Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Less random translocators and resource/ruin generation tweaking
Thorfinn replied to Galaxial's topic in Suggestions
More concentrated ore, not sure about that. It implies areas of less concentrated ore. Aren't there already a great plenty of parts of the map that are more or less worthless? Maybe just change it so that for the low, low price of one TG (or maybe one of those Jonas parts) you can change its destination?- 4 replies
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- translocators
- ruins
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(and 3 more)
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What would your suggestions be for better temporal immersion?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
And they provided a very easy way of accommodating that gameplay. Understandably, shutting off rusties also shuts off lore. Traders? Murky at best. I'd just chalk it up to early access, and focusing on making the game Tyron and Saraty want to play. We are free to go along for the ride, mod it to our liking, find another game more appealing, or, ideally, producing our own game that has the features we want. -
I like the idea, though agree with the caveat @ifoz mentions. I would not be averse to seeing stretches of road or bridges in appropriate states of disrepair. That's AI generated? Huh. Very HOMM3. It even looks kind of like the Castle town and the Necro town with elements of Rampart and Fortress mixed in. Not even that different for the 25 years since that game came out.
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Dunno. How would stacking work? Or does a large fish just generate more fillets? More than two seems a little strange, but whatevs.
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What would your suggestions be for better temporal immersion?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Not me. Like another poster keeps mentioning, players will learn to meta out anything interesting in a game. Not necessarily a bad thing, but how many fence sections would it take to negate a portal if that were the case? So now we have to introduce rusties destroying fences or walking through them? Players switch to blocks. Then chiseled blocks. Not tough to see where this all ends. At least with a 25(?) radius, containing spawns from a single portal entails a significant amount of time and material. I think instead of a portal, maybe it would be better to have something that looks kind of like a rift ward, but works exactly the opposite. Maybe it's the rust perversion of the rift ward. Or maybe the rift ward is Jonas' reverse engineering and creation of the opposite effect. Which necessarily shares a lot of the same look. -
I suspect you are conflating multiple people here, and largely misconstruing them at that. Most people are not here for a simulator, but a game. Or at least that's largely been the case. Realism is fine as long as it doesn't get in the way of a good gaming experience. Respawns comes to mind. Most people are not bothered by this immortality. The complaint that often appears is that it's not unrealistic enough -- I want to keep all my stuff and not be dinged by nutrition loss and respawn in my safe, secure home next to my comfortable bed. Pretty sure you are talking about me here, but are too cowardly to name names, hiding behind internet "anonymity". Pathetic. But again most people are here for a game. Good game design has a lot of elements, but the one you are demanding to violate here is that a good game should be generally challenging. N00bs generally have a tough time of that first 40 copper, medium, ok at it, the first month or thereabouts, high end often have them by the second day, or even at the end of the first, even with surface copper set to "Very Rare". That's not much of a challenge. What you proposed makes tool production even less of a challenge. At least with default settings, you have to keep track of durability and make sure you don't blow it all before you have enough copper for another pick, and maybe another hammer. Even n00bs would have no trouble finding another few bits to repair a tool head, even if they had to pan a couple blocks of sand. That's no longer a game, but more of an activity. A pastime. If you want that, just set tool durability to max. 400%, I think. Or set ore to Very Common or whatever the highest setting is. Or cheat a tool head in via console or creative. What you propose could be balanced out, sure, by making ores much more uncommon. If you think 4 should repair a 20 tool head, you need to reduce ore spawns by 80% to keep things in the same balance they are now. Which puts n00bs especially in a world of hurt. [EDIT] I feel compelled to mention that I was in your shoes once. If you look, you will see several instances where I was pushing various ideas to make the game easier, including this one. I also championed removing durability entirely. And then I got a few more hours of experience in the game and realized that the balance is pretty good, particularly at Wilderness settings. It's just a bit of a steep and harsh learning curve.
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My money is on they were working on a generalized routine for burn damage, likely with status effects in mind, and hadn't thought through all the things it would affect.
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Sneaky little hobbitses. Wicked, tricksy, false!
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Slight problem with my Treasure Hunter trader...
Thorfinn replied to Broccoli Clock's topic in Discussion
@Broccoli Clock, linen armor? Freezing? Find a cave. Doesn't take very long to warm up. If it's high activity, maybe you have to hole up and dig a vertical shaft to get out. Or use your torch to start a brush fire. Yes, even when it's snowing. You can always move an eagle fern or flower or something to somewhere under cover, even if you have to dig a shelter. -
Potential visual difference between stable and unstable areas
Thorfinn replied to LadyWYT's topic in Discussion
But it does not do that. N00bs cannot possibly have constructed enough of a "base" to matter in the few game-hours it takes for the instability to start showing sepia. It's a trap for the complacent moderately experienced player and up. -
I hated that chapter, as well. I don't intend to redo it just for completionist sake. Not until Chap 3 drops anyway. But this ties into my next comment. Right. And this is what gives me an inferiority complex and drives me to improve. They and the whole team are good enough that they thought the original shivers and bowtorn were balanced. That the time to apply bandages and wait for healing was fine for the RA. I can't even imagine how good they are at dodging, or, frankly, any relevant game skill.
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No. Hunting s just different now. A couple versions ago, they wouldn't even run if you put a spear or arrow into them at distance. That was boring as heck, and even someone who wanted "realism" should agree this is an improvement. I prefer the alternative explanation -- hunting was so trivial that there was no good reason to bother with domesticating livestock. Fishing was also too simple -- a tiny pond would spawn more than enough fish to keep protein pegged. With modern high-yield crops, it takes about a half acre to raise a year's food. That's about 2,000 blocks. Whither realism? Not easy in contrast to hard, but easy as in trivial. My bad on word choice.
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I didn't say it was difficult. Rather that it's "not that bad". There are lots of things similar. What's "difficult" about calcining flint, for example? Yet there's no end of complaints about it. It's not difficult to prospect, it's just usually time consuming. It's not difficult harvesting sticks, it's just that trees don't drop sticks if you don't harvest the leaves. Nothing difficult about collecting shells. Not like they try to get away or anything. Charcoal pits?
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And next time dig only one row at a time. Much easier to find the spot if you need to look at only 1 axis.
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Spose that's true now. Used to be you could find a trader wagon with a barrel. If wagons still exist, I have not found one yet. [EDIT] Or do you mean the quern? That's been the case the last couple versions, hasn't it? Unless you luck out with vessels or traders, I suppose.
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Hunting is not bad at all. Maybe it's even too easy. Yes, including just flint. Hard stone, dunno. You put one spear into a deer, it runs, you stand still and watch where it goes, it lays down somewhere on the bearing it was headed, you follow it carefully, put another spear into it at outside it's sense range (20, maybe?), repeat. Not difficult at all. Even vanilla.
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Slight problem with my Treasure Hunter trader...
Thorfinn replied to Broccoli Clock's topic in Discussion
It might be mapgen. I'm seeing a lot more of particularly bears, too, maybe other stuff, I don't pay enough attention to know what "normal" was, but once you clear them, they don't seem to respawn in anywhere near those numbers. -
Potential visual difference between stable and unstable areas
Thorfinn replied to LadyWYT's topic in Discussion
OK, so long as it isn't in your face. Whatever cues you use should probably not only occur there, just at a higher spawn chance. -
Potential visual difference between stable and unstable areas
Thorfinn replied to LadyWYT's topic in Discussion
@LadyWYT, 1.22. Srsly? Yeah, it's quite possible there was one outside my wall then. Once I had all the kilns in place, there wasn't much space to move around in, so it could well be there was nowhere in there to get out of range. [EDIT] Yeah, me, too, mostly but IRL it's kind of fun to come across a rusted out old car or tractor when I'm wandering through woods. -
Looks a lot like my starters when the activity is high or above. Except you have a roof over yours. Yeah, same, except usually around 6-10. I don't bother with replacing the floor, though. I know I'm going to need a bunch of axe heads, so I place but do not knap them to keep the grass from growing. By the time I'm ready for my second charcoal pit, I'm mostly done with any pottery needs.
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Potential visual difference between stable and unstable areas
Thorfinn replied to LadyWYT's topic in Discussion
LOL. Or at least CTS (Chuckles to self.) Ran into that last night. Completely forgot to check, and got busy with creating fields and getting pit kilns going when I noticed that the world started going nuts. That cog was going as fast as it does down in the iron deposits of the world. Still don't care. I rarely spend all night in one place anyway. [EDIT] I wouldn't mind the occasional scrap here and there, kind of like the occasional rusty gears. Would that be enough of a cue? -
Fennel is a crop? I thought it was just a bush thingie for variety, kind of like the eagle fern.
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And don't forget flax. I don't know what version I last even looked at harvesting wild carrots. Any ground that has K gets flax. P would be nice, though. Bones are so easy to come by, and it would be nice to have a use for them other than tossing them in a lake.
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This must be 1.21? Or have all of these already updated? I suspect this is what happened in earlier versions. Only rarely would crops I planted at midnight be heat-stressed, and only rarely would the ones I planted at noon be cold-damaged. Granted, I mostly didn't care about either after the very first harvest, so by September, I might have been getting stuff like that, but at that point, crops are only there for the bees anyway.
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Surprised no one else mentioned this yet, but what do you propose to do with caves? Many or most would pierce an aquifer, making quite a bit of it either non-traversable or at least not worth the effort.
- 3 replies
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- rivers
- water mechanic
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(and 1 more)
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