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Everything posted by Metalton
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Just popped in to mention there already is a slider in options to up (or lower) temporal distortion effects.. Usually play with it maxed, ship really gets a-rockin' in heavy storms
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- temporal storms
- gameplay
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Eh.. I already max out the distortion slider..
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..You shouldn't be able to store lit torches in reed baskets full of coal either..
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Hmm.. changes up the gameplay a bit, but overall don't think they're -that- bad. One world I had played for a lil' bit, then decided I wanted 30 day months.. Found changing it morphed the current month (June I think..) into Feb. Found myself in the tail end of winter almost completely unprepared. Got to watch the few things I had planted die before I even got a single harvest out of 'em. Still managed to survive the 30 days on the bit of food stuck in the single storage vessel I had, limited hunting and a few hides for a fur coat instead of just tattered clothing (though I still couldn't range far from a fire).. Was actually kinda proud of that
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Hmm.. possibly? Just know I haven't personally seen or owned one that does in a long, long time Just seems to me checking the light would be easier than opening note pad, or a separate window to type in to check (or waste a password attempt, and still not know if you actually just turned in on, instead of off )
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Old word processors used to have an indicator light on the caps lock key to let you know if it was on or not.. Who's bright idea was it to get rid of that feature?
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Just feels... inadequate compared to modpacks that involve TFC+
Metalton replied to cAshewTheAce's topic in Discussion
Yabba Subba Ruu! -
Yup, there's one or two tracks that feel little too happy and upbeat to me.. but then I wonder if that's not the point. The whimsical counterpointing the slow dread as your meters tick down, and the sky slowly darkens.. . Hmm.. not sure if there's something strictly "Lovecraftian" in that or not.. Overall, I kinda like 'em though..
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*squints* Could be wrong, but see "Density Search" being thrown around a lot, but feels like some are referring to Node Search as Density Search. Now, before I completely confuse myself.. or maybe because I've completely confused myself.. Density Search is based on the ore heat map only, and it does not matter whether the ore is there or whether it spawned near the surface or not. All that matters is if the ore itself is listed in the heat map (which excludes certain special ores/rocks like "surface copper").. and if the ore is on the heat map, the best place to look for it is where there is a reading.. unless you get lucky with a deposit popping up outside the heat map area (and therefore has no propick reading) Node Search is limited range (adjustable) and -will- detect anything in range, excluding certain special ores/rocks. ..and as with all things VS the best way to find anything is to stumble across it while your busy doing something else.. like falling down a very deep hole in the ground..
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Fall damage is inconsistent. How does it work?
Metalton replied to Keven Dallaire's topic in Questions
Hmm.. thinking it has something to do with some built in grace for running down long stepped gradients (rolling hills) without constantly taking .1 damage forcing you to slow down more than you should have to.. Has the side effect of occasionally lessening some roofing.. accidents.. when working on builds.. So, maybe they decided to just keep it the way it is? -
Hehe.. I remember back in the day UO launched with an actual cartography skill. Let you create in game maps of your current area with greater detail depending on you cartography skill.. Thought it was really cool, but the game had a detailed full screen map.. Rendering the feature and the skill completely useless.. 'cept maybe to create rp props..
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That sounds irresponsibly silly and is therefore, clearly, something I am likely to almost always do..
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It either is or isn't, no temporary.. Except during Temporal Storms. Kinda sure the areas are set at generation and don't change (currently). Is it the whole base or just part of it? Might have built on the edge of an unstable area and didn't notice 'til you spend more time in a different room or something.. Only "fix" I can think of is to figure out where the good area starts, condemn the unstable parts , and build away from the bad area.. or relocate entirely. Once, started building on the side of a small pond before I noticed the gauge spinning. Moved to the other side of the pond and it was fine (Left the hut I was working on for emergencies and/or future plans I never got around to in that world )
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Haven't had trouble smelting during winter in an unsealed room.. Now pouring molds.. cracked one or two when they cooled too fast
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For those surprise early game attacks, Improvised Armor will increase your odds of surviving a hit (2 if your real lucky).
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Once upon a time in a random world, on a dark night, I sat (hiding) in my small mud hut. As I watched drifters ineffectively throw themselves at the crude door, I contemplated my tasks at daylight in this new world. Knowing I had raised the stakes on this world's difficulty I knew I'd have to play it extra cautiously. I stood up still watching the door, when I heard a shiver skittering behind the hut. I turned to look in its direction thinking to direct mean thoughts at it through the wall while I (hid) waited in safety for dawn. It was then that I noticed the shivers head poking through the back wall. "Huh.. that's weird" I watched curiously as the shiver step up through the wall and into my small hut. "Uh oh.. Not good" I fumbled through my inventory items briskly swinging my shovel at it. Then a stick. Before finally landing a hit with my spear. I then found myself respawning 10000 blocks away.. empty handed.. in the dark.. with drifters moaning nearby.. "Make it more difficult I said.. Play it super cautious and it'll be more rewarding in the end I said.. *grumble* *grumble*" Wisely choosing a random direction away from the drifters I began running. "Shiver cheated *grumble*" ......
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Heh, some of my worlds have been pseudo-permadeath (5000 or 10000 respawn radius).. Problem is I keep flip flopping on the settings (or my start was too easy.. or too challenging.. or.. or.. or).. and I don't like changing the "rules" (/my rules) for any given world.. So, I keep starting over I'm kind of my own permadeath setting.. (Edit: Full disclosure: I have "changed the rules" on a world or two.. but inevitably feel like I cheated myself.. so, end up starting over anyway..)
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World #12 As I pour the molten copper into the mold, "Yes! I have made copper age (again)! Yes, my plan to dominate this world and build a massive mega city begins!" I ponder for a moment. "Perhaps... perhaps it was a little.. too easy this time. Sure I fiddled with the settings to make it a little easier on purpose.. but.. No! This is my forever world (this time). I'm sticking with it. World #24 I spawn in. "Well, this looks promising. Yes, yes this world will do" -Rawr- Congratulations, you have died! "Ok, this world's gone on principle" World #34 "Aha! This is it! Red, blue and fire clay literally -Right Here-. Strong ping for iron practically in my backyard. This is it, this is the "One"" World #47 "Ah hell... time to collect some cattails again.." World #53 ......
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Add a mechanism to let players stabilize surface areas.
Metalton replied to Mac Mcleod's topic in Suggestions
Always assumed the "gear" was a "temporal gear" and that Seraphs just start the game with one, that you're not allowed to drop or use for anything else.. Hmm.. It could also be a permanent part of Seraphs (or something internal, ever present in their peripheral vision), which may have some interesting story implications as to what Seraphs really are and where they come from.. Sure, it's not "natural", but it still might be a real thing, and not just an interface gauge.. -
Add a mechanism to let players stabilize surface areas.
Metalton replied to Mac Mcleod's topic in Suggestions
Personally, love the Stability feature. Creeps up on you and keeps you on edge that no matter how normal things look you might not really be safe anywhere (which is what I kinda expect from "Lovecraftian horror").. Though in practice it's a relatively tame threat, it at least adds a bit of challenge to surface gameplay outside of wolves and bears, since rifts can for the most part be ignored during the day.. -
Only thing I've seen on it is: Items affected by the foraging modifier include: Berries Saguaro fruit Mushrooms Resin Sticks
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No key. Your account should be flagged, and you should see "Client Area" towards the top of the forums page. Just click that and you should get the download page. It will use the game account you created, not your forum account.