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Darena

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  1. Each time you eat something, there is a short timer before you can eat more. I feel like it's a little long, since the animation is over long before the timer runs out, but that's not the main topic of this. The main issue I have is that when you eat something while in the inventory, the timer doesn't progress. Well, sometimes it does, but mostly not. This means if you eat something in your inventory, you then have to go OUT of the inventory to let the timer pass, then go back IN again to eat more. This mostly affects the intended to be useful 'eating while riding your buggy' ability, which you have to do from your inventory. It feels all kinds of annoying to want to refill your health by eating a few granola bars, only to have to click in and out of the inventory to let your character actually do it. Worse, there is no visible timer when you're on bug-back, so if you click back in too soon, you have to click out again and wait the half second or however much you missed it by to eat another item. This timer needs to pass faster, and it needs to pass while eating items from the inventory screen, at least when not in combat, so people aren't using food to cheese their way through fights. If the food timer works as it currently does *while in combat*, that is fine and makes sense. Out of combat it just makes the simple process of topping off your health tedious as heck.
  2. I'm not afraid of them or anything, but man... there seems to be at least ten spiders near me at any given moment in the game right now. If not full adults, then the younger and baby ones, all over the place, all the time. Only ants seem to outnumber them, emphasis on 'seems to'. And it doesn't make sense. If you think about it, the number of spiders would need enough other creatures to feed them all in the park, which there doesn't seem to be enough of. Mites, Aphids and Weevils are in short supply, though there are some around. Everything else is as likely to kill the spiders as the spiders are to kill them, with some being highly likely to do so. Even the ants, which could be killed, tend to work together enough to make fights too risky; spiders wouldn't willingly crawl into an ants nest in RL by a long shot. There needs to be a larger range of non predator insects added to the mix for this number of spiders to make sense. And though I know it's meant to be part of the flow of the game, I don't think the spiders would be reproducing like that with the lack of food insects for them to feed off of. It would just cause starvation, or for them to have to eat their own young to survive. Granted Ominent could have been influencing things to have more predators in the park to experiment on, but I don't know about that. ^^;
  3. Mandible Enhancements It's hard to believe Ominent wasn't researching ways to militarize the bugs they were trying to tame. This idea could come in great for the kids, as they could find things to lead them to this. Similar to the Omnitool, these would be wearable chomper enhancements that would allow the bugs to do more. I always kinda disliked having to climb on and off the bug to harvest certain things, and this would be a way to allow that. The Ant would get cutting and digging enhancements because pincers, while the spider would get biting or stabbing enhancements because fangs. This would also let buggies specialize into varying things. Barding You know how you can customize your SCAB.E and Omnitool? Why not the bugs too? Add a feature that allows the bugs to be decked out in either decorative barding, or something that provides a little more protection. If protection is also included, there can be bonuses (increased defense, spiky reflected damage, harder stun through helmets) and negatives (slower movement speed, reduced carrying capacity, less jumping ability. Patrolling Ants tend to be steady workers, always roaming about looking for food and other things. This would be a useful addition to the game. When the player has multiple ants, they can set some of them to farm for resources in the area. A dump chest can be added just for them, and they will roam around, hunting Aphids, cutting grass or sticks and stocking the storages and fighting off random invaders in the area. The zone they would patrol would be centered on the dump chest. The same could be set up for spiders, but in a more predatory manner, mostly hunting various bugs to keep your food stocked. Item Deposit Similar to how you can summon and send your buggy to and from the nest, add a command that sends them on a round trip. Once they have enough in their inventory, they can be sent back to deposit that stuff, then return. The trip would have a certain time for them to be gone and come back, based on how far the trip is, during which they would be unavailable. This would use a similar 'dump chest' concept to the patrolling idea... a large storage they would deposit things in before returning to the player. Types of Buggies for the Future Grasshoppers, Jumping Spiders (the cute, friendly ones), Crickets, Moths, Rhino Beetles, Dragonflies, Stickbugs (purely for the meme... 'get stickbugged, lol'; could have it randomly do the back and forth dance they do sometimes)
  4. After trying to use the map for navigation and marking areas of interest, I have noticed a desync between the markers you place and where they actually seem to mark out. I will place a marker and travel to it, only to find myself in a different place than what I marked. This, for example, has happened many times when trying to go to an ants nest entrance; the marker will leave me standing in the middle of a field of grass, with not even any ants around to suggest where the entrance might be. The resource tracker is also messed up, as going to the locations it shows is *very* vague, often requiring a lot more travel to find what you went in search of. Milk Molar locations on the map are inaccurate as well, though since the map doesn't show underground layers or elevation on said markers, there's no real way to know if what I'm looking for is above me or below me in some tunnel I don't know about. I think a part of the fix here could be something simple like an up or down arrow, suggesting if something is above or below your current elevation. If this seems like it gives away to much or is too 'easy', Ominent is supposed to be a high tech company, right? Add in a quest to activate some sort of device of theirs that would give you more accurate information on items hidden around the map. This would make sense, and allow you to add some level of challenge to gaining this ability.
  5. When a building part is placed inside of, or close on top of, the ground surface, all respawns in that area should be shut down. This should include plants, resource points like Acorns, insect or animal spawn points such as for Larvae... everything. The points are *not* removed, and if the building part is moved, the respawn timers will be reset, allowing things to grow and spawn there again normally. ALL building parts should be included in this, but especially foundations, scaffolding, and floors should have this effect, along with any other 'base level' building blocks that a player might use as a foundation for the rest of the base to be constructed on.
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  6. In my recent gameplay (it wasn't happening all the time, but seems to be doing so increasingly as I play) the Aphids have been appearing stuck in place and seemingly standing upside down in the air, close to the ground. I do not know why this is happening, but it might have something to do with them spawning low enough to the ground to clip through it and thus trying to stand on the underside of the ground surface. While stuck like this, they will chirp constantly, and sometimes jump, vanishing 'up' into the ground, then coming back into view. There also seem to be a few of them now underneath some of the foundations of my base, where they are both stuck and invisible, chirping incessantly. They can be killed, which causes them to drop the ground normally, but I'm pretty sure this is not how they are meant to function.
  7. As the title says. Drying racks should be able to pull material from nearby storage, rather than the current pattern of grabbing the thing you want to dry, taking it to the rack, putting it on the hooks and the re-depositing the remainder. I would even go so far as to say a bit of pre-sorting could be applied to the drying rack, where when you look at it to decide what you want to add to it, it only shows what *can* be added to it, instead of all the things you have in your inventory that can't. This is similar to how the station that makes thread doesn't show you rocks, or food in its list of things you can make using it; only the web and plant fiber.
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  8. Keeping it short, whenever a player uses hot deposit, instead of just cramming things into chest with the same items, items should also sort themselves out, maintaining some kind of order inside the chests. Hot deposit seems like it was designed to allow players to quickly empty their inventories into chest and continue exploring, but the sheer mess it makes inside the chest almost defeats this purpose.
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