Trex_Crazy
Vintarian-
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Everything posted by Trex_Crazy
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I'm just an extremely cheap person and don't want to use things if I dont have to
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So I was playing and I realized that from the merchants perspective it has to look incredibly strange what I was doing. A man shows up in the dead of night asking what you're looking for, you tell him a tin axe, sae, and hammer. He leaves and sets up an entire forge outside. Starts working metal, takes a short break to kill a monster that shows up, continues. Then alternates between hitting metal and shooting an arrow at a creature shooting at him (all while doing a little dance to dodge said arrows), then plays footsies with a creature that runs away every time he blocks the attack, continues working the metal till it comes back, then finishes the tools. Sells them to you, picks up his entire forge and just leaves without another word.
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Ah I see, didn't know it actually sped up harvesting, thatalome makes it worth it.
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So I have rarely ever made a copper knife, and never anything over that, and usually just use stone knives. On the wiki, which cpuld be wrong idk, the only difference between knives is durability. So why would I ever waste metal on a knife when I can just keep using stone with no penalty?
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So I think it'd be nice if you could grow plants in standing water, that can survive it. ie rice, lettuce, wheat, etc. Since then it would always be at 100% moisture so no watering required.
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So for the most part after my initial traumatic experiences with temporal storms I usually just hid in a hole and cooked or something while I waited for them to go away. But recently I realized that early game you can store everything valuable, make a ton of flint spears and hunt a tier 6 enemy and just get a ton of money from them. Granted youll die a lot and you'll only kill 1 maybe 2 tier 6 enemies but thats still a lot of rusty gears.
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Ah I see, I've just been unlucky or blind lol. I shall go explore more.
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So recently I've been exploring caves. Tentatively, as I only have bear hide armor and the only caves near me, that arent short dead ends, is one thats deep enough for t2-3 enemies and the other is deep enough for t4-5. And theres a whole lot of nothing in them, which maybe I am unlucky or something. (there was like 5 blocks of zinc) Now to a certain extent caves are just caves, theres no rule saying that they absolutely must be teeming with loot. However it seems that there is almost no reason to explore them, you can look for the bomb/fertilizer making material (I don't remember the name, and I also don't remember if it even gets tracked by a prospecting pick) or hope you get lucky with some ruins to pillage. But mostly its just a bunch of emptiness. It'd be interesting if there was a resource that can only be found in caves, giving a reason to explore them. (I mean technically the unique armor sets are only able to be found in caves/story locations, but I feel its more consistent and easier to just buy it from a trader.)There are locust nests I suppose but (they seem rare, idk if they are though) you can get most of what they give you from breaking them easier elsewhere. So far the only big motivating factor to go into the caves is to farm enemies. (since I've only found a couple flax seeds, and haven't found a trader selling linen, my best way to get flax is to loot it. (also playing malefactor so that helps))
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I very much enjoy the monster design and how they work in this game. Since they have multiple behaviors, idle behaviors, tactics, etc. And I think bowtorn are quite interesting, for several reasons, because instead of standing there eating damage and point blank shooting you they try to retreat to get a better shot. (Also they usually retreat to other enemies to distract you, but idk if thats their ai or that monsters tend to spawn with other monsters. And the enemies just happen to be there) That said one thing I'm not a fan of is that when retreating and they reach a dead end, usually in caves, they don't realize "theres nowhere left to run" and just kind of tweak in the corner trying to run harder into it. Obviously I don't know the technical side of this but it would be nice if they had a way to realize they're stuck in a corner and the only option is to fight. (I mean they do turn around every once in a while to poke you when chasing them, whether they're in a corner or not, but that seems to have a long cd inbetween attacks.)
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Well I don't need a million dollars, but ai would like it. But in all seriousness I've just got a thing for the ocean. Been playing bioshock again (for like the 5th time) so just in the ocean horror mindset I guess.
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Why...? As it stands I think there should be more drain. About the only thing it seems to accomplish, as of now, is to make me take a short break from mining or stab myself with a gear. Id like if there were more sources of drain and more negatives/punishments for low stability. Thats probably a me thing since I love horror, I didn't really consider people not wanting more horror lol. Yes I understand it isn't a carbon copy of lovecraft. Also spoilers???? I stoped reading but you should say something before you start writing spoilers. I can see that I suppose, though I like go on long monster hunting trips. Since flax takes awhile to grow (or never in winter) its the next best place to get the stuff. (except a merchant but I'm currently stranded on an island with only a survival goods and treasure hunter)
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Well I'd want it to be its own seperate meter/mechanic. And when I say draining sanity by looking at them I mean, very, very, very slow. Not like amnesia. Id want it to be more of an overarching thing that would, much like many things in vintage story, take a long time. Like being around traders, smelting ore? restoring some sanity or maybe not looking at monsters but taking damage from them if thats a better alternative (since it'd be easy to tell your brain "oh it was super dark and I couldn't make outthe shapes" or "that couldn't have been trueI was just making it scarier than it was" But having to wrench a sharpened spine out of your shoulder isn't so easy to cover up) etc. In relation to having more things drain temporal stability I agree and have some, half baked partially thought through, ideas. What if there was a bell variation that had similar health to the regular one but only spawns one or two low tier drifters. But while its ringing it has an aura that drains temporal stability akin to standing in a rift. Another idea would be an enemy that instead of having the normal metal bits and gears sticking out of it it has temporal gears and fluid tubes in it and its attacks do very little physical damage but do large chunks of temporal stability damage. My idea, that I just had while writing what it does, is that it would have cloth (like locust nests) draping from it and it would float (not fly) which would let it go over fences and whatnot. (Honesty just have it graphically float but the collision box is just a regular one that can climb, so it'd "float" over fences) and would hover over water maybe? With some temporal fluid staining it and gears and fluid tanks sticking out of it. As well as make it tanky and slow. It'd be a wraith sort of thing (whether its a mechanical or living being idk, but living would mean it could have flesh for the objects to stick out of and add to the spook factor) itd only be about the size of the player as well. The idea is that its a risky enemy to fight. Slow and easily kiteable but chunks your temporal stability if it hits you, making it more likely for dangerous monsters to spawn and overwhelm you. Or just kill you with the damage from low stability. And it would have a (comparatively) high chance to drop temporal gears (considering you might need to use one after a fight) but also no chance of dropling rusty gears. (maybe have it hold a temporal blue lantern? idk)
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No, no thank you. The bears are terrifying enough. lol Also my bad I didn't know he was dave.
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That would be absolutely hilarious (and terrrifying depending on what type of locust it was)
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So being semi-lovecraftian and eldritch truth/horror themed one would expect a sanity mechanic to be likely in the game. Now I do understand that temporal stability is sanity adjacent with how it works, but its negatives and mechanics aren't really sanity like. Since specific, random?, areas just have randomly low stability isn't sanity like. And spawning more dangerous monsters is maybe sanity like but not really. Like looking at monsters drains sanity very slowly. (since itd be in line with the gnawing drain on your mental health beholding these abominations) Or have fake monsters appear/fake monster noises gaslight you at low sanity or something. You all know the sanity tropes. I'm not certain adding another balancing act would be the best for the game, especially people who just want to craft and explore, but moreso I'm just curious if this is something even being thought of being developed.
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Here be spoilers, turn back now. Now I am sure more hostile fish are on the way at some point, but the "creatures" I am referencing would be on the "eldritch abomination" side of things. It is my understanding, so far, that the unnatural enemies are former humans (dont tell me if I am wrong, or if I'm right). And that would provide some difficulty in making them aquatic, however considering the mangled and altered state of shivers, bowtorn, and double headed drifters etc. I think a lot of alterations could be easily justified. (And there are other, presumably, non previous human creatures since you have greg (the giant giraffe looking monster in the distance during temporal storms, thats just what I call it) Though that also looks mechanical(?)) The question of what exactly it would be I don't know. But it would be interesting to have a threat crossing oceans (especially during high temporal rift activity), rather than nothing since the enemies can't swim very fast. Personally I'd love some sort of giant sea monster but considering the current stage of development something smaller and less mechanically involved would be a better option.
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So I had this crazy idea out of nowhere, what if there were a locust variant that exploded after it died? So it'd look different from a regular locust and it wouldn't immediately explode after dying, but it would have a short "charge up" before exploding. A small explosion, maybe like ≈4dmg, that wouldn't break blocks. Have them have a red light, instead of yellow, and maybe look a little bulkier. Have aslo have them move a little slower than regular locusts. And make these ones, specifically, immune to explosion damage to prevent a chain reaction that kills all the enemies you're fighting. (Also give them a specific locust nest that has a slightly longer delay in spawning) I have often found that when I'm fighting a large group of enemies it's best to reposition into a narrow hallway, which sometimes ends up being a dead end, which isn't punished by any current enemies (that I've met) so this would keep you on your feet and on the move.
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So I've been making a water wheel (and diverting rapids) and I've two issues/things I'd want to change. I can understand the restriction that you can't just make rapid water anywhere, but it be nice if the water flowed two or three blocks further for the long distance re-routing. Or let you make rapidly flowing water but it has certain restrictions, like it has to fall so many blocks and requires a "lake" at the top. Or make it require a structure demanding strong materials idk. This is just a minor gripe as I understand letting you make a constant supply of mechanical power requiring no input, anywhere. Could be a little unbalanced. My second complaint is the four way part of the waterwheel's middle. Its is absolutely abhorrent to make, mainly because it requires you to fiddle around with the smithing mechanics in a way that a first time player wouldn't understand. But also because if you don't know how it will go together it is almost, almost, impossible to correct after all three ingots have been added. And even when you do know how its just not fun and irritating to make. I have fun manually making plates and chains for armor for the better part of a 10hr play session (this game is like crack I swear) so it isn't the tedious-ness that bothers me but rather that it consumes my hammers (went through four hammers ( two tin and two copper) just to make the first one (had an iron hammer finish it up and make the second one) I feel that tweaking the recipe would be a good change. Now how exactly to tweak it I'm not sure, which could be part of problen solving the issue. Unless you made it smaller and require only two ingots, but make the middle section cost two ingots (in the form of rods or nails etc.) in addition to the four ways. So the overall cost is unchanged.
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So I was on a raft prospecting (all of my casserite and sphelarite seems to be in the ocean, so I'm trying to find an easier place to mine it (ocean is set to 85-90% instead of the default 92.75% (i think thats the default I dont remember) and I was under a cliff overhang and had a locust drop onto me. They dont seem to swim well and arent very threatening on their own but it was still quite a surprise. There were two locust nests in the overhang and I'm just curious if this is a normal occurrence with the ocean or just random chance with an upheaved cave? if not I think it would be funny to make it spawn like that to just fall out of the sky on you.
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Resonance Archives/Story location impressions
Trex_Crazy replied to Trex_Crazy's topic in Discussion
I have to disagree with the "mind numbing" lock a player in the room fight. While I wouldn't say that the boss had mechanical design and dynamics like a bloodborne boss. I don't think it was particularly difficult even alone. The locusts were annoying sure but you can, for the most part, hide behind a pillar, draw your bow, peek out, shoot, repeat. I only had like 20 arrows and a longbow (I didnt make many since they don't break often) and got tge boss to 55-60% hp. The melee combat with it is a little awkward. And without a shield and decent armor will liquify your health very quickly if you cant dodge its, in my opinion, slightly inconsistent hitbox. But all in all I don't think the boss was difficult, or too easy, to be qualified as "mind numbing". (Though I also had the foresight to use a temporal gear to set my spawn at the entrance to the story location.) The boss is not bad, I just think it could do with some tweaks. Maybe instead make it spawn like 8-12 locusts but they don't respawn after killed. As well as add a different attack or two (to account for the change in locust spawning) or breap the pillars during the 2nd phase. -
So the description on the gears says they turn with a constant level of inertia even when resisted. Which to my understanding it means that even if something will block it from moving (like a heavy stone gear that is theoretically too large and too heavy for the tiny gear to move) it would move at its constant rotational speed, and in turn move the larger stone gear, anyway. Thus meaning you could theoretically, with several temporal gears and many regular gears to make a gearbox/mechanical power generator that would require no resource upkeep? (ie wind, water, steam, etc.) Or are the "raw" temp temporal gears you get from enemies and loot in a constant state of dimensional flux that they would simply pass through the other gear's teeth, slip, change its own dimensions size, etc. Whereas the other gears you see in use (Like the "large temporal gear") have been "refined" and/or stabilized this losing their temporal instability and being able to be used for machines but also losing the constant spinning property?
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Resonance Archives/Story location impressions
Trex_Crazy replied to Trex_Crazy's topic in Discussion
And so forsake my shield when I am outnumbered with higher damage tier enemies around. (while also fighting the controls because for some reason ctrl makes me select my backpacks) -
Resonance Archives/Story location impressions
Trex_Crazy replied to Trex_Crazy's topic in Discussion
But as I said I was immediately attacked and didn't have time to find it (they were closeish though) but I got backed into a corner. So what could I use? I feel like anytime I use chain or scale a tier 3+ creature shows up and chunks both my health and my armors durability -
Alright so first things first: Ahead lie spoilers for the resonance archives (the first story location) Should you not want it spoiled turn back now. So I've just finished(?) exploring the resonance archives and while it was a mostly positive and entertaining experience I also have some complaints/things that I was very neutral about. We'll start with the positives. The atmosphere was amazing, the device(?) in the middle with the constant humming. the lighting, how everything looked. The sound of the engineering room machinery etc. I was particularly impressed with the machinery having animations and lighting up/moving when you started the boiler (mostly because it shows care and attention to detail but also in part because the other block game, or it's clones, would throw in a few pistons/redstone and call it a day) The attention to details in the eviroment, the slow pace (mainly because you didn't want to fall off the edge) etc. was masterfully done. I especially liked that they didn't just have monster spawners endlessly spitting out monsters as a form of "dificulty"* The introduction to the bell was amazing, it makes a truly horrific sound (in a good way), the crawl to it was especially memorable. I enjoyed the fact that you had to keep the boiler fueled because it made it feel like it wasn't just an area made for you but was a lived in area of the world. (though with the rate that it chews through fuel I've no idea how they have so much coal lying around) Now for some negative thoughts on it. Not being able to place or break anything. For the most part I'm fine with this because it lets them tailor the story locations and keeps you from just bypassing all of the fun. (finding the parts and replacing them etc.) or cheesing through encounters. But it becomes a problem in three situations. First is lighting, while most of the lighting is very good and moody there are a few situations where you're forced to fight in a pitch black environment and it's difficult to fight back if you can at all and you're not allowed to place a light source, more on that later. Second is for inventory space there is a moderate amount of things I want to take from the place but I simply don't have enough room to do so. (further compounded because I want to collect all the books and scrolls (yes I know I can just use the journal but a lore library is cool to me) But I'm not allowed to place a storage container or anything just on the ground. (being able to place objects in the world is one of my favorite mechanics of the game) I ended up having to leave items or just throw low priority items away that will despawn. The third is exploring, I find it interesting to explore but sometimes the rubble on the ground makes it so you have to wiggle around for 2mins just trying to let collision let you pass. It'd be nice if I could break the little rocks on the ground. (as a side not the reservoir ladder entrance on the second floor is very difficult to get into/out of for some reason) Combat issues: Firstly fighting in pitch black. You can throw a torch (lantern/candle/temporal gear/etc.) to give some light or backlight to a fight since you can't place anything but if you pick it up mid fight accidentally you are once again cast into darkness. The two places I had issues with was the bell, but thankfully the few locusts and nearby broken pipe helped on that front. And the mine teleporter, the second I got outof the teleporter I was beset by a tier 2 and 3 drifter who killed me because I literally couldn't see anything and didn't even have time to react to try and find a light source or throw a torch. It would be nice if you could have a portable lightsource you don't have to hold, as of yet I havent found one but there could be one idk. Technically the temporal gear necklace gives you a miniscule light level of 1 but honestly I never realized it provided light until I read the tooltip (I usually wear one just to save inventory space) So maybe make it give the same light as the item or make a gear necklace and you can add gears to it in crafting to make it provide more light relative to theamount of gears. Kind of expensive but it is a light source I don't need to carry. Which relates a little to my next point. Not necessarily specific to the story areas but an issue I encountered there. The shields being used by crouching is, in my opinion, already terrible (though it allows you to use a bow while having a shield so it makes up for it a little bit) but is compounded by the fact that ctrl makes me select my backpacks instead of my items. Meaning I can't put my shield up to block the buzzsaw locust/nightmare drifter actively attacking me while I switch to my weapon. (And since I was wearing bronze plate armor it meant I was forced to just eat the attacks and have my health chunked/die) Changed my controls after but it still sucked. The boss fight was, not great honestly. The first half was interesting but when it started spawning an endless supply of locusts (at least I think it was endless, by the time I had thinned it down to one or two more would spawn) that bump you around and chip at you it got very annoying very fast. (also my chimpanzee brain didn't think to jump during the ground pound attack until halfway through the fight, that ones on me though) Plus I was a little sad how obvious it was that he was going to be a boss, knew it the second I saw it from engineering. Would've been interesting if you passed him several times exploring and then he woke up only when you unlocked the library (though I don't know how you'd do that considering the way the map is laid out) But it was interesting that there was a boss. And now two neutral things. One do they ever explain/let you see what the ominous machine in the middle is? (and if I try to glide to it will I just get stuck in the bottom of the pit?) I just want to know if they do, I dont want it spoiled what it is. And two, why does the gear you replace have to be a temporal gear? why not just a large regular gear? The part of the machine you attach it to seems to be just regular machinery rather than the special cyan machinery that is further down the machines process. All in all I loved it, just had a few things I wasn't the biggest fan of.
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Yeah but who knows off the top of their head that a fly agaric is toxic