Thorfinn
Vintarian-
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Everything posted by Thorfinn
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That's not what this does. All you are making copies of is the desktop shortcut. That's why we were talking about why it would have been loads better to default to new mods not being enabled in existing savegames, but instead you have to decide to include it. Otherwise you get goofiness like older versions of the game with newer versions of the mod, or even mods using a completely different API.
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Add a mechanism to let players stabilize surface areas.
Thorfinn replied to Mac Mcleod's topic in Suggestions
Areas with low stability are, by your own reckoning, not desirable locations. "This house is in a great location! What are you talking about? The planes taking off go only a couple hundred feet right over it. Most of the time you can't hear music even if you crank it to 11." -
Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
And that's part of the charm of VS. It's not a Superman kind of game. Except that he can run around with a freight train's worth of stuff on his back. As I'm reminded way too often, it's the kind of game where you have to pay attention anytime you are out and about, because death is only one Siberian sinkhole or one surprise brown bear away. Combat is something you make the conscious decision to engage in when you are prepared for it, whatever that means for your skill level, or you are forced into it and likely bolting if the chance presents itself. It's not the kind of game where you go fight things because you are bored of smashing pumpkins or milking chickens and want a change of pace. Used to be you could go around smacking up through maybe corrupt drifters with torches or even sticks, but now it's really easy to get in over your head if you don't take it seriously. And, I'll admit that from a philosophic point of view, I like the fact that the game is balanced such that battle is generally a net loss. Very few games out there are like that. They either have no combat at all, or combat is how you farm resources. -
Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
Combat Overhaul is all about head shots and "criticals". I think adding headshots would be funny as heck. "What? I didn't mean seraphs could die from headshots, too!!@!@!" -
Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
Maybe. The only good way I can think of to do it is to lower the HP of the creatures you want to be able to one-shot. But this takes away from the specialness of the crossbow/gun/whatever that's being proposed because it affects every weapon. You can't just give rusties armor so the new weapon doesn't take them down too without having to redo all other weapon damages or rustie HP damage or some combination. Heck, even something as easy as changing the percentages assigned to any given action in the AI could well have major impact on the survivability or complexity of encounters. Ask me how I know this. It's just that so many of the combat suggestions have far more wide-reaching consequences than I think the people making those suggestions think. -
Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
Sure. The major theme of most of the combat threads seems to be variety. More creatures, more weapons, more tactics, whatever. Maybe some RPS mechanic. Weapons with special abilities, often with little thought how that would impact gameplay. And the majority would just become an arms race. Weapons to one-shot creatures get offset by creatures getting buffed. Which means other weapons need tweaks. There's no practical reason I can think of that the longblade went away. The game had plenty of room for two kinds of swords. I suspect it was largely to simplify the basic balancing of the game, like you do in any prototyping stage. Limit the number of variables and see how it works in play. (Incidentally, also the best explanation for the various tweaks made to nerf drifter cheese. Whenever humans are involved, things get a lot more complicated. Fast.) -
Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
Maybe. That's something I have not looked into. Way back when, Craluminum (presumably DanaCraluminum now) said something about how the menus were handled in an entirely different manner than the rest of the game. "Not parameterized" was I think the phrase chosen. It's why most of the config options are settings, not sliders. It's why things like ConfigEverything exist -- because changing the base game options was too much work. -
Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
Right. This is sometimes stated in no uncertain terms, though it's more common to say that no one should have to play under a broken system. The poster child was the discussion about distances involved in Chapter 2. Even when given the exact filename, line and numbers to change with notepad or your favorite text editor, the main characters in that discussion flat out refused, and insisted that it must be turned into a game config setting. Someone at Anego got tasked with turning that into an option, and whatever he had been working on was put on the back burner. -
Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
No, but it is a matter of opportunity cost. Anyone spending time on redoing combat is not able to spend that same time making a waterwheel. Maybe. But CO is not as popular as you might think. Not compared to things like Expanded Foods or Primitive Survival or Bricklayers or From Golden Combs or QP's Chisel Tools or CarryOn. It's about on par with Smithing Plus and a lot of others. That is, a lot of the more peaceful domestic homestead mods are much more popular. You are seeing a lot of it largely because people who want combat changed appear not to be satisfied with downloading a mod. -
Food rots while I'm on servers - when I'm not playing.
Thorfinn replied to Kekanzek's topic in Discussion
Indeed. IME, playing on large servers requires a community pantry. -
I maybe misunderstood. I thought that was two separate ideas. One replacing a backpack slot, the other as something you equip on your paper doll to get extra slots.
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Wait. It drops crimson maple seeds? When did that happen? I was disappointed when I found out it dropped regular maple seeds.
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Those are all good ideas, particularly the pole arm. I doubt I'd throw steel spears anyway. It's not uncommon for me to simply lose around 10% of my spears, and more than that of arrows, because combat is never a static thing. It's always run and gun. Flint and even copper, whatevs, but even bronze is hard enough to come by that I don't want to spend most of my playtime looking for a stupid spear. N.B. Wilderness has no surface tin. It's pretty much only found while caving, since Wilderness also lacks node search. I often end up buying my two bronze picks, and quite often the alloy for the anvil comes from either the commodity trader or cracked vessels. And once I'm in iron, I don't even take notice of bismuth or zinc or tin.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
Thorfinn replied to Rexvladimir's topic in Suggestions
What? Sure. It's that whole triangulate step that replaces the hotter/colder game you would otherwise play. One check gets you in the ballpark, rather than several, maybe a dozen or more. And if that's what you want, whether you call that easy or speedy or whatever, you be you. Better Prospecting is your thing. Don't take anything I say as dismissive of your preferences. For me, yes. It just has the feeling of a participation trophy. You obviously have a different opinion. Better Prospecting probably makes a whole lot of sense to you.- 143 replies
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And, unfortunately, way OP. You can't come close to having the same firepower with spears that you do with just a single stack of arrows. There is just not enough inventory space. Maybe that's OK. Maybe the spear should be made obsolete by arrows, yet there's a reason the military still does bayonet training.
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Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
Also, "meta" gets thrown around like its a bad thing, and way too often. All IRL weapons training is "meta" -- you learn all the little tells, and learn enough psychology to predict what your opponent's action will be when he comes under fire, so you can cover all his contingency plans. That's what the whole overlapping fields of fire and L ambushes are all about. Protecting your own while minimizing your foe's threat. -
Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
I just think this obsession with combat is counter-productive. There are so many things on the roadmap which would have greater impact on your game. Herbalism, steam, waterpower, Jonas tech, changes to farming, heck, even little things like StepUp (for whatever reason, the people who complain the most about this refuse to use the mod, and also refuse to git gud). Same with the gazillion bed spawn or stick crafting mods. And if the team were to focus more on making combat "better" (apart from possibly hit boxes and nerfing/buffing as required, though I suspect you are not supposed to Hugh Glass grizzlies, and there's a reason they created boar spears), that would just make combat a more common solution to every problem, and attract the kind of person who would really be better off finding a good combat sim. -
Not so much burned down as remodeled.
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@xXx_Ape_xXx has a grape mod that makes two high grapes. They are a little butch, but easy to patch to fit in with the base game. It's been a hot second, but I think it was Wildcraft that does grapes and trellises. I don't know of they grow higher than 3 blocks, as that was all I tested, and, frankly, a little OP, too, but harder to balance because a half-dozen plants will swamp you with more than you can possibly eat. I suspect the latter is what you want. I'm not saying it should not end up in base game, I'm rather indifferent. But as a programmer, I've always found it useful for someone to say, "It should work something like X, but with bells".
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Combat is too shallow for it to be so integral to the game.
Thorfinn replied to Tabulius's topic in Suggestions
I think people have a tendency to way overestimate how large a role combat plays in the game. A 5 minute temporal storm (that I suspect most people avoid for the first several months) every 10 game days (~8 hours) and maybe another couple dozen wolves or rusties at 30 seconds a pop, and you are still under 20 minutes. A typical workday is roughly that same 8 hours, but as almost twice as much time dedicated to coffee breaks. Yet no one I know stresses how significant a part of his job is the coffee break. I agree it would be nice to play to the game strengths, but what would that look like, exactly? Build a Colosseum? Chisel a Michelangelo's David? Smith a bronze Colossus of Rhodes? Plant the Hanging Gardens of Babylon? Shovel out the Augean stables? They tried exploration, and that went over swimmingly. They tried parkour, more complaints. MacGuffin? Been there, done that. What's left? Goat milking? Iron Chef? A Jets/Sharks dance-off? I'm at a loss. -
According to the comments, Death Waypoints was working as of 1.20. Probably worth checking it out.
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Oh, that duplication glitch. I thought that got patched out several versions ago. It wasn't me that did that twice because he couldn't remember where he put his tool rack with copper tools, and that looked like a great place.
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Huh. Didn't know there was one. I'd think regen radius 0 would work pretty well, too.