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MagpieOAO

Vintarian
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Everything posted by MagpieOAO

  1. A parry system - Should be possible? If various weapons, shields could be given different values for their ability to block damage, a better key to activate the block and a ramping reduction, you can have an actual parry system. Of course this requires enemies to have telegraphed attacks and consistent animations, but assuming they do it would look something like; Shield - Flat 3 damage reduction Buckler - 5 damage reduction on activation for 1 second reducing down to 1 damage reduction after 2 seconds. Sword - Gives 3 damage reduction for the first .5 second and .5 reduction after that Knife - Gives 2 damage reduction in the first .5 seconds and .3 after that The way it would look is blocking right before an enemy attack should reduce the damage in higher levels than just blocking, encouraging players to try to time their blocks. Weapon special attacks - Cool but not sure how possible Right click to use special attack which costs additional energy/satiety. Club smash - Dazes enemies reducing their movement speed and attack frequency, Axe chop - Sunders enemy armor reducing their armor level, stacks Sword parry - Can parry/block attacks. Gain double damage after a successful parry Spear throw - Stuns enemies preventing attacks or movement for a moment Damage afflictions - Uses existing mechanics somewhat Weapons can cause bleeding, burning, poison or rust. A simple idea would be something like you hit an enemy with a torch they have a chance to catch on fire. Arrows have a chance to cause bleeding. A more advanced idea using metallurgy and the planned herbalism/brewing system you could do things like; Coat a sword in pitch, light the pitch on fire to act as both a light source and a means to easily catch enemies on fire. Doesn't last very long though. Stew arrows in poisonous mushroom soup for poison arrows. Collect the supernatural rust and mix with fat/oils to create an applicable weapon coating that does supernatural damage. Of course, I am an armchair dev so I have no idea what it entails to add things like this. As best as I can think of though, these could work within the engine without fundemental changes and would scale with the player from stone knives to steel clubs, all while giving some versatility to each weapon class and making combat more interactive.
  2. Not sure if the engine can support it and my guess is probably but, the relatively simplest but most depth-offering combat mechancs I've seen use raytracing for swings and are found in games like mount and blade, Mordhau, etc where you have 4 directions of attack (Left, right, overhead, stab) and a block with some games also having blocking in each direction and pretty much all of them giving a bonus for timing a block. The dedicated block key being your sneak key causes it to fill your vision while trying to sneak, which is not ideal. If it were possible, I'd first make it so you can block with any tool/weapon (even a stick) and give them some damage reduction values with the value being highest when you first block but reducing as you hold the block. Fiddle with the timing and now you have something like a shield which let's say blocks 3 damage flat. A buckler which blocks 5 damage when activated for .3 seconds then reduces over time to blocking 2 damage. tadaa, you can now parry in combat, as long as attacks are properly animating a telegraph and the cooldown is working. Some other things might be bleeding, burning, weapon oils (With the herbalism/brewing). Maybe some weapons have a higher chance to cause bleeding which you need a bandage to stop, but will likewise cause animals to bleed out and maybe the monsters assuming they work that way. Likewise burning, just having ways to apply it. Lastly with herbalism/brewing maybe things like poison mushrooms can be used to actually coat a weapon in poison.
  3. I was surprised to find clothes don't offer anything more than a warmth buff. I figured some of them like the heavy cloak for the malefactor might also provide a form of armor. Granted there is at least the clothed gambeson that the clothier can make which seems to me (a newbie) to be a pretty decent armor for its cost and your ability to repair is much more effective.
  4. I also like the variation in the critters too! Seeing some crawl and some walk and some run and even ran into some variation of surface shiver, some with face like an alligator and some the 4 way splitjaw was very spooky (Then I killed it with one rock from a sling, wat). I hope they continue to expand but especially into water critters. The lakes and rivers feel far too safe... >_>
  5. "Several years ago" I would expect a system of that age to have issues now and then, but shouldn't have many issues running the game. What's the name of the file you installed the game from? Can you post a screenshot?
  6. Huh, I had noticed a few places I wandered through seemed a lot more barren and I've found a few carcasses. Do trees respawn either? Mushrooms and the like?
  7. The world is huge and beautiful but with such distances of travel on elk when I'm just scraping together porridge it seems daunting. Also I've not found any NPC's yet or other forms of direction in the game itself which might guide, direct or influence me on where to go =/
  8. It sounds to me like they could add some content to the north and south; A frozen lake at the bottom of which is some object of interest. Of course the terrain itself makes it incredibly dangerous to even find this place, let alone descend into the icy depths to find what's there. I would suggest reading on some of the things found in the arctic, there are some fascinating and yet horrifying discoveries like gushing blood red founts and what seem to be ancient structures in the ice. Warhammer chaos wastes come to mind as a frozen, twisted wasteland. Or perhaps even that was influenced by the real stories? A dune consumed city in the desert wastes, but perhaps the first desert POI is a small village around an oasis which is peaceful and has some guidence to the buried city and things to help. I'd read a book once that had a fascinating concept; A technology that allowed people to propel themselves through sand like water. The catch being if something went wrong, you'd be entombed in hardened sandstone. They would dive into the depths of the ruins for relics and discoveries, but it was never entirely safe...
  9. New to the game and feels like I'm treading water, largely due to a weird issue with firing my clay bowls :s I was blessed though and able to actually make them before starving to death and eat the soup that had been taunting me for a couple days. But I've largely collected most of the berry bushes and crops within about a day's round walk (to locations and back) and it seems they'll take the better part of a month to grow veggies, berries weekly, and I see there's no fishing pole and I've hunted about 3 fish but none of them dropped meat. So it seems like I'm going to have to hunt =/ Especially if it seems some items might require fat to seal things. Or I've seen a bit about bees, is it possible to use beeswax as an alternative? Is there a fish oil drop? I guess I'm hoping for more fishing to make this viable haha. Thanks!
  10. Just came to post on this topic (and fish). No roof, roof too high, leaving the area, save-quitting and then resuming the game all seem to potentially end/reset/bug progress. Absolutely sure, but sleeping might not speed it up, or it was bugged so it wasn't affected. The Kiln will show "lit" but not the graphic that it is on fire. You can then re-light it and it will still say lit, and then show on fire.
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