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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

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dockwithme

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Everything posted by dockwithme

  1. Official Death Penalty Discussion

    ^ This. Let people configure their game the way they want to play. It's pretty damn obvious (from some of the posts in this thread...) that people have very different opinions about this topic. Also, this way you don't exclude people who don't want to be on a Hardcore setting where you loose all your work. The only problem I see with this is where Bioxx comes in; he may have envisioned TFC a certain way/want everyone's TFC experience to be the same... I like the idea of losing items, though removing them from play is pretty harsh. I still like the thought of scattering items in a 5,000 block radius around your player's death spot. I like the IDEA of rewarding players who have explored, so if they die, they could easily find their way back. But think of the other side of this. If a player dies, even by accident, and they hadn't explored very far or just get unlucky in the new spawn point, they LOSE EVERYTHING. Might be a little passed annoying, more on the edge of rage-quit. I know that I always eat before my health bar gets below half. Maybe that's just me though. But I do kind of like the idea of small debuffs that occur when you are low on food; blackouts, stumbles, etc are a relatively realistic thing and would definitely cause a player to be more careful about their hunger bars. Imagine working outside in the sunset, getting really hungry. Oh, you'll just finish this last big of digging, you'll get food when you go back home. Then, boom, you pass out only to wake up a few minutes later in the midnight sky, monsters lurking around! You'll be sure to eat up right away next time!
  2. The New Music - Thoughts?

    It really is great. The whole new style of gameplay TFC brings coupled with this great music really enhances my experience playing. Nothing against the passive tones of C418, which are great as well, but this stuff really makes me want to keep playing and playing and really sets an upbeat, intriguing, exciting tone!
  3. Tool racks and Invisibility, build 62

    ** Damnit. double post, sorry. This site is so damn finicky, drives me INSANE! ** Same here. Before toolrack: After taking toolrack down: And also some weird lighting issues after taking toolrack down: And my fire pits are all screwy!
  4. Tool racks and Invisibility, build 62

    Same problem. Any ideas on temporary fixes?
  5. Official Death Penalty Discussion

    Aw man... I do notice a lot of this stuff is outdated.. He should hire someone to clean it all up for him! Anyways, yes it would be silly to lock people out of a server.
  6. Official Death Penalty Discussion

    LOL, from the info page of TFC.The core premise of TFCraft was initially to make the world a more realistic place. http://www.terrafirmacraft.com/info/
  7. Official Death Penalty Discussion

    This whole issue [debuffs vs no debuffs, banning, timeouts, etc] is solved by using Difficulty settings, just like in vanilla. --Really meant to answer the whole question of people not wanting hardcore/punishments/etc which brought everyone to this point.
  8. Official Death Penalty Discussion

    Wow. Bicker City, huh? I REALLY like the idea of growing your health pool as you spend time in the game alive. Sort of like growing older, wiser, stronger. You want to work hard to stay alive so that you continue to improve your health stats. Maybe it takes less time to get hungry, etc. But this is good because it REWARDS players for staying alive. When you die, *ploop* back down to original health/strength. All that time you spent in-game, growing your health pool to 2000 units (instead of 1000) is now all gone down the drain because you were careless and put yourself in a bad situation (or didn't start up your agriculture and had no food to eat!). Imagine the legends that would arise, players staying alive for years and years and having maxed out their health pools and are nearly indestructible now, all because they were careful, set up the right industries to SURVIVE and were rewarded for doing so. As for items, you should loose everything. What do people fear more than losing all of their precious items they spent so much time working on? Going out to mine? Better leave those ingots at home (what use are they to you in the mine anyways?) Only take with you what you need. I don't know how the game handles mobs and they weapons/armor they use, but it would be great to distribute your items out to them. Maybe scatter them across the map (this would be interesting for servers). Then, you could actually go looking for that bow you lost, find a skeleton shooting you down with it, kill the sucker, and reclaim your bow! Just a side note on mob deaths/corpses/etc. When mobs die, you should have to loot them. The normal drops you get should be on them. When you loot this corpse, you have to take all their stuff, then the corpse disappears. If you don't loot the corpse, it will disappear within 5 minutes (to help the game out, expire un-used objects). Maybe zombies have a 50% chance to re-animate and come back for more! As for injuries and ailments, that's a whole other ball game. I like the idea of small debuffs for injuries, and a medicine system would be cool. But this is a death penalty thread. And I think there shouldn't be any debuffs to a player when they die. Players should not be turned into corpses. Scatter their items, throw them back in their beds. Deplete health pool back to normal status.