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The Teller

Vintarian
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  • Birthday 06/13/2000

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  1. So I've been having this idea floating around for a new type of Drifter. This type of Drifter would be a tank compared to the others due to having pieces of rusted armor either fused or grafted onto its form, like it was a guard before it became what is is now. This type would be referred to as **RUSTED** Drifters. Rusted Drifters would work in a manner of a protector for lower tier Drifters. The Rusted Drifter would stay in the backline of combat and attract lesser Drifters to its location. Once the Drifters have hidden behind the Rusted ,up 1-3 Normal Drifters, they would begin to pelt you with rocks from behind it. I feel like this can change combat up a bit, instead of waves of Drifters running at you n such now they seem to have at least an instinctual level of intelligence to cooperate. Rusted Drifter Pros * Lots of Health, scales with corruption level. * Attracts Drifters to use as range units. Rusted Drifters Cons * Slow moving, due to rusted armor. * Incapable of throwing Rocks. Rusted Drifters Neutral *Same Attack Damage as Normal Drifters. Feel free to make suggestions or possible adjustments, this was just a thought I had at work and the more opinions the better.
  2. @Ogi Teh yetithat is true that I didn't even consider what would happen if the land ran out of nutrients. Granted the coding will be a nightmare no doubt but for the sake of concept I'm not goin to really involve that can of worms. I'm no coder, I do not know the limitations. Bringing your point into account it could be made to where even if the land reverts back it still retains its proper nutrient lvls it had at the time, but like you said its not coded to retain such info. so instead of reverting back to dirt maybe a knew block type with retaining that info as its whole purpose. The block could be called something like Disturbed Farm Soil or Degraded Farm Land. This can give the player another opportunity to check the nutrient lvls before planting like crazy and risking the chance of just ruining their farm land and having to destroy all their soil n such. When I take mechanics into account I try to think in the line of MineCraft's ideology, which is roughly 'if something bad happens its the players fault not the games' for instance lightning could destroy builds n such which the player has really no control over, thus the lightning rod was made. Now the players have control so if their build is destroyed by lightning its their fault because they didn't have a lightning Rod. In the case of farm land, it wont be the games fault for the land going barren but the players. The players had every chance to look at the Nutrient lvls and fix em, even more so when the land Degrades and has to be Hoed again. So I guess my suggestion is two fold. Gives more use to the Hoe while innervating the farming system. Sorry for the rant tho.
  3. If they do decide to remove the details about mushroom types maybe they could add the option to chop it up and make feed out of it. Give the feed to a boar or chicken and if they start getting hurt then its poisonous, if not then its safe to eat. This could help keep the realism of VS in terms of survival without making it entirely the games fault for eating a bad shroom. Either you can wait a bit and feed an animal to find out of its toxic, or you could just eat it right away. Could even see about soaking the toxic shroom in a bucket of water to get toxic water and put poison on your spear and arrow heads. Makes for some interesting results but this is really the only way I can find them removing the finder details of mushrooms. The solution, giving the player an option to test the poison of a shroom without direct harm but still giving them the option of just being an idiot and eating it.
  4. Maybe the land can become 'un-tilled' after an amount of time due to a lack of use. For example in the winter seasons players wont be using their farm lands as much and over time the tilled earth becomes dirt again due to natural erosion or some other phenomenon. This will support a need for a Hoe in longer runs due to the soils continued degradation and can even help with keeping the soil from being over used. This also has an in-game use due to people not farming much in winter. Although, the warmer climates may not see much use it this. Maybe something like a heat wave which can kill crops can create the same effect that winter does. Sort of like a Dust Bowl season in hot climates. Granted I haven't really been in these hotter biomes so I don't know if such a thing already exists.
  5. Would it be possible to add a setting that can disable ,what can be called, slow knapping and allow for quick knapping for players. Could be a good solution ,if doable, that allows the players to choose how they wish to approach the function. The only question would be is how it would function in a multiplayer setting. I,E would it be a server or client setting.
  6. The answer to redstone, robot workers that become the circuits.
  7. could even us this as an opportunity to add coconut crabs, which are very large crabs that can climb trees and wear broken coconut shells on occasion. With their introduction we could have a new meat type and shell shards could be ground up and used as fertilizer.
  8. Has anyone considered aquatic creatures yet? For instance, maybe a form of eel like creatures made from cables and rusted pieces of metal which can spawn in ponds within caves and within large bodies of water during the Temporal Storms. Just to make those 'safe areas' less safe while also making them easy to avoid for new players.
  9. I can imagine people making scare crows with Jack o' Lanterns on top of their heads. If birds such as crows were added later on this could be an alternative scare crow design to keep them away.
  10. Oooo ice tea could help with the hotter climates. I was also wondering if the idea that Tea could extend the time on the players saturation is a good concept.
  11. I kinda like how the grass texture is now because that way we can tell the level of fertility it has without digging it up.
  12. The idea for Tea would to give some minor buffs, nothing like increased strength or anything outside the realm within of potions. As an example when drinking hot (variant) tea you get a small heating bonus for cold environments. Another tea related idea would be Herbal teas, one of the ingredients could be Horsetails, which could provide a minor regen bonus. To get Tea leaves we could use shears on leaf blocks to get a minor amount of leaves along with sticks, or alternatively we could have a separate tree type like the fruit trees. Tea Trees. In order to get dried tea leaves we could smoke them in a smoking pit or leave them in a bowl out in the sun for a smaller return. Feel free to provide any more ideas. This was just a thought I had all of a sudden so its not completely fleshed out.
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