or purpose said metal is. Like how you can use different stones right now for different axes. And some are harder then others and give a bigger bonus. I think you should even be able to make a tier 0 chalk axe which can't break anything. "this axe is to soft for wood" but it could be used as an improved battle-axe. For example, a lead axe could be tier 1 just as their stone axe is. But it would have higher durability then the stone one. A lead pickaxe would be tier 1 so it could not break stone while stating "this pickaxe is to soft for stone". If all metals are tiered it would be abundantly clear how good or bad a certain metal is. No confusion, more choices, more alloys more decoration more freedom. Less questions ,why X can't be used for Y. More gameplay less looking up recipes. Also this supposed to be uncompromised survival game, which I like so why all the handholding regarding tool and armour creation? If at any point the player gets stuck (s)he could simply look at the guide and see which pickaxes are tier 0, 1, 2, 3, ... It could even be neatly formatted in some sort of table. So then if the player finds ''any tier 1 metal'' they can advance.
  8. That is kind of what I am advocating for, a wider freedom in the uses of metal. I really enjoy the smithing and smelting part of the game so I find it a shame that it is somewhat limited. Metals with to high of a smelting temperature not being able tot being able to be smelted is understandable albeit a shame. I think it would make for quite a fun learning experience making a zinc armor piece and finding out it's a terrible idea Something that you can laugh at yourself later for. Just like when you crafted that first golden pickaxe in minecraft. Or just making it for plain fun. Being able to make nonsensical or just pretty items like a golden sword, or just placing together different metals and making alloys of them and seeing what happens (is this good or bad?) is very interesting. And of course the guide could still stay the same for people who rather follow a manual then try and figure out stuff themselves. But I am thinking a lot of people would love making rosegold, whitegold armor sets. Or making an extremely shiny chromium door. Or perhaps even an uranium bucket? Or experiment with alloys. Also I think gunmetal, electrum, sterling, rose, ferrochrome, ... are currently not possible? So many cool alloys possible. Alloys are great, metals are great. The smithing and casting is great! This game does it very well, if only more freedom where given.
  9. I also like the idea of the underground being dangerous but it feels a tad to much. And solving this by (ab)using spawn mechanics and bad pathfinding just seems so strange to me. I'd like a structural way to conquer caves while being exposed to risk and not be swarmed by hordes of drifters. So I can discover ruins and find cool ore veins. And since there is no recipe for sticks I am bit reluctant to just go ham with spamming torches everywhere. If I discover nothing of interest on said cave it would feel like a huge investment for no tangible benifits. A big disappointment as such. I think rifts which spawns drifters in which you can destroy to stop them from coming in would be cool. And perhaps storms would open up new rifts instead of just spawning drifters everywhere. Regardless I hope the cave exploring gets tweaked a bit to make it (more) enjoyable.
  10. Like l33tman correctly states there is very little work to actually do this. All of the code is already there it is merely copying and pasting some code. Or depending how it is written changing a few lines of code. The texture is just copying a file and changing a color. Neither would it take up a lot bandwidth to download or create "additional code". Dwarf fortress allows you to make stuff out of everything for example they don't need to manually allow you to do it for every single type of rock or metal. That would be madness. It's really just a decision of player experience and progression. Should I allow this or not? My guess is the devs don't do it because it breaks a well-defined tiering since it would add lot more options. But I don't think that's a bad thing, if you discover some new metal you try and smelt it and see if it makes a good tool or armor set. If it does not you never do it again. It would promote experimentation and make the whole thing feel rewarding. You just learned something new! It would increase immersion by a ton and you would not have to look up each and everytime out of what something needs to be made of. Something which breaks the flow of the game and would be good to go GUI-less. You could even "unlock" a certain journal/ recipe where it remembers things about said tool so you can look up the precise details if you forgot. It would also alleviate the problems people have not finding tin, bismuth, zinc, gold, and silver for the bronze age. I am very much in support for adding a lot more alloys allowing players to make tier 2 pickaxes and tier 3 pickaxes in a lot of different ways.
  11. To be fair I think reducing the light level at which drifters can spawn to 0 and include a safe radius of 32 blocks around the player would fix a lot of these problems. I literally never explore caves, it feels to dangerous, uses to many torches to cover every nook and cranny and after 3 days I would need to make another massive amount of torches to replace them because they would have burned out. It's not worth it. I would love to explore ruins, search for ores but the risk just feels to big for me. Drifters in large numbers are no joke. And the way spawning works as it does means there is no "good" and safe solution with copious resource use and fighting a bunch. Except for cheese mechanics, which are likely not intended.
  12. I just found it kind of odd you could have gold and silver but not platinum. Why this arbitrary distinction? Plantinum is stronger the gold. So why gold but not platinum? Same thing with being unable to make tools and gear of only certain metal bars. To be honest I don't really understand why one should limit the player in it's choices about what metal to use for what. It's weird that torch holders have to made from brass, why not iron, copper, ...? Why these arbitrary limitations? I would have loved to make a lead pickaxe, see it's a dumb idea and learn something from it. Minecraft does this well, you make a golden pickaxe. See it's a stupid idea and learn why because gold is to soft to use on its own. Right now I have to look at a recipe, inspect the "approved" metals and then see if I can find said metals. It completely breaks my immersion. I was also thinking about jewelery and about gilding armour (a very often done thing back in the middle ages) but that would likely require an entire update in and of itself. But personally I would love more freedom in adding precious gems and precious metals to armor, a bit like how you can chisel certain blocks.
  13. I have scourged through the suggestions forum but I have not seen a thread yet specifically about platinum group metals. I think it's a real shame only gold and silver are added while there are are a lot more precious metals to be used and discovered. I am talking about: ruthenium, rhodium, palladium, osmium, iridium, and platinum. This game goes very indepth with a lot of different gem stones you can collect but there are very few precious metals you can find. They discovered platinum around the ~1600's and it can be (very) rarely found next to copper ore making it easy (and fittingly thematically) to integrate into the game. The other metals beside platinum could be added in for modders. It won't clutter up the underground since it is very very rare metal while adding more realism and making it more of a unique vowel game. It would also open up the opportunity for more blocks, armor sets, maybe tools?
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