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Daedro

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Posts posted by Daedro

  1. 18 hours ago, McSquirl Nugget said:

    custom would probably be quite a task and hassle, especially since most of us probably have our own organization method.

    I personally have my canteens first (for easy selection/gathering drops) and then armour, weapons and then food. I would hate having my inventory sorted based on A-Z or what other people prefer. 
     

    The customisable option could be difficult (unless we can lock in some sort of order during inventory management) but it’s the only way I can see this actually being something everyone could find useful/helpful. 

  2. There should be an official option but you can just start a multiplayer game and load up the save you want. 
     
    By opening your single player game in multiplayer. it allows you to change the difficulty. You are also able to change from creative mode to survival by doing this.
     

    I have change my saves from mild to medium and taken my creative saves into survival using this method.

    • Like 1
    • Gasp! 1
  3. I can see room for this being in the same two-handed weapon class as the ant club (tier 3) or even adapted to a cattle prod-like tier 3 spear. I have seen mention of them trying to incorporate power into our bases etc so its definitely a viable option for advanced weapons in later updates. 

    I imagine a weapon like this could warrant a maxed stun 🤣. I personally wouldn't like it to cook the meat of smaller creatures though as I prefer to make jerky.

    However, instead of having to find batteries in order to recharge it, I think they should just be a component to make it. Charging could be achieved through charge packs or something similar (using electricity from an available source to fill a crafted container), just so you are essentially still crafting a repair tool. 

     

  4. 1 hour ago, McSquirl Nugget said:

    i'm confused.  how would packed dirt be stronger than packed clay?  Nothing we build should be indestructible.

    I like the landscaping idea, and posted on this earlier to hopefully be implemented, if the game engine supports that.

    I think that's what he's getting at. Not to see it as an actual building structure but landscaping the ground with the dirt foundation. It would be indestructible in the sense that it would act as part of the actual ground, just raising/levelling the land (with a separate animation), and not act as part of your base. 

    Terrain manipulation would be an exciting prospect though, I just worry that it would cause more problems, like bugs getting stuck in terrain, than what it would solve. Would love to build a moat or something around a base though, hadn't thought of that. 

  5. Before the update my game would lag when I was walking close to or through my build. It got progressively worse as I added in wall torches and decorated my base but I don't think its was anything specifically to do with the torches themselves and was just to do with how much stuff I had built. I haven't had any lag issues since the update at all outside of building.

    Since the update i built a huge village and still experienced no lag except from when placing new stuff (up to 10 second freeze). Again, this was purely down to the amount of stuff (walls, floors, torches and everything) that i had put down ( i knew i was pushing it) If your base isn't particularly big, then i'm not sure. 

  6. 1 hour ago, KoolKfir said:

    Add Doves because they symbolise peace and love and stuffs. So then make positive potions made from dove feathers that help the player by giving them positive effects like water breathing, regeneration, etc. Then with the crow feathers add negative potions where it can damage enemies but also the player. For example harming, poison, fire, drowning potion effects. 

    I can't see many people crafting any type of potion/smoothie with a negative effect that will just require you to drink a health/regeneration potion, or use a bandage to recover health anyway. It sounds a little bit too much like skyrim (consuming feathers) for burn effects etc. I haven't used tons of smoothies but i'm pretty sure they have the same or similar effects anyway.

    The symbolism of doves also depends on culture. For example, in paganism, the dove is also seen as a symbol of sexuality and war. In a similiar sense, Crows have also been associated with Life, intelligence and luck.  You have to be very careful to consider all meanings of the animal if the idea is to have symbolic animals to represent a specific emotion/ state of mind etc. 

    • Like 1
  7. On 9/2/2020 at 3:24 AM, phyerboss said:

    This time I thought I'd share an idea which allows the players to fill a sort of bestiary guide in the game for each creature the player encounters. This is data gathered in the scabi bracelet. Which can be shared with burgl for science points.

    Burgl could even offer quests which are actually high level hunts. These are insects that normally would not show unless the quest is unlocked and active. These give the players new field data to fill up the bestiary guide and gain more science points from burgl.

    Also, for the fun and educational benefits of it all. Especially for the younger players. The field data entries could also have the info and inages of each creatures real world counterparts.

    Great suggestion. I love collectibles in games and completing lists like this. I'm all for kids learning about nature and I'm sure it could teach us all something about them, or their behaviours, that we didn't know. 

  8. 10 hours ago, ReteroX said:

    It's a little jarring, and if you added a new behaviour where they get knocked back a bit instead, they could do a forward launching attack again, which would make them a bit more difficult/interesting to fight.

    I find them more of a pest than a challenge to actually fight so I can't say that I've noticed the animation too much. (I tend to either kill them before they notice me or just ignore them 😂). But yes, I am all for additional combat behaviours to all animals, just like with the addition to spiders which makes them unpredictable or challenging in higher game modes. I like the idea of them being able to attack more frequently after a knockback but would like to see an increase in mite numbers too (within their current zones), so its more like you are being swarmed. (not harmful on their own but can be a problem as a group).

    • Like 1
  9. I rarely use bows for combat but instant bug recovery is part of the reason for this. The other is that I just prefer to go in to risk a head-on attack. All bugs should recover health slowly regardless of your distance from them (even if it was set at a rate that would fill a full health bar in 5 - 10 minutes, it would give time for people to get back to a fight). 

    5 hours ago, Sylvia Rose said:

    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 don't really think there's necessary an issue with the combat as it currently is. There is an advantage and disadvantage to both. Either you choose ranged to stay at a safe distance and not risk death but it comes at the disadvantage of being a slower method. The opposite is true for melee, (fast/risky). You just never encounter the bug recovery issue as a problem during melee. I would just like the option to use whichever combat method is best suited without the frustration of having to worry about 'is this going to be a waste of time' when pulling out the bow. Even if the ladybugs flew a short distance away during combat, it would be fun to hunt them. You just couldn't implement any type of bug combat reactions, such as fleeing when weak (jumping/running,flying), before a patch on recovery times. 

  10. 9 hours ago, McSquirl Nugget said:

    Was talking about this with my son earlier.   i liked his idea on repairing weapons/tools.  Tier 1 shouldn't have a repair option, since you can remake a spear or axe extremely easily.  Tier 2 should keep their cost for repair, but when repairing it should only have 75% of it's original use.  each subsequent repair would reduce that by 25% (just tossing numbers out there,  maybe 10% would better?) until it's hit it's final breaking point and vanishes. 

    I do also like your son's idea. Currently, repairing tier 2 is done so infrequently (because of their prolonged usage over tier 1) that I think there is room for repairs to not fully repair. (10% reduction every time) or even 20% - 25% like you have said. The problem with no respawning mints for example (and having this effect) will mean you will eventually be unable to remake a mint hammer (if all 4 players in game had one) once you had exhausted all of your available repairs.

    I also vote no to mint respawns (would be more realistic to just have another container or a few scattered mints by the shed) but the problem would still be the same unless the rule for tier 3 was different. 

  11. 23 minutes ago, McSquirl Nugget said:
    1 hour ago, Daedro said:

    5) Palisade and Palisade gate height customisation -  As someone with experience building on uneven ground (such as across/over a rock), palisades are a particular annoyance to me. I love the artwork of the palisade itself but you can't always stack them. (even when you can they look ghastly 😬.)  When placing on uneven ground they look messy and can actually just be impractical (i jumped over my single height palisade from the panel beside it because of the height difference). If you could independently alter the size of the left or right palisade post (extending the artwork) then you could match the height of the palisade either side of it, regardless of their ground positioning. Would look more like an effective defensive wall in my opinion. 

    What if they had it so if the wall section beside the one being built was taller, it would make the top of that one and the one being built angled to match each other, if they're close enough in height for that.  I have a wall built unevenly like this, and some pieces are just shy of matching up, so i think angling those would make it look better. 

    Yes, exactly! I mean, I kind of explained the prehistoric version (manually altering the height rather than it automatically changing the size when snapping) but the end result is exactly the same. As long as you can have a nice looking palisade that is say, 2 squares high all the way round, and angled to compensate for the ground terrain, I would tend to use them more. 

     

    23 minutes ago, McSquirl Nugget said:

    We have zip lines?  where'd i miss those?

    well I know for sure that they are in creative mode but I actually haven't played the other game modes since the update. I placed in 1 zip line anchor but didn't understand how they would work, so added 1 next to it. When you connect them it generates the line but, It made a horrible bendy line (corkscrew) and when I deleted both the anchors, I was left with the line. I actually haven't tried anything else with them or don't know if you can even use them yet. Didn't get round to it but still want to test the physics. 

     

    23 minutes ago, McSquirl Nugget said:

    #NoTaming 😄 

    Yeah yeah! Lol. I knew you'd have something to say about that bit 😂. I'm more leaning towards #NoTaming rather than #Taming, but I felt this is somewhat of a compromise for everyone. #BeesOnly

  12. Ok, so before anything else, loving the game so far. I've spent a majority of my in-game time building and testing the mechanics/physics of the game. Although I have enjoyed the story and game as a whole too, I think its far more important at the early stages of development to do this in any game where the developers have asked for our input (Thanks). I know a lot of people may have already made these suggestions (I've seen some mentioned) but its worth saying again anyway even if its just to give another thumbs up to the idea. This post may be a little long as its my first real one (culmination of a few weeks of ideas). Anyway, it would be nice to hear what the community itself thinks of the following:

     

    First, I have a few suggestions for building components or actions which are currently unavailable:

    1) Building component orientations - Building components that currently only have 4 orientations should be changed to 8 (triangle walls, floors, doors, stairs, scaffolds, roof sections). For example, its annoying to not be able to put a door on a diagonally placed wall/opening (or even place two inverted triangle walls as a door alternative). It is this same mechanic which hinders any attempt to build entire structures that are orientated diagonally. On this note - I would also like to see an angled scaffold , shaped like the roof section or stairs ( / ), so you can support platforms, like balconies, to buildings without having to build straight down. Or support a platform to the tree/ rock. Its more about the aesthetics and making something look genuinely supported, rather than having floating floors or messy scaffolding (You could also use them to neaten up any existing scaffolding).

    2) Half walls - When snapping a wall onto a floor, it can be snapped along the edge of a square or, can be snapped halfway across to span half of two squares. The issue is that if you incorporate both methods into a build, you can never get the walls to connect/ build how you envisioned. The introduction of half walls would solve this and allow you to build more elaborately. You would also need a half roof section though (this could get problematic to implement if you consider 8 possible orientations or having half corner roof sections etc, unless they just altered their size like the wall sections do when snapped diagonally). 

    3) Bounce Web Trajectories - I personally hate having long or bulky staircases so tend to create bounce web elevator systems to get up to any platform that I make. I successfully made an automated version (27 webs) where you only had to jump on the first one and the physics would take you to the top of the tower. However, apart from 3 occasions, my path was interrupted by a floor/wall, getting caught on the next bounce web too early (way up), or just the slightest deviation in how you have placed or jumped on the previous webs. Therefore, elevators can actually be really difficult to use. I would love to see the bounce webs have the option to set a trajectory.  That way, no matter how or where you jump on a bounce web (or what direction you are facing), you will always travel on the same path and will always land in the same place. I have fallen to my death so many times from unintentional bounces that lead to, well...anywhere but a safe landing zone 😂. I still think this should only be optional. it just makes bouncing on them more efficient. I also believe that the bounce web should be resized so it can fit within 1 square. 

    4) A pulley elevator - Bounce web elevator systems (and stairs) can take up a lot of space and resources depending on how you build them. As an alternative, I think you should be able to build a very simple pulley elevator. The basket itself could be made out of acorn tops/shells, with weed stems and woven fibre for the basket support. (maybe have bee fuzz or something inside for comfort). The idea is that you set up a pulley at ceiling height (made from animal parts - I don't know) with no floor below, and attach a rope made out of spider silk to the basket (1/2 spider silk for each level to the ground). You get in and can lower/raise the basket by pulling on the silk by directionally holding up or down. As it would only need to take up 1 square section, 1 or even 4 lifts wouldn't be problematic. Its a space-saving and resource-saving way of getting back down to the floor from a pre-existing platform. You could even add a skip action to this so you are just getting out of the basket at the end. 2 minute stair climbs are rarely fun. 😩  

    5) Palisade and Palisade gate height customisation -  As someone with experience building on uneven ground (such as across/over a rock), palisades are a particular annoyance to me. I love the artwork of the palisade itself but you can't always stack them. (even when you can they look ghastly 😬.)  When placing on uneven ground they look messy and can actually just be impractical (i jumped over my single height palisade from the panel beside it because of the height difference). If you could independently alter the size of the left or right palisade post (extending the artwork) then you could match the height of the palisade either side of it, regardless of their ground positioning. Would look more like an effective defensive wall in my opinion. 

    6) Potted plants and wall planter decorations - As a scientist, I can say that some of the most impressive and beautiful structures in the microscopic world are those of fungi. Obviously with the concept of you being small, it doesn't leave a lot of scope for plants and potted versions due to a scarcity of tiny flora in the natural world (unless we could somehow take a cutting of the different flowers that currently exist in game for novel mini versions). You can get around this problem with fungi. The variety, colour and shape of fungi could become great ways to implement new decorations and could also be used as ingredients for smoothies (basically just a content update to the simple mushroom). Even adding 4 extra mushroom types or something and allowing us to grow them in the mushroom gardens would be cool. 

    7) A Raft/ Boat/ Canoe and paddle - This one is a little self-explanatory. Some sort of weed stem raft or something that you can control/move and haul objects across the top of water. Could also be an interesting way of attracting fish or pond creatures (dropping bits of food into the water from the boat).

     

    Secondly, I am experiencing issues with the following: 

    - Triangle floors blocking ascent on staircases (if they are orientated a certain way). This is the same issue as when walls behind staircases would block you from walking up. I still try to avoid placing walls behind stairs though (even though it looks better) because you essentially jump over it and the action isn't smooth.  

    - When you recycle zip line anchors, the zip line itself is not deleted and floats in the air. You are unable to click on it or perform any actions/are forced to reload a previous save.

    - I have broken the game again since the 26th August update in terms of building capacity and loading big builds (sorry!), I had nearly finished my creative build but it was taking 10 -15 seconds to place any panel and now I'm back to 1 - 2 hour unsuccessful load times (oops 😅).  

     

    Finally, just two last points on what I think could be good considerations for future content or updates that have already been hinted at.

    Tames (Bees in particular)- There seems to be a big debate about tames, particularly bees and riding them. Even as someone who likes to take the long route for experience (run through the grass) and not have a fast track flight from the shed to the berry bush, I can see the appeal. I would be interested to be able to ride a bee the way only a grounded player could, however, I'm really struggling to see a need for other tames in the game at all (even ladybug haulers etc). Bees are something that could easily be implemented (such as having a flight bar that you recharge with nectar which has been mentioned). There is a problem with this. If the stuffed bee is anything to go by, they are way too small (proportionally the size of the stuffed ants), to ride, or just to BEE a BEElievable-sized BEE 🤣 (sorry, couldn't help myself).  I think they should be scaled up to around bombardier size. Basically, I only think there is use in the bee but the way to get a bee tame should be difficult. For example, Have to gather level 3 resources to make a harness. That way, you at least have to spend a lot of time running through the grass and experiencing the game as it should be played before you upgrade to a bee to avoid the monotony of running the same routes everyday later in the game.  (the bee is therefore more of a reward for putting a lot of time and effort into the game).  

    Weather - This is an absolute must for me and it opens up so many possibilities for new landscapes/environments, crafting materials/ weapons, and additions to the storyline. I think the weather should be randomised so, for example, there is a 1% chance of snow (which would remain on the ground for a few days and slowly melt away) 4% chance of lightning and a 20% chance of rain on any given day. Wind could be constant but alter in its strength. This give a huge element of surprise (unless we have a weather detector) and makes each player's experience unique. For lightning in particular, I thought that maybe there could be a toy or something in the sandbox which has been modified (by a previous explorer or scientist) so that every time that there is a lightning storm lightning strikes the sand and creates glass shards. Glass shards could be used to create panes for windows (or new types of window and doors), could create glass floors so that you could watch the bugs running around under your base. Glass could be also be used for decoration such as mirrors, advanced cutting tools, or burn traps (like we see with the magnifying glass). I'm excited to see what they do with weather but I hope they make a spectacle and a storyline of certain aspects. (First time you get to the sandbox, you get a cutscene with a brewing lightning storm and a side quest to visit the sandbox lab).

    That's all I have for suggestions right now, but thanks for reading 😃

    • Like 1
  13. 6 hours ago, McSquirl Nugget said:

    maybe reduce the weight in the chests first, like remove half to move, I don't think it would be feasible to move a full chest.

    on that thought my idea for a sled/travois would come in handy, or a tier 2 upgrade of that into a cart.  :)

    You could always just have weed stems that act like roll logs..just like Egyptians used to move stone. You could craft a roll log platform that goes into inventory. If you have it equipped then you could move the heavier items such as full chests or water containers. Could even have its own animation where you see them rolling. 

  14. I personally disagree with this if the intention is to have talking bugs giving you quests. It would just make the game unrealistic in terms of what you could find in the garden or how you would naturally interact with the bugs. That being said, if it was something like a mouse trying to get to a bit of cheese trapped in a jar like scenario, and you opened the jar with some tier 3 weapon then I think that could be interesting. However it should probably still be given as a BURGL request: (Help the mouse: 500 science points) 🤣

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