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Stralgaez's Achievements
Stone Age Settler (3/9)
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Pressing a number key while hovering your mouse on a item in your inventory will apply it onto the selected hotbar slot. Also, when having your mouse icon at the crafting grid, you can transfer items from your hotbar to the specific crafting grid slot by pressing the corresponding number on your keyboard (for example, when having the mouse icon on the top right corner, and pressing number 4 with the coal in it, the coal will be placed on the top right corner of the crafting grid).
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forging Quenching and tempering are overly gamified
Stralgaez replied to MKMoose's topic in Suggestions
Especially on metals you need to put in some effort in order to produce them, like Steel - Only to have them disappear into nothing on the first quench. -
forging Quenching and tempering are overly gamified
Stralgaez replied to MKMoose's topic in Suggestions
My group does it like that as well - After some curious experimentation and the one or two tools breaking on the first quenching, they decided to abandon it altogether. And for the lack of caring about it anymore, they just place the freshly worked metal piece on the floor until it naturally cooled enough to be used with a stick to make the tool. -
Same. My group (of three) couldn't manage to beat the boss, despite being in tin bronze/iron chain and iron weapons. It drained the fun out of them and eventually they agreed I beat it up via gamemode switch and wailing on it until it dropped, then turned back to survival and let them gather their equipment.
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I do not know. But I am with cjc813 here and the focus should be smoothing the rough edges of existing mechanics before adding new ones on the table. And that also means adding already present items to the player to create and place that somehow are still out of reach for them even though they are trivial to craft.
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They are just pointy logs rammed into the ground. And such things should be available from the start, as merchants and treasure hunters use them to make their place safe. So why relying on mods in these cases when they are already in the vanilla game?
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The hunger system being too annoying to deal with, even when performing simple tasks you have to eat the amount of a small family per day to stay topped off, even though a normal person can live for a long time without food. And when you are even slightly injured, it only gets worse. Also, the "There's a mod for that.", crowd. There are palisades already in the game, and somehow NPC buildings can have shapes in a way that is not possible for the player in a vanilla setting. I should not need mods to get access to these things that are already in the game and being used, just not by us.
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Was a bit crazy people attributed the lack being able to finish a bloom into a ingot by having just 'bad luck'. Good change.
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Temporal storms are a bad implementation of a good idea.
Stralgaez replied to Tabulius's topic in Discussion
If that what it takes to get you guys out of your holes that you believe you can safely stay in to outmaneuver a mechanic, then I take it. I won't change my mind. -
Temporal storms are a bad implementation of a good idea.
Stralgaez replied to Tabulius's topic in Discussion
Because IT IS shitty outside in the world, and they WILL come after you. In the caves, out in the open, even during storms. And when you're digging a hole and hide in it is how you deal with it, then the game does it wrong. So it needs to force you out of it unless you turn it off - When they cannot get to you, then one option they should go for is towards the things you painstakingly made and gathered. -
Temporal storms are a bad implementation of a good idea.
Stralgaez replied to Tabulius's topic in Discussion
That's part of the 'uncompromising wilderness survival' that the game advertises - And currently the monsters themselves are way too passive other than beelining towards you and not doing anything else. -
Temporal storms are a bad implementation of a good idea.
Stralgaez replied to Tabulius's topic in Discussion
I second it. Have the monsters be able to attack door and fence gates, rattling at your place and eventually break them down. That Bowtorn you dodged? Did hit the glass behind you and punched a hole through it. If you let them, they'll smash your place and attack your lifestock, trample over your crops and destroy chests. And if you are unlucky, they would contaminate your animals and crops, which can spread and wipe out all of your hard work. So you need to shore up your defenses. Make it sturdy. Make it safe. Because everything should be threatened when a storm hits your place and they spawn in your yard. There you have it - A reason to 'Endure the Temporal Storm' : To protect everything you have worked for. -
Temporal storms are a bad implementation of a good idea.
Stralgaez replied to Tabulius's topic in Discussion
We can first set the baseline difficulty when talking about it - I assume the most obvious one : 'Create World -> Standard ->Create World', no dabble in settings, no fancy mods. The pure default experience. -
Temporal storms are a bad implementation of a good idea.
Stralgaez replied to Tabulius's topic in Discussion
And that's fair, though I would have expected a bit more from those storms when it comes to how engaging and deep it can be. We have so many systems in place for mechanical power, smithing, cooking, taking cuts from berries/fruit trees, agriculture and a few others - And all the storm can give you is a trippy sepia filter and having monsters spawn inside your house. And as cool as Dave can be on the horizon, after the second storm the novelty wears off after you realize there is nothing else to gain when actively going outside and fight. Because a new player might be prepared enough by then, only to wear themselves out as nothing else to be found within the storm as they might think "There's GOT to be something out there that pays off going through all of this". But there isn't. A stark contrast to braving the Chapter 1/2 locations or going into caves to find abandoned teleporters, workshops and other ruins..