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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. Exactly. Skins to add new AI routines, or to adjust the likelihood of any particular choice. Easy-peasy to change up the chance of flee on damage or seek to get out of sunlight, or whatever you like. It looks a lot to me like a paint-by-numbers -- the outline is there. Just "paint" them whatever color you like using the JSONs.
  2. It's just that combat has become stale, and deliberate or not, the game is seeking to discourage it. Try out a different gameplay loop. Base-building (I hate that term in this or really any game. In this game, homesteading would be more appropriate) has also become stale. This game deliberately chose to make some otherwise lovely building sites undesirable. You may not like the mechanism, but few have come up with anything at all to discourage slapping buildings down willy-nilly anywhere you see fit. You have to adjust your playstyle to the game, not the other way around.
  3. Exactly. Which is why I'm at a bit of a loss why you don't like the changeup in stability. Everyone does combat, and mostly in the same way. I don't know of any other games that used any mechanic to make you not settle down in the very first location you liked. It may not be the greatest thing since sliced bread, but at least it's different.
  4. As long as you don't do to this game what VR and built-in controller support has done to other games -- turn them into basically glorified console games that limit your choices to however many distinct gestures you can make, or buttons on the controller. Look at the mess of awfulness No Man's Sky has become. The keyboard-mouse interface is effectively no more. You have essentially 6 hotkeys. Just 6, the numbers 5-0. Like we are back in the '80s or something. You can't use Ctrl-anything or similar because there's no gesture or controller button to do that. You can't see things clearly anymore because everything has been rendered with that stereoscopic VR goofiness so that lines become rainbows.
  5. Unless you change your playstyle to always bobbing and weaving all the time you are not in a green zone. The AI that can address human unpredictability has not yet been written, at least not that can run in real time on a potato. Use your human advantage. Be unpredictable. Falling into a rut is also human, and that's why roadside IEDs were so devastatingly effective. The AI is predictable. Use that against them.
  6. I hear you, @CastIronFabric. "Let's make this game just like all the other builder games since the '80s." It's gone stale. The idea of boss battles seems to be the one product of the boomers that people love and want more of. But I've been on this topic before. I love thinking tactically, and find the changeups in monsters a challenge. Unfortunately, it usually doesn't last. For example, storms are still as easy as they ever were. It's just the preferred terrain is no longer a flat arena, but a lightly-forested hilly one. I'm pretty good at boss battles, too. But the "AI" chooses between too few options. The Eidolon is one of figuring out how to trigger the almost comically weak melee attack every time, all the time, but dodging. And that lets whatever healing you do need go through. This game has a refreshing take on making the penalties for armor enough to give one pause. Better armor is no longer an unameliorated good thing, but rather a trade-off that makes you think about the foes you are going to meet and prepare contingencies for if Plan A fails. Nerfing those penalties was not a step in the right direction, unless the goal was to become just another "me, too" game. I just no longer find the combat arms race good gameplay. I've moved on.
  7. If you do the radius 0, it should just respawn the one chunk you are in. Radius 1 used to regen both the chunk you are in, plus the 8 chunks bordering it.
  8. FWIW, it can still be done with day 1 gear...
  9. Patience. Put in a little time in grade and you will start thinking of it as more a cozy builder with unique (to the best of my knowledge) gameplay loops, Yes, even on Wilderness. Get good enough and it becomes more of an activity, not even a cozy. You start having to set your own goals, like getting a full set of all available clothing styles. A complete collection of seashells or butterflies or flowers.
  10. Huh. Finally a good reason to build the beehive.
  11. I'm still on an anti-Steam kick. I'm sure they've improved, but their early launcher was a privacy nightmare, and they had what I consider to be "exploitative" policies, particularly for the smaller indies, and they demanded a Workshop commitment such that any mods listed on the Workshop could not work cross-platform (by which I mean a different purchase site, not PC/Mac/Linux/console. Went to GOG and the indie sites themselves, and apart from Humble and itch here and there, have never looked back. [EDIT] Oh, and welcome to the forums, @cruise
  12. Wow! Well, I guess the other games that had major updates go on the back burner again... Not that I'm complaining. Just saying. If only I could get by on as little sleep as my seraph can...
  13. Yes. My mention of that was lost to the Edit Gawds. It would be kind of cool if the Anego Engine launcher listed "Continue" options for the last half-dozen game and world combinations you played, maintained similar to the current, um, Single Player or Multiplayer menus. So if you never play Adventure Mode, it's not on the "Continue" list at all.
  14. Welcome to the forums, @maplecoulis I think that's what Homo Sapiens does, though you still have to set creatures to passive so they only attack in self-defense.
  15. Isn't August a big "holiday" thing in much of Europe? Used to be it was hard to get anything done then. If you are really impatient, @Ash Seibert, I'm almost sure you could register a new gmail account and buy it again, then refund either one once the mess gets straightened out.
  16. I don't believe that's where this is headed. Not if the plan in the back of peoples' minds is to have a separate game, not just a game mode. I see the desktop icons taking you to the current VS main menu, and to the Secret Project main menu, and to the renamed Adventure Mode main menu. Hopefully, each would have a button to take you to the Anego engine main menu, which would be a glorified ModDB, basically laid out like Nexus Mods, but where you can browse games that use the Anego engine, and limit ModDB to whatever mods are available for the currently selected game.
  17. Pretty sure I got killed by a rooster once. Here I was, minding my own business, trying to remember how to make poultices and on one tiny slip of health, and he's running around me like, well, like a chicken with his head cut off. Then I died.
  18. Welcome to the forums, @Fourtunehunter. That's often a result of garbage collection, but someone recently found it also comes with some new video driver updates. Probably because .NET 7 is beyond end of life, and manufacturers don't care if they support the older software. They don't even seem to care about supporting graphics anymore. They seem to be focused on those who are repurposing GPUs for things like mining Bitcoin, or now, AI.
  19. I just edited that back in, but you were way too fast for a senior citizen on his first cuppa. clientsettings.json
  20. Yes, but one of the mods (Radast?) teased a hint that you do not have to. I feel kind of stupid for not having worked out the implications of how session keys work in practice a long time ago. If you are a sophisticated enough user to create multiple instances, you are sophisticated enough to copy a working session key into each instance. All you have to remember to do is copy the same working session key into each new instance (across all your computers if that applies) before you start that instance. Otherwise, you will be copying that new session key into all your other instances. I debated adding that step to @Streetwind's guide to multiple instances, but have not for reasons of abundance of caution or laziness, take your pick. [EDIT] Word to the wise -- clientsettings.json is your friend.
  21. I think that's a bit optimistic. There are maybe 1,000 blocks visible in some of those. If you have a view distance of 1,000, and a FOV of 60 degrees, that's potentially half a million blocks visible. So take the worst performance hits of BetterRuins, and imagine something 500 times worse than that. In every direction you look. Heck, most machines don't swing max view distance now, at 1m. Could you optimize that somewhat? Sure. Let's say you could shave off a third. That still seems like it would be absurd. [EDIT] It occurs to me there might be an easy way to see. Create a chiseled block that's missing 4 of the 8 vertex blocks, two on the top face, the alternate two on the bottom face. Replace dirt blocks (probably lf and mf would be enough) with this block, and create a new game.
  22. It is capable of rendering a few ruins at once, yes. Usually, there's only a few dozen blocks of 1/2m. You are talking potentially all of them in the view distance. [EDIT] Check out BetterRuins, where there are several hundred of them. Turn the spawn frequency way up and see what happens if you start getting a higher fraction of them. It's a little more involved to do with vanilla ruins, but is still well within the ability of anyone with basic knowledge of English.
  23. True, assuming a smoother world is what you are shooting for. Granted, the team has made the terrain more traversable (read, you can now go pretty much anywhere you like, rather than having to base your travel on what the terrain is) but my understanding of the lore is that this world has undergone a major cataclysm, thus, for example, why you find ruins at the bottom of deep lakes. I do think yours is an interesting idea, but I am nowhere near as confident as @Katherine K that it can be optimized sufficiently. Even if you make 1/2 m blocklets, you are sending potentially 12 faces to the GPU to render, plus the occlusion culling, as opposed to the maximum of 3 at present. Since the area of a circle is the square of the radius, this 4x would correspond to doubling the view distance. Which is probably why heavily chiseled areas are such beasts. I mean, your suggestion of 1/4m resolution would logically be the same level of computer demand as breaking the current chunk into 8 "voxels" and rendering that. If the aggregate can be optimized that much, why not do that now?
  24. Yeah, that's why I'm a little wary of the suggestion to use partial blocks on the entire surface layer. Maybe that can be optimized, but I'm more than a little doubtful -- even if you only split a block in half, each of three dimensions, that's still multiplying the number of blocks to render by 8 for a given view distance, the rough equivalent of tripling the view distance.
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