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THE AGNOSTOS

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Everything posted by THE AGNOSTOS

  1. Hello everybody! After testing on 0.13, here are considerations from my point of view that need tweaking: ARMOR ENHANCEMENT For me there was no clear sense of progression in this regard. Perhaps this sentiment was overshadowed by the damage balances the creatures also received. As for cost, the amount of 184 Grub Hide involved to raise a single piece to level 9 seems overkill. INSECT INVASION I like the idea, however it may need to be balanced. In my tests the attacks were very frequent. Damage applied to structures also seems to be very high (My walls are mushroom blocks). I could be wrong, but I realized that when attacking a wall, the insect is also capable of damaging structures that are located behind that wall, such as chests, benches, etc - in addition to causing proportional damage to nearby walls. It took me only 3-4 minutes to finish off all the insects from the attack, however, it took me a full day lived to be able to repair all the walls and structures damaged in the attack. I think players who are attached to their builds are going to get quite annoyed. Perhaps the random attack system could be replaced with a progress bar that actively fills as you eliminate the bugs from the backyard. Upon reaching 100% of the bar, you receive a warning of an impending attack, the location (one of your bases) of the attack and the type of the insect. Then a countdown starts with enough time for you to get to the location as well as prepare. At the end of the countdown, the attack starts. A similar system occurs in the game Conan Exiles, which allows for better management of the invasion and makes it much more fun. COAL CANTEL For sure this was an addition to the game that I had been waiting for a long time. However, the item's durability is very low. So the frequent repair makes the use totally unfeasible.
  2. I completely agree with @Naota26 I saw this update as a clear progression for my character to be able to face the new challenges that will come at the top of the garden. However, the progression is barely noticeable due to damage adjustments to existing creatures. Furthermore, the amount of material needed to maximize a single complete set is undoubtedly exaggerated, as is the wear and tear of the coal canteen.
  3. Is there anything I can do to prevent or resolve this? These insects pile on top of each other, apparently looking for something that is buried or out of the game's terrain. I've already used the debug menu to reposition the bugs. I already deleted them all. However, no matter what I do, in a few days they're back piling up around my base and creating a huge noise.
  4. Hello everybody! First, congratulations on the announcements made today at PAX. I liked them all, they are really fantastic and it is certainly noticeable that this game is being developed with a lot of love. If I could add a single thing, I would suggest an analysis of access to ASL - Advanced System Library. As advertised - through the computers in the labs, it's already a good option. However, if it were included in the main management HUD it would, in my opinion, be a much appreciated improvement by players. The existing Science and Milk Molars markers could be used to access specific screens. For example, selecting Milk Molars will take you directly to the points distribution screen, as shown in the attached image. Anyway, the game is getting better and better. Very happy!
  5. Universal Weapon and Armor Kit Considering that the character's inventory has a low amount of slots, a stackable repair kit would be of great use. It is possible that you want to keep the mechanics of specific insect parts for repair, in which case maybe the kit could only repair a percentage of the item, requiring the parts from the original recipe for the complete repair. Anyway, I see this feature as a boost as you explore a lab or are several inches from your base. Note: Maybe this is on purpose, but I really felt that item wear needs a slight adjustment. Even with high items in metallurgy, I still have the feeling that repair is something very constant in everyday life. Vertical lifts with pulley system When playing multiplayer, you clearly notice game crashes, depending on several factors, such as the internet connection, distance and the computing power of the host machine (server). However, crashes are even more frequent when you are close to buildings, especially those that used a lot of structural items. Although the zipline is a great option to walk around the garden, a high support point is necessary, generating in many cases the need to create high towers to serve as a starting point. These towers generate an even greater computational effort, and consequently more crashes in multiplayer. My suggestion is based on elevators, totally possible in the atmosphere of the game, since they would use the pulley system. They could obey the game's Tiers (I, II and III), requiring equivalent materials in the making, and on the other hand, they would offer the benefit of traveling greater distances depending on their Tier (for example). This would eliminate the need to build tall towers, removing the number of building blocks in the garden and consequently the crashes in multiplayer. System: Detach Character My character getting stuck while I'm exploring the garden is commonplace for me. I always end up stuck in a crack. I think creating a "Detach Character" option in my game debug mine would be fantastic. It could follow the same patterns as the other options, applying a cooldown for a new use.
  6. Hi! First of all, I would like to thank you for the fantastic game you created. I really enjoyed every minute played. However, there are three things I would like to suggest (although there are already similar requests here): Universal Weapon and Armor Kit Considering that the character's inventory has a low amount of slots, a stackable repair kit would be of great use. It is possible that you want to keep the mechanics of specific insect parts for repair, in which case maybe the kit could only repair a percentage of the item, requiring the parts from the original recipe for the complete repair. Anyway, I see this feature as a boost as you explore a lab or are several inches from your base. Note: Maybe this is on purpose, but I really felt that item wear needs a slight adjustment. Even with high items in metallurgy, I still have the feeling that repair is something very constant in everyday life. Vertical lifts with pulley system When playing multiplayer, you clearly notice game crashes, depending on several factors, such as the internet connection, distance and the computing power of the host machine (server). However, crashes are even more frequent when you are close to buildings, especially those that used a lot of structural items. Although the zipline is a great option to walk around the garden, a high support point is necessary, generating in many cases the need to create high towers to serve as a starting point. These towers generate an even greater computational effort, and consequently more crashes in multiplayer. My suggestion is based on elevators, totally possible in the atmosphere of the game, since they would use the pulley system. They could obey the game's Tiers (I, II and III), requiring equivalent materials in the making, and on the other hand, they would offer the benefit of traveling greater distances depending on their Tier (for example). This would eliminate the need to build tall towers, removing the number of building blocks in the garden and consequently the crashes in multiplayer. System: Detach Character My character getting stuck while I'm exploring the garden is commonplace for me. I always end up stuck in a crack. I think creating a "Detach Character" option in my game debug mine would be fantastic. It could follow the same patterns as the other options, applying a cooldown for a new use. Anyway, your game is wonderful! Thank you!
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