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Narikai

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Posts posted by Narikai

  1. 8 hours ago, McSquirl Nugget said:

    I don't recall Ark or Stranded Deep allowing you build into the existing terrain.  I don't think Grounded should either.  or am i totally misunderstanding what's wanted here?

    Idk about Stranded Deep but Ark certainly has the option. bDisableStructurePlacementCollision=true. 

    There's nothing wrong with providing the players with the options to play how they want to play. (Especially when PvP isn't a thing.) Adding a similar toggle to Grounded hurts nobody and helps people like OP.

  2. 14 minutes ago, McSquirl Nugget said:

    What i think should happen is the floor should form around the post or rock at a reduced material cost, 2 or 3 planks instead of 4, depending how far into the environment it goes.  then the graphic for that floor piece should show the floor cut and shaped around the object if they're goin to make any change for this.

    That's a LOT of effort (on the devs part) when a simple toggle to be used at the host's discretion would suffice. Almost every sandbox survival has these options accessible in one form or another.

    They should provide it in Grounded as well.

  3. Some modders are currently looking into the possibility of outright disabling this restriction (A common mod/setting for just about any survival game), but I agree that the option should be supported by the devs. Especially since there is no PvP and it doesn't seem like PvP is going to be on the roadmap either. Double especially since you can already break the system and bypass these restrictions & support requirements anyway.

  4. 13 minutes ago, Rooks Nemesis said:

    I get what your trying to say duder, but isn't re skinning the armors redundant? A MUCH easier route would be to allow us to "learn" an armors natural ability and then slot it into another armor while still retaining the originals ability.

    The differences are how the data is handled and subsequently how it is represented to the player. In OP's example the player would apply skins (with perks to match, as to avoid issues like the 3pc HumanAnt trait), and in your example you swap stats to retain the visuals and perks. The former allows players drag 'n drop armors (or skins), while the latter requires you to "learn" an additional thing to achieve the same effect.

     

  5. 55 minutes ago, McSquirl Nugget said:

    i don't follow this one.  wear armor but yet cover it up with other armor?  what's the purpose for that?

    Vanity. Plenty of games allow you to skin equipment for additional customization. There's often a meta for your given playstyle and strictly tying the visuals of an outfit to its stats means everyone looks the same. (This has always been a pet peeve of mine.)

    The only issue I see with this becoming a feature in Grounded are the bonus perks like: Ant Armor's passive to make Warrior Ants non-hostile, but you've skinned it look like a Koi set.

  6. 31 minutes ago, McSquirl Nugget said:

    in this case there is no existing components as grass and sturdy wall have nothing in common for components.  you'd have to demolish and rebuild.

    The Grass Wall and Sturdy Wall both require 4 grass planks but sturdy also requires 1 weed stem.  The Stem Wall doesn't use grass planks.

    I'd like to see this added it'd be a nice QoL improvement. Maybe via an Upgrade Tool, like the Repair Tool but for upgrades.

  7. Depends on your definition of cheese. 1v1 I use an Insect Bow with venom arrows (3-5) before I commit to melee with a Mint Mallet. Parry when possible, block when you can't, and the fight is usually over in a minute or two. Early game just avoid them, but once you're geared they're really not that big of a deal.

    4v1 I assumed would be easier but after digging around the files a bit I noticed a .uasset that hinted toward scaling enemies by # of players. So maybe 1v1 is the "easiest" way to do it? 

  8. 3 minutes ago, McSquirl Nugget said:

    I'd rather see a carrot on a stick type concept like riding pigs in minecraft.  Pigs can't be tamed, but they can be used to ride.

    Good analogy.

    We don't need an ARK-like taming system to give aphids/ants/bees/water striders utility when a simple stick and carrot would suffice. Combine that with AI behaviors/reactions and you could do a lot, with very little, to achieve the sense of taming something. Even if it's only temporary.

    I have a feeling things are going to get a little techie though given the story. Probably not like ARK what with bombardiers as turrets but like actual tech. Resources and recipes hint toward things going in that direction.

  9. 6 minutes ago, McSquirl Nugget said:

    bugs in life and in the game aren't animals with a memory and person/object acknowledgement.  they have no mental capacity. 

    The ants and spiders in-game do though. Ants remember you based on your actions and wolf spiders actively hunt your base.

    If games mimic real life to closely they're not fun. The entire point of gamification in game design is to remove the mundane/difficulty out of real life to create something more engaging. The "Reactive Environment" would be pretty dull if the AI only react based on the concepts of instinct and self preservation imo.

  10. Taming in the ARK sense of the word would have its pros & cons.  Mounting a spider just seems silly to me though. Personally I'd like to see something more immersive based on their reactive environment approach to AI. If I attack an Ant it will remember me and the hive will retaliate, if I feed an Ant it will eventually come back for more. Why not just build on that?

    E.G: Keep feeding "tames" things they like, ants->food bees->pollen, and build a reputation eventually they'll come bearing gifts, or follow you around and carry grass/weeds. Assist you in battle. Possibly learn a few commands (Follow/Stay/Attack/Mount/Etc.)

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