Thorfinn
Vintarian-
Posts
4212 -
Joined
-
Last visited
-
Days Won
96
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Thorfinn
-
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Yeah. And yet, what do we see posts all the time about? People complaining that it's too hard. Rage quitting over one, lone, single wolf. Heck, look at the comments to the recent vid by @Dubbs Malone that demonstrated how easy it is to take wolves. (Bears and shivers, too.) Do they strike you as a community in search of a more combat-intensive game? The game can be quite intimidating to a new player. Particularly if you are coming to the game for the building, and especially, the chiseling. Why is it reasonable to want to jack things up to chase them away entirely? -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
That's what I'm saying. I do not accept the premise that combat is lacking. Sidestep, like you said in your last reply? You can do that now. You just don't get "invincibility frames". With practice, you essentially get "invincibility frames" just by learning to time your sidestep, and not rely on the game engine to do your timing for you. How? Let's say "invincibility frames" were incorporated. In what way would one find that a more enjoyable experience? -
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
The problem with "improving" combat is that, almost by definition, it is going to result in a game where combat is a more integral part of gameplay. The closer you get to a combat sim, the more will be the push to increase the necessity of battle. Which is why things like Combat Overhaul are great as mods. Those who want a more can easily add that without overwhelming those who would prefer the more pastoral experience of the current game. -
I'm not sure what "normal" is. Was the intent that "100% unstable" blocks always fall, at least in a reasonable short time, as in hours, not months? I've never seen that kind of behavior, though it seems more likely now. I have not yet repeated my experiment of standing around for a month waiting for the ceiling to collapse. There's just a whole lot more engaging stuff to do. I just know that while cave-ins were almost non-existent in the timeframe of a typical mining expedition, now they are quite a bit more common. But 100% doesn't seem to mean that it's necessarily an imminent threat. Or maybe not ever. I went back into a mine that had a lot of 100% blocks a couple game months ago, and they were still there. So far as I could tell, none of them had collapsed.
-
Do we really need a combat overhaul? What are your opinions on it?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Personally, I think it's fine as is. I don't play the game for the combat. If that were what I wanted, I'd play something like Exanima instead. If I wanted combat to be the primary means of resources, I'd play a rogue-like. VS, OTOH, is more of a light survival, almost a cozy builder, with some basic farming and involved crafting. Maybe hunting could use some love, but it's not really necessary either. It doesn't take very much to keep the protein bar filled. Even keeping wolves out of your territory gives you enough meat. I'd rather see the game play to its strengths -- the crafting and cooking. Charcoal and coke and fireclay are time-consuming, if basic processes. Backpacks and bows are more involved. I'd like to see a lot more things like more involved barrel crafting. -
I don't know if something changed, or I was just insanely lucky before, but I've been running into a lot more cave-ins lately. My typical mining has been nx3 corridors, such that if the ceiling was cracked, the center ceiling was 100% unstable. I camped out in such a corridor for 4 days, and no cave-ins. So I've just assumed that 100% meant something other than 100%. But lately (not sure if it's been all of 1.20, or just later releases), I've been encountering a whole lot more collapses. Does anyone know what changed? I'm having to re-evaluate, and I'm having trouble separating what I've learned since from what I knew before.
-
OpenTK needs .NET7 to communicate to OpenGL. Reload your .NET7. Link and instructions on the Client Downloads page.
-
What Animal Would you most like to see added and why?
Thorfinn replied to Josiah Gibbonson's topic in Discussion
Duck-billed platypus, because, hey, the only game with monotremes. -
STRANGE multiplayer issue. Crashout on login, affects ONE person.
Thorfinn replied to SaltyRat's topic in Discussion
Unfortunately, not much there that gives it away. Often one of the *-crash logs will tell more. But since it's just the one player, my guess would be that he's running a different version of one of those mods, or had an install issue. The only mods in that list that I have any experience with at all so far in 1.20.7 are MoreAnimals, XInvTweaks and Golden Combs, and those seem to be working for everyone. -
Just enable sleeping through storms. There is already a Jonas tech Rift Ward. It burns through a temporal gear every couple weeks, is one of the more expensive Jonas tech devices, and all it does is prevent rifts from appearing in a pretty small radius. 25, maybe. Been a while, so that may have changed, or I might be misremembering it, but my impression was that it was gawdawful expensive for what it did.
-
They are a little scarce on the ground aren't they? High rift activity, one finally came up to throw a rock at me, 2 bowtorns, one drifter, total. Don't know where the rifts were, but I could hear one, and wasn't visited again. By morning it was calm and never did find where the rifts were. It was May 2, I think, so maybe it's been gradually ramped up?
-
Saw above a log above a log, I think. Isn't it in the handbook?
-
That's almost always my first lantern. It won't stack, though, so at some point, that one stays home and the stack of glass ones goes on tour.
-
I'm kind of new to compost. First time I looked into it, I was totally underwhelmed. How much rot do you get from hides? Enough to make them worthwhile lugging back?
-
True. In more remote areas, I like to leave the wolves alone until August or so. Pretty common to get a couple from them.
-
Why Monster spawns drive me nuts, and how to fix the problem
Thorfinn replied to Josiah Gibbonson's topic in Suggestions
Remember, they can spawn within 25 tiles (IIRC) of a rift. A 50 tile diameter is pretty honkin' big. Heck, even 25 is greater than wolf or bear detection range. -
No, I meant 4 blocks for the quern, not 5.
-
Settings option to change default gui elements movable behaviour
Thorfinn replied to KnewOne's topic in Suggestions
Welcome to the forums, @KnewOne Personally, I'd rather have a button that cycled through "cascade", "tiled" and "default". Mostly I'd leave it set to default, but as the game progresses, trunks, especially, having more than 6 open at any time is a problem on default. Would be nice if I could cascade them, click on the title bar of the one named "Machinery", transfer what I want to inventory, click on the bar titled "Ingots", transfer, etc. An even better feature would be if double click on a chest opened all chests in range and in view, rather than making me hold down Alt and click on each one individually. -
And 4 hard stone blocks, right, @Maelstrom?
-
You start with a pond and fill in all the boxes that you want to become greenhouse.
-
What is the roadmap plan for health/infection/satiation?
Thorfinn replied to Broccoli Clock's topic in Questions
It's been posted several times but... Tedious health meters in survival games Plus, the easy way of fixing things when your meters go crazy is to jump off a cliff, or go for a swim and "forget" to surface to take a breath or challenge a grizzly to arm wrestle. But if you are going to lose some boon you've built up, might want to rethink that. Thing is, nutrition already has buffs. You hardly need a debuff for scurvy, unless you are actually a camp mom who is in charge of cooking and crafting and has no need of HP, or whatever. If 2.5 HP isn't enough incentive, I'd rather see the buff increased than a debuff added, if that makes sense. Otherwise, survival game logic creeps in and it's better to respawn than try to fix it. [EDIT] Making poultices heal over time was another solution in search of a problem, IMO. When you get to the first boss battle, you can't simply retreat to give your bandages time to do their work. A solution that was more realistic, yes, but which drastically affected the dynamics of the game design itself. -
Looking for Group? I loved that webcomic. Ended a bit abruptly for my tastes, but alas, all good things etc.
-
I'm the wrong one to ask. I have never in my life made a hunter's backpack. I've always skipped straight from baskets to linen sacks.