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PandaBearJelly

Vintarian
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  1. But why is North at the bottom???
  2. Honestly, I think some things might be getting lost in translation here, but I’m not sure it’s worth continuing a long back and forth. Long story short, I don’t think we’re as far apart as you believe. That said, I’ll just leave it here: I’m looking forward to seeing how the worldgen develops too. I fully agree there’s still work to be done.
  3. What you’re describing is, by definition, subjective. While there are design principles that can guide things, aesthetics are ultimately a matter of taste. Game design, especially world generation, is as much an art form as it is a technical challenge. The devs can shape the world however they want within their technical abilities, and it’s completely valid if you’re not a fan of where they land. Doesn't make it right or wrong. I get where you’re coming from and I understand why the sharp lines at their current frequency bother you. Where I get hung up is that you keep framing your personal opinion as an objective fact. Everything you’ve said is still subjective, and plenty of people here clearly see it differently (otherwise you wouldn’t be getting so many replies lol). Personally, I don’t see the current worldgen as a major issue. I’d still love to see it continue evolving. More variation in blending and balance would be great, though I also enjoy the occasional dramatic or sudden transition. Some of it reminds me of where I live, which I think is pretty cool (and part of why I don’t feel it’s as big a problem as you do). Anywho, I just enjoy the discussion, no ill will! We can at least agree that more development into variation would be welcome.
  4. I'll also add that different types of lithologic boundaries occur naturally all around the planet. It's not rare. Again, the game could improve things a touch but it's not really that far off. Here are some quick snapshots of Utah for example.
  5. This is objectively not objective lol. While I would agree it could be more organic, your issue might just be that you're looking at your map too much. When you're traversing at ground level, it's pretty difficult to see the pattern. Again, I'm all for them adjusting this, but it's hardly a game-breaking issue.
  6. I guess this is a good example of world gen being subjective because I don't see an issue
  7. What's wrong with gravel? I've never even thought about it remotely being a problem lol.
  8. It should be a bit randomized or situational. A moose will absolutely run from a human (I've seen it in person). They are also just as likely to stand their ground or be the aggressor.
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