Jump to content

kcroxtonjr

Vintarian
  • Posts

    4
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

kcroxtonjr's Achievements

Wolf Bait

Wolf Bait (1/9)

2

Reputation

  1. Is the damage effect on things like grass being misaligned/glitchy already a reported issue? I'm not really sure how to check to see if things are already reported or not.
  2. I get that it will be built on the same engine so it would be possible for the main game to benefit from anything created for adventure mode, but it won't be like they can just instantly port things back over to VS main with no issue. It will be a process that takes time and testing, which means that it will affect the main game's development time to incorporate anything from the adventure mode. And that isn't even taking into consideration the fact that the new separate team will have to be properly managed, which also takes up time. As of right now, personally I would rather these burst of excitement be focused directly into current VS, as it could greatly benefit from things such as better combat and A.I. as soon as possible, in my opinion. At the same time though, VS has been in development for a very long time, so I feel maybe a new team with a fresh view and freah ideas could be exactly what is needed to benefit the project as a whole. I'm open to this idea, but definitely need more information before giving any definitive answer on the matter. Too many unknowns currently.
  3. Completely agree with pretty much everything said OP. I've also tried many, many different combinations of world gen options and theres simply no way to generate a world that doesn't have such chaotic features. In general things are just much too noisy, making it frustrating to navigate the world as well as spot things such as resources. I honestly can't think of another similar game that I've had such an issue with the world gen with. Using the mod Farseer really exposes the problem as you are able to see a smooth representation of what the terrain looks like with a very far view distance, and in general it just looks like a bunch of spikes sticking up all over the place. I have no idea what the actual code is doing in this games world gen, but it feels like the majority of the generation is affected by very basic noise that just makes things overly rough and not very interesting. The world doesn't need to be realisitic at all, it can be full of interesting and other worldly terrain shapes and features, there just needs to be a better balance between rough terrain and not so rough terrain. A more gradual blend between things would help greatly as well.
  4. I'm new to the game, and even though I know it's not supposed to be a hack and slash game or anything like that, the "combat" does frustrate me quite a bit. Not saying the game needs to have top-tier combat, but considering how dangerous the world is right from the start, it should at least be less janky than it currently is IMO. I haven't played long enough to see what all of the weapon options are and how they all feel, but for example the first club is VERY ineffective, not because it's so weak but because of the way hit detection works. The game does not make use of proper collision detection based on the way the weapon swings, so if your crosshair is even a pixel off you will just completely miss the target even if it looks like you should have hit it. This just makes it feel janky, you're swinging a club not poking at an enemy with a needle. This issue applies to everything else of course just because of the way hit detection works. Spears feel a bit better because you actually are poking at something and can throw them, but the issue I sometimes run into with them is somehow enemies can hit me with close ranged attacks even though they are out of range from my spear attack. Makes no sense when a wolf bites me before I can poke it in the face with a long spear. Also another issue is the window to register a hit from an attack is very small right at the beginning of the attack, making it very unforgiving with how accurate you need to be without proper collision detection. Again, not saying this game needs a very advanced combat system, but with things like proper collision detection and animations for the weapons, tweaks to enemy AI, and a few other minor changes, defending yourself against the enemies of the world could feel a whole lot better.
×
×
  • 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.