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Namigamee

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About Namigamee

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  1. You're right about inclement weather, it shouldn't target a player. But it could become more frequent or more severe over time, maybe. That would require experimenting. I've read your thread on mobs destroying blocks and there are some cool ideas there. The idea of multiple islands could be something as well. I guess it all comes down to the same idea, that is to increase environmental challenges as players progress. That means higher civilisations get more challenges and more problems to deal with. I like what I see about poisoned water sources, fire mobs, climbing or block breaking mobs, mobs attacking farms and animals etc. I think the developers need to figure out the direction they want to go. Right now things have reached a very playable game that is a lot of fun the first three to six hours, but after that is becomes very grindy. For the survival to be a prominent factor also at higher level tiers there will have to be more challenges and more threats. Right now the only real threat is dying. And if you play without permadeath then even death isn't that much of a setback.
  2. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):Answering "no" to the above question will result in your post being deleted.I've played TFC a couple times through, always with great pleasure, but I noticed that once you get to the higher level tiers of metal working the challenge of survival starts to disappear. I always really liked to start a new game cause of the frantic hunger and thirst breathing down your neck and dangerous enemies that are much more powerful than you. The fun aspect of the game (in my opinion of course) is the survival, not the grind to better tools just for the sake of better tools. To achieve more focus on survival, perhaps the mechanism that makes a spot safer the longer you stay there could be inverted, making it in fact more difficult to survive in the same spot the longer you stay there. That means more frequent and/or more powerful mob attacks over time. Mobs that can break certain blocks of lower tier materials such as walls and fences (forcing you to upgrade you defences as you work your way up the food chain). What could also be great is environmental hazards like floods, droughts, hurricanes, tornado's (this would force you to build moats or sewage systems, upgrade your roof from thatch to more resistant materials, as well as providing threats to your crops that force you to build irrigation systems or drainage. Or, if all heck breaks loose and you cannot stand another wave of mobs combined with hurricanes while facing food shortages and water trouble, it would force you to move on to greener pastures, leaving behind an ugly ruin filled with higher tier treasures. Fill up the saddlebags and escape. To build your new home as fast as possible you'd have to go back into the ruin (maybe a sneak function could be cool) and recover your precious techs.