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Sylvia Rose

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Posts posted by Sylvia Rose

  1. On 8/18/2020 at 2:21 PM, McSquirl Nugget said:

    Makes no sense to have a man made product respawn.

     

    Um, then what is the hot dog? Or the juice boxes?

     

    On 9/7/2020 at 5:12 AM, xXCrazy_LeggzXx said:

    Yeah, I was going to point this out. There is a mint that respawns in the ant hill. There's a room you can drop into or swim around to down there.

    The one full of ants where a a BURG.L Chip and one of the Rotten Bee Armor pieces is?

  2. 46 minutes ago, Adeon said:

    You suggesting to fix something that is not broken. It is much more convinient to repair tools and weapons with quartzite. I don't want to interrupt resource mining for searching ingredients for a new tool, or do not want to store spare tools in inventory, thank you very much.  I always have a stack of quartzite on me, so I can repair my tools/weapons when needed without seaching ingredients to make a new one.

    You use Qz to repair tier 1 tools? Why?  I always have a stack of sprig on me and grass is always within reach. The only thing you "have to stop and search for" is pebblets, and that barely takes any time. Tier 2, yes, repair those, because it takes MUCH longer to get the resources for them, comparatively (I'm looking at you, ladybug head!).

    Of course, I made it my top priority to upgrade my tools to tier 2 so I didn't spend long with the other stuff. Other players may not do that.

  3. I agree with @McSquirl Nugget that tier 1 items shouldn't be repair-able because of how easy it is to make new ones. When they break, they are taken out of your inventory, gone forever.

    Before the 8/26 patch I had only managed to find a single ladybug head because of how rarely they wanted to spawn. So I used it to make a tier 2 axe. I also saved every piece of quarztite I found in order to repair my higher tier stuff. In addition to that, I constantly carried around a tier 1 axe as well to reduce wear on my more expensive one, saving the t2 for weeds. I went through at least 10 pebble axes AFTER having crafted the insect axe. I don't miss that! Now I just repair my stuff whenever it gets down and only carry my highest tier stuff. I've got plenty of Qz to get me through!

    TLDR; why are you repairing t1 equipment? Just build new. Save Qz for your top tier gear.

    • Like 1
  4. The way I do combat currently is, depending on the bug, an opening salvo of venom arrows. I can usually get 2 off before the bug is in my face (usually a spider). Then I swap to a 2-handed melee (mint mallet) and circle-strafe up against the bug in 3rd person.  Being against your enemy gives you a smaller circle to strafe in, making your movements more time/cost effective. You get less strafe when you are further away. I only block when I see the bug start its attack animation, and even then its only a quick tap to get that perfect block (since it partially stuns the enemy).

    I guess when you look at it that way, things are working as intended. Its more of a skirmish tactic than "choose your fighting style" ala D&D. It would be cool to be able to use bows in a larger capacity... (I use it more for knocking down berries than fighting) but for the moment I personally think combat is okay.

    But I still agree bugs should have a longer healing timer. Don't instant-heal, because we as players don't get to instant heal just because we got bored and de-aggro'd. LOL.

    • Like 1
  5. 6 minutes ago, RobbySaturn said:

    If the bugs were realistic, than they would keep the damage given to them despite losing aggro. I also want bugs to be realistic even if that means losing aggro if they can't reach me. Sadly the whole point of this article isn't really about aggro. It's about bugs regaining health right after you shot 13 arrows with a grade 2 bow because you moved 8 cm away from them or because they lost their line of sight and lost their aggro. I dont care if they lose aggro and run 50 cm away, as long as I can still find them and finish them off because the maintained the damage from before. Having a bug magically regain all of its health just makes this feel like a game and less of a survival scenario where you got shrunk down and have to survive off of mushrooms, water droplets, and whatever you can craft from bug parts. I want this game to be more realistic which is why it's so important that a bug doesnt just magically regain its health because it lost its line of sight or you moved 1 too many cm away.

    I agree they shouldn't fully heal instantly, but I think the developers are trying to "de-cheese" combat like this. One combat method seems to negate the other.

    Either combat stays as it, and melee is the way to go, or they change it and ranged becomes the way to go, because why risk going in close when you don't have to literally ever?

    I'm not sure there's a great solution here...

  6. Completely agree!!

    While the idea of hot-crafting is good, I think it could be WAY better. Hot-crafting should mean that you don't have to go to a different menu to craft it. If I say "craft a thing" and part of the recipe has hot-crafting items in it, then they should just be crafted automatically. Save me steps, like I think you were intending to, Grounded! Please!

    On that note, they should extend some of the hot-crafting to other items out there, like bandages and torches.

    • Like 1
  7. I'll throw my 2 cents in here.

    One one hand: It is realistic for a bug to immediately run away from something it can't reach. Bugs rely on pure instinct, and they wouldn't survive if they just stood there and took hits for no reason. 

    On the other hand: This realistic approach to bug intellect is really annoying when trying to shoot bugs because if you use the terrain to run around them, you will most likely aggro ANOTHER bug and die. Or else if you use the high ground they just run away, like you've said above.

    Personally I think this could be solved (a bit) by allowing you to "lock on" to a certain bug while attacking with a bow in order to allow you to focus on running around.

    However, if the developer made bugs ACTUALLY realistic in the sense of their terrain movement, there would be no choice but to face-tank them all, because there's no reason these bugs shouldn't be able to crawl up walls and rocks. Yes, that would make them MUCH scarier and harder to deal with, but that's how bugs work. Spiders in particular should be able to get you unless you are floating in the air. (Plus, if then you could actually hit flying bugs with a bow! I'm sure there will be some things like mosquitos and wasps that will be impossible to shoot otherwise.)

    Now, if you want to build an archer tower, that's great. Go for it! That's your prerogative on how to play the game! However, bug A.I. should be designed to gain aggro on structures you are standing on to try to get you to come down. Yes, that would mean all your hard work building something could be gone when a spider breaks your tower trying to get its meal, but hey, bugs are aggressive and unforgiving. That's just bugs. BUT this also gives you a reason to build your structures out of clay and such so its much harder to be knocked down and give you a reason to use the repair tool.

     

    EDIT: As a sidenote, once you learn how to circle-strafe an enemy and properly time your blocks (almost never needed, really) you can fight literally every bug in melee with ease. Ladybugs never hit me once. Orb-weaver spiders are a complete joke. Ants? Nah, just keep swinging. Wolf spiders can be tougher because their attack animations include pauses which make you second-guess what they will do, but otherwise function just like an orb-weaver. Honestly, the biggest challenge is bombardier beetles because they can shoot the acid glob fast and very accurately (and often times right on top of themselves so you must wait to melee them).

    • Like 1
  8. 14 minutes ago, McSquirl Nugget said:

    maybe it should turn on in the day and off at night, and have new bugs around it that are nocturnal to add that extra challenge when you go explore it at night.  If you get to close in the day you're sucked in and chopped up by the intake fan.  or have periods in the day where it's off and you have to get in and out quick.  it will beep or make some other noise to give warning it's going to turn back on.

    Also, maybe some rare or unique bug parts in the intake vents.  a grasshopper flying near it got sucked in and died, or a butterfly.

    and then maybe we could harvest metal there for crafting,  like a piece from the radiator, or the last time it was serviced the repair man got careless and there's bits of wire inside,  break off a chunk on circuit board, like the corner that isn't used to create our own electronics.

    Great ideas!

    Turning on/off at different times of the day, for a certain amount of time, is brilliant. Adds a completely new sense of danger!

    Bug parts stuck in the vents is a good idea too! Maybe only the "common" drops from bugs like legs; no mandibles or acid glands or boiling glands.

    Harvesting metal from components on the inside is nice; maybe a huge bundle of wire you have to use a tier 2 axe on, so that it doesn't break immersion as much when you can harvest it forever. (Or instead, each 24 hours a new piece of wire drops that you can harvest a few pieces out of before you have to wait another day?)

  9. So, I really like the idea of the Mutations. Some are worded rather vaguely, however, leading me to have no idea what they are actually doing. I'd like to use this thread to have an in-depth discussion of the Mutations. What people think. What you like/dislike. Suggestions for future ones or changes to current ones.

    I'll start us off.

    Natural Explorer

    "With each landmark found you gain a better understanding of the lay of the land. Your tiny feet traverse the yard like it's the back of your hand."

    Well, first off I have no idea what this is even supposed to do. My first idea was having to do with getting between places (essentially like having a map memorized). The only thing I could come up with was Bonus Movement Speed. This is... partially true.

    So, I did an experiment and unequipped everything; all gear, tools, and mutations. I then ran in a straight, flat surface until I had no stamina left. Measuring distances using all my various beacons, I figured out a normal, full bar of stamina let you run about 150cm. I did not try this experiment until my Nat. Exp. was at level 2, so I have some incomplete data here. However, after equipping level 2 explorer and doing the same test, I found I went an additional 13 to 15cm further before running out of stamina.

    To make sure it was only boosted stamina for running, I counted how many times I could swing a dagger, both with and without the mutation. Both times were 20 swings.

    CONCLUSION: Natural Explorer reduces the stamina cost for running by a small percentage per level of mutation. At level 2 it looks like around a 10% reduction. I'll test again once I hit level 3 to get more data, but I'm thinking level 1 would only be 5% reduction and level 3 will be 15% reduction.

    MY THOUGHTS: Totally not worth it if you have other mutations you can choose, especially Buff Lungs.

     

    Coup de Grass

    "Discovering a beacon of hope in the darkness lifts your will to survive. Bursts of inspiration flash before your eyes in the heat of battle as you land blows one can only describe as lucky."

    Chance to get crit shots? Heck yeah! But without damage numbers or a sound to indicate we got a crit, its very hard to tell exactly when they are going off and just how helpful they were.

    I'd suggest some kind of small, unobtrusive sound that goes off whenever you land one of these hits. A bit of encouraging sound to go along with all the scary noises in the yard!

    MY THOUGHTS: Chances to crit are ALWAYS good! It would be kind of cool if there was also a small chance to not consume items on use, like torches (just gives a bonus on burn time) or bandages/food/canteen (full-on refund of the whole thing).

     

    Juicy

    "Like a true bookworm, you can't resist a wall of text. A encyclopedic knowledge of beverage ingredients enriches you."

    I really have no idea but I think it unlocked the smoothie recipes I didn't already have, which was only 1.

    CONCLUSION; Literally what's the point?

    MY THOUGHTS; Ummm, unless there are secret recipes I can only get by gaining his mutation, there's no reason to get it. *cough*google*cough* That being said, there is also literally no point in equipping this mutation if it only unlocks recipes. It doesn't re-lock them if you unequip it, so again, what's the point?

    Personally, I think this mutation should add the Moist buff so you don't have to drink as often. I still wouldn't use it because water is plentiful, but at least then it would be useful.

     

    Rock Cracker

    "A path of destruction is left in your wake and it's clear that busting makes you feel good. Your little arms bring hammers down with an ever-growing efficiency."

    So, this one confuses me. I think all it's trying to do is make it take less strikes to break rocks and clay, similar to Grass Master. But the way it implies bringing down hammers makes me want to think it reduces stamina cost for using two-handed weapons. I don't think it does, though.

    MY THOUGHTS: Meh, if it only affects rock and clay breaking. Requires extra testing to determine if it reduces stamina cost of attacks. If it did, this would become top tier.

     

    Fresh Defense

    "A plume of mint dust envelopes you and sends a cool wave rippling through your skin. Cells activate a freshness layer to combat the sting of all that stinks and burns."

    So, this SOUNDS like you gain extra defense points... somehow. My best guess is you gain bonus defense (armor) points AFTER you take damage from an attack. This is next to impossible to test properly, since there is no visual or audio cue as to when it activates (would be nice to see some "cool, minty vapors" floating around you), and there are no damage numbers in the game.

    MY THOUGHTS; I really want to like this mutation. Bonus defenses against the rather tough enemies could be the difference between respawning or not.

     

    Ant-nihilator

    "The ant has become a familiar threat, and you begin to know your enemy inside and out. Death and devastation greet all ants that face you."

    Pretty standard here. Bonus damage versus ants. I haven't actually tested it out to see how much more damage is done. I assume this would be useful when trying to go into the main ant-hill to collect eggs / ant drops for gear. But honestly you'd be better served just wearing the ant armor set so ants leave you alone.

    CONCLUSION: Its fine, but ants are hardly a problem to fight.

    MY THOUGHTS; Why only ants? Can we get a mutation vs. spiders?! Or those annoying bombardier beetles?

  10. I just had an idea; what if there was an air conditioner somewhere on the far side of the yard. Perhaps by the sandbox so you couldn't get there until after you had some gear already (mid-game?)

    So what would be the point? Well, it would make for an interesting area to explore if you could get inside of it. Could be an "industrial" kind of area to break up all the other natural spots. Sparking wires, moving hazardous parts, leaky pools of (most-likely) freon, etc.). Maybe the scientists even put a lab inside of it to test "cold properties" or something.

    I know the inside of most AC units aren't very complex, thus my suggestion for a lab or perhaps its some kind of custom developed model with extra parts to "make it work better" or whatever. That being said, I'd imagine it would be very tall and have lots of vertical space to make things interesting.

    Maybe in order to reach the top, like for a beacon marker or some raw science, you have to mess with the components inside which makes it shut off. This could have future implications; maybe it spawns more bugs in the area, or summons a repairman that could potentially step on you, or something. 

    Maybe stepping in freon (and thus taking a kind of poison damage) too many times (and surviving it) gives you access to a new Mutation that makes you resistant to toxins? If heat/cold were in the game, I'd say the Mutation instead would make you heat resistant.

    Just some random thoughts I had.

  11. 3 minutes ago, McSquirl Nugget said:

    yeah near a small sprinkler, north of the flooded area, has raw science in it.  there's another drain besides that one?

    Ahh, never checked there. There's a drain north of the toxic zone / west of the active ant hill. Basically go towards the picnic table.

  12. It would be great to see randomly generated environments, but that would take far more development time as well as balancing/playtesting to make sure it all works as intended. I highly doubt we'll see this implemented on a large scale.

    I've suggested elsewhere (the dungeons thread) that we get mini-areas that are randomly generated that could be like daily quests and be thematically tied to the biome they are in (sandcastle in the sandbox, knothole in the tree, underwater cave in the pond, maybe an "industrial maze" if we ever get an air conditioner added to the backyard, etc.). But, again, this will take a lot more effort to develop than static things you can test a few times and move on.

  13. @BushKillFalls I know this may not be super helpful because it sounds like you're already building your base up, but if you're having this much trouble with bugs I'd suggest building your foundation off the ground. Make your "foundation" a bunch of stem scaffolding with a single staircase entry (even better if your stairs are just slightly off the ground). Then build your "real" base on top of the scaffolding. I think you can put a grass floor on top of scaffolding and then clay on top of the grass, but I haven't experimented with clay much, so don't quote me on that.

    Secondly, I don't think the larvae are attacking your foundation specifically. I suspect you have food stored in a chest nearby. Do you have any food on or near ground level? Even spoiled food. I'm pretty sure all bugs are attracted to food. I had this issue with lawn mites attacking my base from underneath as soon as I would cook food; had to move my kitchen upstairs and viola, no more attacks.

    • Like 1
  14. Agreed. Trying to swim at the top of the water is a pain at best, which is why I have avoided exploring most of the water.

    Its honestly quite annoying that we can't carry planks/stems through water. Like, I get it, we're using both arms to swim, but then those materials are permanently lost in the water. Something's got to give, or I'll literally never explore near water. Its just too annoying currently.

  15. 8 hours ago, Michael Skinner said:

    That particular spot is the one by the bird bath, and yeah I also built a catch bucket under the berry there, may as well just extend the platform to cover the whole spot so it can catch stray feathers too I guess.

    I turned the berry catcher into the world's most lazy base XD

    At this rate, we might as well cover up literally all the water in the game.

  16. 6 hours ago, McSquirl Nugget said:

    i read somewhere it only collected 1 sap.  thus the need for numerous collectors.  I've done the same as @Sylvia Rose  i have multiple collectors on various branches around the game.  gotta do something with the worthless acorn tops :) 

    Yup. The idea of them only works when you put a BUNCH of them down in one area. 

    And you can totes use the acorn lids for mushroom gardens. I know its not much food (unless you build 2-3 of them next to each other), but when you wake up with an empty belly its a good way to refuel without using what you were going to eat during your adventures away from the base! Kind of like having a dew collector at every base.

    • Like 1
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