Jump to content

wasa

Vintarian
  • Posts

    13
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

wasa's Achievements

Berry Picker

Berry Picker (2/9)

11

Reputation

1

Community Answers

  1. i just started my 1.18 world a few days ago and already came across a lifetime supply before even reaching the copper age. couldnt of been more than a few thousand blocks worth of travel myself. granted i'm aware it's pretty lucky to find it easily, but nothing indicates reduced frequency for me.
  2. the mechanic is explained in game though, in bold letters on the sticks entry, where most players would look to see how to how to obtain sticks (at least i went here under the assumption that i would find a crafting recipe, so it was a good spot to dump this info for me). if stick yield from chopping trees was increased new players might stop questioning why they aren't getting many sticks and just assume the "reasonable" low yield is the only way to get sticks. at least until they come across shears and start questioning their purpose. i suppose it could be added into the starter guide entry, but the entry is already pretty long as is. what isn't explained anywhere in game is axes greatly increase the speed of breaking leaves (besides a vague mining speed modifier on the tool itself), allowing them to act as a sort of "stone age" shears to make the stick gathering process go by alot quicker. this is knowledge i would of liked to have known my first time around since it makes the process go by alot quicker.
  3. we don't get lag IRL though!
  4. in 1.17 most crops and all grains were tweaked to take longer to grow, except amaranth, which remained exactly the same. previously, amaranth was a slow growing crop that consumed very little nutrients, that had a similar yield per-crop as other grains. now in 1.17+ it has similar growth time as all other grains, with half the yield, meaning not only does amaranth give the least yield over time of the grains, but now it is also the least yield per-crop as well. my question to everyone, do you like the new gimmick? or preferred the old one? something in between? do you even think it's intentional? personally i don't care for either gimmick, i just think having such a small harvest on amaranth is just very dissatisfying and almost feels out of place with the new grain yields (i thought it was bug before looking at the JSONs of each crop), it's too harsh of a drawback with the only boon of the crop being its low nutrient consumption (which isn't even much of a practical gimmick given how soil fertility currently works). what do you all think?
  5. it's not inherently a bad thing, but it's not really a good thing either. not everyone cares for a nice small official community. the fact the game gets 50-100 new players daily and the forums/discord stays the same implies most don't IMO. a larger community gives way to more diversely populated public servers, more player created content (mods mostly, but also includes content like videos, letsplays, and player creativity), it also gives the dev team more funds to expand on the game, quicker, better, and larger, while still retaining quality. I'm content with what the game offers now but if i was given two choices in front of me, I'll take a bigger game at the sacrifice of the official community any day, because a proper large playerbase will be fragmented to allow any type of self-moderating community to form, allowing all types of players to enjoy the game. P.S. you got minecraft all wrong. it was really big in early alpha, and it was HUGE after multiplayer alpha was released. officially minecraft was just a website, game, blog, and a contact email to notch. there was never really an official community to the game. the community came entirely from the players making their own little sections on the internet and advertising it to others (only possible due to it's popularity). people pretty much got the community they were looking for and there was nothing like discord to merge everyone into a single group of people. most people's golden age is when they first played. alpha is the most popular era you hear because almost everyone who played during alpha was a new player.
  6. wasa

    Tuning spear

    1. no 2. no idea. i usually see it work after 3 or 4 hits generally but bad rng can make it take ~10 hits too. 3. you melee attack it. there's a special static "tuning" sound you get on every attempt. if you don't hear this sound then you are attacking something that can't be hacked (no hacked sawblade locusts). you can also melee attack dead locusts which will revive at full health on successful hacking. 4. forever until their death from my experience, they essentially become pets that follow you around and even teleport to you if they get too far from you.
  7. the repair kits sound like they're from some sort of mod. as far as vanilla is concerned you can see what is needed to repair by looking up the armor piece in the handbook. the first crafting recipe is how to make the armor. the 2nd recipe is how to repair the armor.
  8. if you go to edit an existing singleplayer world (then pen icon on the singleplayer tab), there's an option to copy the playstyle of said world to your clipboard. i imagine you can just copy this and add it to your server config from the "WorldConfiguration" section. it seems to have all editable values from the singleplayer GUI. i havent tried it myself but i would be surprised if it didn't work. just make sure to follow JSON formatting and to delete the existing world to allow a new world to generate.
  9. that would be terrible! i'm only talking about the tailored gamboised armor
  10. one concern i have with the update is tailors no longer have persistent value in multiplayer since repairing tailored armor is not class exclusive. If you want a recurve bow, sling, etc. you're always going to need the respective classes to obtain the items for whenever the inevitably break. with tailored armor the tailor makes the armor once and now they can be forgotten about forever! (Doubly so since armor doesn't drop on death either.)
  11. agreed, no need to change the default settings, just some additional config options to add on to the otherwise robust customization options we already have for worlds
  12. the current death punishments feel really limiting, and do not accommodate all playstyles for desired difficulty for various players/servers. so alas, suggestion: Drop Inventory + Armor - yes, armor is very expensive, however since you don't drop armor (and there is no armor destruction on 0 durability along with the ability to repair in 1.17 prereleases+), this means there is no reason to make multiple variants of the same armor set, which is convenience i don't want in my current hard-mode wilderness survival world. this setting could also be popular in servers with pvp, especially group pvp because it will discourage "zerging" behavior where people only need a 1 ingot weapon to get back in a battle, and also groups will be more resource conscious when it comes to armor crafting (brigandine and lamellar suddenly could have a niche use beyond "early game armor" because even though it's worse than chain armor, it's cheaper to craft without too many downsides) Drop Inventory + Armor + Clothes - same as above, but even more hardcore i guess. Keep hotbar contents - contrary to the above setting, one of my friends who i suggested this game to play asked if the game had the ability to "soulbind" items during their first few play sessions, because they enjoy the risk of dying and losing items, but find it frustrating if they find themselves in a situation where they don't have armor or a weapon (or a light source in this game's case) to run and recover the items (in quotation, they were "80% satisfied" when i told them you keep armor on death ;D ). keeping a hotbar seems like a good middle ground solution for "some risk" without being too frustrating for casual play. looking at past posts on the forum & discord it seemed like the game has been rife with changes whether to drop armor or not, whats a better way to solve this than to just make it player choice?
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.