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KnightX13

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    KnightX13

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  1. Would be good to be able to put them in the grinder to break them down again.
  2. We also need the arch wall piece to come in other materials as well, such as asphalt and grass/stem.
  3. This has been a long requested option. Especially necessary with the arch mushroom wall.
  4. I like the idea of having crafted items not being hot deposited (and aligns with how they also now stay in inventory on death whereas materials drop with the back pack). However you should be able to set a chest to allow hot deposit or not (thought this was added in a previous patch). Better option would be able to "lock" items in your backpack.
  5. The issue, as pointed out, is that to remove the grind of quartzite and marble they added a worse grind for rare bug parts. What they should do is, again as pointed out, make quartzite respawn like it used to, and make it the part necessary to craft the upgraded variants (and same for marble). For example, 5 quartzite can be baked with tough gunk (or some other bonding agent) to create 1 sturdy quartzite. And 5 sturdy to make 1 supreme. Allowing those to then be refined back into the proper whetstones. Respawn rates for quartzite can be 3 days, maybe higher for sturdy or supreme (up to 7?), If at all for those. This gives you at least the option to go on semi-regular resource runs. It certainly shouldn't be dependent on random rare drops and the law of diminishing returns. Every frequently "processed" item in the game has consistent farming options based on recipe item respawn locations. Only "one time" (yes, you can make multiple versions of the same item if you want) craftable items like weapons, armors, and trophies should require the RNG rare item drops.
  6. I wish instead of a set default of 8hours, or 6am wake tine that they allowed you to essentially set your own sleep timer and schedule, but if you slept less than the 8 hours you'd get a small debuff (reduces max stamina and recovery) depending on how many hours you select. This allows players to choose when they sleep and wake up, Incase they want to rest for a night run or take a debuff but still wake up at dawn.
  7. Looks like they are fixing this in the upcoming 1.1 update.
  8. New test patch notes sound great.
  9. Can make it so that you hold both LT and RT to block.
  10. This is being implemented in the 1.1 update as per the preview video shared by the devs.
  11. Correct, but you also seem to forget that many players are also on console so the idea of hot keys isn't quite the same for them as those on PC. Either way, the name and UI have it set up to be distinctively different, so it should function that way as well. And most backpacks have side pouches and pockets, or buckles and straps with which to hold and attach items outside the main compartment. There are many games that have inventory storage that functions this way.
  12. Great suggestions. One thing to note, the soda can on the picnic table is accessible without building...you can actually simply jump on the lip of the lid then in through the hole. It doesn't look like it, but it is possible. As for the pre-placed Zipline structure before the bird bath, I agree this is badly placed and should be moved. However you can build a zipline anchor (the smaller one made from bee parts) and attach it to the hedge trunk within, and then attach a zipline to that base (or at least you used to be able to) but it is still not intuitive to do this. They should have had a base on both sides and only need the silk to connect them as a mini tutorial on creating ziplines.
  13. You can climb the large flowers around the pond and chop them to drop petals.
  14. It's not strange logic, as items assigned to Hot Pouch still take up inventory. I'm referring to potential free backpack space versus functional space. And yes, this is overall a positive and people don't need to use the new Hot Pouch slots (making the ratio 40:8 with 32 potential other spots). However I'm guessing people will want to especially late game when your going through the upper yard encountering high level enemies with specific weapon counters and weaknesses, and resource or lab runs with the chance for discovery of new or other valuable items/resources, since that has been the major complaint so far. Even if you carry the bare minimum with you, because of the random things you can find and often want to take with you (i.e. supreme nuggets each giving 3 types of resources, or a Omni-chest having multiple rare resources or food items) that takes up inventory very quickly. And, yes, this means people have to prioritize when taking stuff, but again, more often than not, this will force players to stop their run and return to base to empty their backpack, just to go right back to what they were doing. And worse if their armor is near breaking and they get into that one encounter that breaks it and the armor drops automatically because the backpack is full, they sometimes don't realize it and lose the armor piece. This has been the main concern with players. While new inventory space and hot pouches helps address the issue, it doesn't truly solve it like making hot pouch assigned items not take up backpack space, or pinning items in the backpack to avoid when constantly equipping different items causes the backpack inventory to shift around and lose sorting. Again, these would be relatively minor QoL changes that would have much larger impact than just adding more inventory. I could also add that for pre-assigning hot pouch slots for weapon item types, to have more options based on the weapon classes beyond just melee or ranged. So instead to also include stabbing, breaking, slashing, etc, or salty, fresh, etc, or shields, smoothies, helmets, etc.
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