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Visitor

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Everything posted by Visitor

  1. Blast Mining

    Well, I am mostly a single player mode gamer when it comes to TFC, but as long as it's playable and fun, I will play it and hopefully have fun. Actually, some of the things are fun for me because they were made with multiplayer in mind and thus require more effort in single player, setting the pacing of the game the way I like it (and making it in multiplayer quite not so, where in a group acquisition of resources is still too easy). However, I'd add to the voices above, even if with less of a concern - lot of your community is playing the game on their own, TFC devteam, it's not wise or fair to forget about single player balance. Now, regarding the topic - I never actually found blast mining that useful in Minecraft, even vanilla one. Usually properly planned set of intertwining shafts allows good orientation for where the ore is, while minimizing damage to the environment (to explain, I am not fond of big craters everywhere where I start mining operation). So it's more of a novelty than actual tool for me, which may or may not be a bad thing. In TFC the requirements are somewhat excessive to make TNT, though - with a group of people expected to pool resources to create one barrel relatively quickly, I am willing to bet that there's no point for explosives at all as the same group in the time they'd took to gather and process necessary ingredients would probably go far further digging with pickaxes and risk less collateral damage/lost resources in the process. PvP aspect, at least when it's not blatant trolling and griefing is also rather small and in most cases there is PvP situation, TNT isn't necessary or even useful so argument for the potential of use of explosives in this regard is not overly convincing, I'd risk saying.
  2. Chicken Cages

    Given that not always one is able to easily get egg fertilized and sometimes only lone hen can be found thus making nest boxes not really useful I would like to have cages for the chickens. I like EstebanLB's suggestions of simply using current mechanics instead of mucking with the code - simple item you right click chicken with making the item change state to 'full' and allowing right click on the ground elsewhere to release caught bird would be quite nice.
  3. fruit and vegitables give a little water

    Actually, I'd like to point out that if we talk about realism here, it wouldn't be even as much provision of water as decreasing the effect of water use. While some very juicy fruits can help with the thirst a bit, most of them are 'solid' enough that body uses water to actually digest them. Yes, often (depending on what you actually eat) more water than you gain by eating the thing in the first place. One of the reasons why desert expeditions starting to lack water also cut on food consumption. But if we ignore the whole realism, I don't mind it, provided that stuff like salty, fat stuff would increase thirst a bit.
  4. Ideas about food preservation.

    I'd also like that, it'd help with living in warmer climate. The way game right now it, living in tundra is simply far easier. However, I think this thread should be merged with food preservation suggestion thread.
  5. Food Sources

    I'd also agree mostly with how the animals and acquiring meat works like right now. It actually nicely balances the game, giving some boost in food to beginner players who only started to set up their places while over time but as hunting keeps going on and player doesn't care about domestication, this source of nourishment becomes more and more rare. Possibly I could agree though that in the very beginning it provides a bit too much food. Maybe it'd be possible to make animals loaded in the chunk for the first time start as very small and young, thus providing less resources and offering a choice between quick gain short-term and bigger gain later? It would create some issue regarding acuisition of skins, though (making most, but nor all animals very young at start, then?). Given that no matter how much meat you have, you'll be able to fill only one group of nutrition with it, it's a good way to ensure survival without allowing the player to thrive too easily. I wouldn't want for more mobs to spawn for aforementioned reason - animals are great source of food but player should be careful with harvesting it because of quickly diminishing source. It's also an incentive to actually domesticate some animals or venture further.
  6. No other dimensions?

    I don't think that dimensions are much of an issue in TFC, same with magic - it really depends on how implemented. Heroic fantasy-styled 'demon killing swords for everyone' would be bad but rare, hard to obtain/create items of subtle mystical qualities and dangerous dimensions where survival isn't brought down to 'don't let the monsters kill you' would be very much in tune with beliefs of ancient, very much survival-oriented cultures. The answer to the main question was mostly given but to reiterate: TFC doesn't have different dimensions not just because - as far as I recall from earliler discussion - they're bad but because they'd have to be adjusted to the current system in a way that they would make sense (fitting recipes, gameplay and mechanics that would mesh well with the rest of TFC) and, due to big differences in 'guts' between vanilla and TFC - because they're currently not compatible. Given recent discussions about lack of late-game potential goals (as in 'stuff to do') that basis of isn't aesthetic or grinding better metals for the hell of it, new dimension and associated content could possibly be a solution. As for concepts, I wouldn't want single-themed world like how the Nether or the End was. I'd rather have land with uncommon geography, a weird plant or other block here and there, ruins and unique items/ingredients. Imagining world of, say, plains and forests full of really small hills and dark, pale blue and green flora covering entrances to underground lairs and crumbling forts of dead cultures, with some nasties living here and there, guarding whatever's left. Or cold, snowless wasteland nearly devoid of any fauna and flora, with crystal spikes, great and small, sharp and working like a cacti growing instead all over the place, especially near tiny, rare pools of water where as rare bugs - both hostile and not - covered in crystalline carapaces live, being potential enemies as well as rather horrible and meager source of emergency edibles (assuming there's at least some flesh under said carapaces) for those who visited those lands unprepared. Those are random ideas, not particularly suggestions for the game as much as examples of what I'd like to see - fantastic lands of unique resources (just please, nothing to make superpowered equipment like the stuff in aether, thaumcraft etc) and dangers but with semi-realistic, believable survival aspect left untouched. Where environment may be different, but player's priorities in it should remain the same.
  7. Ease

    I'd say to each their own. I cannot say that TFC is particularly slow, it's just much slower in pacing the gameplay to what average Minecraft player got used to. Still,I don't mind it an I am not surprised that in some other threads people actually think of progression as too fast. I must say I like it this way myself. The biggest charm of the game for me is actually having some nice, practical goals and progressing through them. The time where I only start to be self-sufficient but still didn't finish a decent house or workshop, where I only have low-tier anvil and so on - that's when the game offers the most fun to me, as I take care of most immediate needs and lose the immediate threats to my survival but still don't have everything I need or want. Once I'll finish building whatever I set out to do, have a decent farm and a set of metal equipment, the game loses most of that charm - sure, there's higher tier metal out there or other thing I didn't yet get but at this point it's hardly enticing - why would I need better metal for if not to fight monsters most of which I only will have to deal with when going to find metal. Circular logic. However, that being said I am not sure the OP meant the pacing of gameplay here, despite the further discussion. His suggestions are, mostly at least, regarding comfort and ease of particular daily chores, where currently the player is often forced to wait some time for some practicular action (like preparing a bundle of torches). I wouldn't mind certain adjustments to make common, repeatable chores easy and painless, though again, I don't mind it going the way it is (with maybe sllight exception in aforementioned torches). I am not fond of the suggestion regarding quick fashioning of swords, though. I like the fact that making equipment is actually an undertaking. It makes every piece acquired feel more meaningful, rather than how it'd be if we'd churn out weapons like mad. Durability could be slightly changed - I wouldn't mind weaker metals, like copper or black bronze (which actually is rather weak for bronze and was used for art and accessories, not weapons) to actually give up even sooner, but for iron, steel and higher to last quite much longer (though in general, I'd like metals to differ a more bit in stats so there won't be just tiers where everything of tier 3 is unarguably better than anything on tier 2 etc). I will also have to disagree with suggestions for animal handling. Staying in one area is not the only way of surviving and accumulating items. While it'd be harder to even reach age of even most basic metallurgy, with enough luck, skill and knowledge about the area - where and when to find edibles etc - one can live quite long and accumulate quite much as a nomad. Sure, lot of features will be unavailable to such a person but it is possible. Beside that point, journeys to trade and to find new resources are a common thing in human history, not a weird thing at all. Many resources you also won't have to walk to find if you'll play wisely. Don't slaughter every animal you see, get a sapling or two and plant some trees after clearing a part of some forest - it'll take you a long way. Time flow I'd like actually slower. Days are too short, at least in summer in temperate areas and some seasons I barely noticed when spending some time on a longer mining/spelunking expedition.
  8. The tool seems like a nice thing. I may find it useful, especially after longer breaks from the game when I forget ratios in making alloys and don't want to constantly consult the wiki. To that effect I also support the idea for some indicator next to the list of currently selected ores that would show how much of what I'd have to add to create a particular alloy (listing only those possible at all in combination with whatever was already chosen).
  9. TFC is missing a goal

    Second post because apparently having it all in one was simply too much for this forum to handle. Someone should adjust allowed post size. Speaking of steampower, I do hope it will be simple enough to avoid automatization and farms of anything, otherwise the whole survival and thus, most of the point of the game will be completely wasted when one will get to that point. But that's beside the topic and something effects of we remain to see.Anyway, right now you go into semantics. I'd like to request for you to spend a few minutes reading this thread - I am sure you'll be able to notice that the goal in this case means the one to be offered to and chosen by a player based on said endgame content. The same way one can say that building any steam-powered device would be a late-game goal, or finding secrets, treasures and the monster guarding them from the Dunk's quote you found so enticing. It's still nothing you have to do, not a goal enforced by a game but a potential goal one can undertake, with possibility for a challenge or closure for those who want to play but do not want to create a new world just to start over again like you suggest. Far less of a 'goal' in the way you regard the term than a need to, for example, mine some metal or craft a saw to further the gameplay.I understand that OP may be considered to form this thought not as well as it could have been formed but I'd reckon by now the 'goal' part is explained.
  10. TFC is missing a goal

    Alright, thanks for clarification. Good we agree. Though in all sincerity, I don't see why there shouldn't be all kinds of late-game stuff, be it creations or stuff to be found through exploring. This is what you possibly forget. Really pure sandbox experience is meant to be delivered through creative mode but survival aspect, with all it's limitations, is to be about survival and development, that's the point and the goal. It simply builds on the mechanics utilized in the creative mode. Otherwise there would be no progression curve and we'd just spawn with all the tools, blocks and items necessary to do everything, not to mention a need to do everything so (eat, heal, whatever) to not limit the freedom which for all practical purposes would be the creative mode.In fact, many games nowadays people call 'sandbox' aren't completely sandbox, as that genre, in it's pure form, lacks potential for tasks, plans for the gameplay and cannot function with a story/plot if it's meant to be anything but background fluff and actually affects the gameplay.TFC goes even further than this and while there are no official objectives, there are certain tasks that have to be performed by nearly everyone to survive and develop (build a fire, gather edibles, make a camp). Sorry, either you really want a sandbox and then you cannot make gameplay adhere to certain themes and tasks or you make one where survival is a goal required of player, with suitable challenges. I must say I always found people complaining about this part of the gameplay weird. They are going round and round, bemoaning one element, in survival mode which already intentionally makes the game stop being just a sandbox. An optional element they can straight away ignore, that gives no real benefits of practical value that cannot be found elsewhere and basically will appeal only to those who WANT goals, while leaving all other players to their devices and with no big impact on gameplay of anyone not wanting to be involved.At some point it often starts to look like complaining about how people dare to play the game any other way and do any other thing than what the opponents of the idea tell them to (which is ironic - wasn't it all about the freedom; isn't that hypocrisy?), even when they do it exactly the way developer intended for them. Rather unfair, I'd say.
  11. Armor

    It starts to occut to me that this thread is now completely derailed. Regarding third of the OPs question - it differs between armors. The weaker ones, say, copper appear to break far more easily than higher tier ones, if I did not fall victim to wrong impressions. Since the durability hit is dependant on what damage you take and different armors excel in protecting against different types of damage, it also depends what you fight regularly.
  12. A use for gems, Trinkets. More Equipment slots.

    I am not sure how believable that'd be. I'd suspect gem-tipped arrow would be about the same as if you'd use a pebble for the tip. Unless you meant the arrows to be enchanted or some such. Which, to be honest, would be going a bit too far. I'd really not want gems to be directly weaponized, even if some items involving them could help by proxy.
  13. Rest/Exhaustion.

    While I won't regard current health system and it's ties with food as it's somewhat controversional - mixing good ideas and rather silly, bad ones, I must point out that the idea isn't bad, if no the fact while with food the matter of malnutrition can be resolved by just gulping down some mixed rations or having a decent meal in advance, it wouldn't worknecessarily as easily with rest, forcing player to get back to the camp.Unless it would be a bar that is to be refilled and players would be able to just drag around some bedrolls/beds to drop and rest on when needed - but what's the point then if it's just another stat one has to keep an eye on of functionality similar to food and thirst? Would it really add to the enjoyment that way? I agree here. It's understandable, though, they want to play the game after all, not just look at it. I believe it could, yes. However, many, if given alternative would try to avoid it, if only because of what Kittychanley mentioned - they will be unwilling to simply stare at their screens, waiting however long their character will need to rest, especially when at times it will involve them dropping what they were doing/wanted to do and go to bed.Need for rest/sleep in general isn't a bad idea, though I am it would not enrich this particular game as much (after all, it's about making the game more interesting and fun, not just adding challenges for the sake of challenges) as add another thing to be aware of, a chore that periodically must be performed.
  14. TFC is missing a goal

    That, I am afraid, will never work. The core of the game and majority of it's features revolve around not just surviving, but carving oneself nice play to grow and develop. With said growth and development, however, should and do come boons and those in turn, the way boons universally do, decrease the difficulty and the challenge - again, the way it should be, I'd say.Surviving being the whole game would probably turn people away - they want to survive and they want to be rewarded for it by being able to do much more than just keep on struggling for survival. Otherwise, it would mean that the whole game is about failing and dying, sooner or later, no matter what.The problem with how people saw the End is exactly the fact that they saw it as The End. However, while it offered closure - a thing appreciated by some - it never really ended the game. One could get back after defeating the dragon or one could simply not go there in the first place, it was completely optional. As long as such kind of things won't be compulsory, I'd enjoy them in TFC (though I'd make them, yes, slightly less heroic fantasy-themed). They won't be the end for anyone who doesn't want to see them that way, they will be just adventures, goals and challenges for the willing to accept them.As for the rest of that line: That what this thread is about. Asking for late-game content that would make creation of higher tier weapons and constructing great facilities have a point beside appealing to one's sense of aesthetics, making player use them out of boredom or so the effort put in creating them won't be wasted.
  15. A use for gems, Trinkets. More Equipment slots.

    Coming from the belief that gems as they are are a waste of potentially very nifty items, I too would like to see more uses for them. However, I am not sure about going straight into making magical jewelry. What I would like to see and what is already suggested, is to make new blocks or their use in semi-esoteric alchemy, possibly with brewing different mixtures and creation of alchemical ingredients for blocks or equipment done reusing mechanics of cooking. To be honest, I am not overly against magical trinkets - keeping it enough low-key would be important for me. I guess I would enjoy aforementioned jewelry if bonuses would be small and materials needed - beside metals and including gems - really rare, as we really do need things to do and potential goals late-game. For those reasons I am ambivalent toward Thaumcraft. Don't take me wrong, it got some nice ideas but with making magic common and going overboard - in comparison with more down-to-earth survival theme of TFC - with what one makes with it (plus the dreadful automation through the use of golems) it really clashes with how I'd rather play the game. So, yes, slightly magical trinkets and alchemy would be a way to bring mechanics of enchants or food special effects which lack of now is somewhat of a waste. It would bring a worthwile use for the gems which also the existence of is a bit of a waste but, let me stress that - I want gems to be very rare (so even chipped ones, which wouldn't be useful for anything but the weakest and least useful of items) and general ability to make such kind of items - a late-game thing (requiring precious metals and at the very least flawless-quality gems). I want it to be somewhat more like charms and shamanistic baubles of primitive cultures surviving off the land in tune with the theme of TFC, rare and mystical, not typical D&D/heroic fantasy 'let's have tons of magical jewelry for everyone because of our high levels' fare. Also, I'd rather have effects fo such jewelry somewhat obscured in case of those rarest and most powerful items. So you can make a ring +10% damage dealt per hit and know it is exactly that or you can make some really powerful item block to be put somewhere in the area helping with 'bounty of the land' without much of additional info (and possibly several effects like increasing slightly chance of additional food and seed yield, growth speed and soil regeneration). Of course, such thing could be checked in the files for those really curious but regular players would have and hopefully enjoy a tiny bit of unknown and mystical.
  16. TFC is missing a goal

    No matter if you call it a goal, challenge, objective, I can somewhat agree that I'd like more end-game content. While TFC does one thing far better than vanilla game - actually provides one with (mostly early-game) challenges and offers plenty of goals for the sake of survival that one can actually put some work into (creating a decent house and self-sustainable stead with crops as well as workshop allowing processing of colored steel, improving the standard of living from just staying alive to actually being local power) at some point it suffers from the core game's problem - there's nothing after one finishes it all. By the time one acquires colored steel equipment, there's simply no point of going anywhere where you'd need it. No new features awaiting the player, not much gameplay left that'd encourage one to enjoy what was created, nothing that would give one a reason to finish that armor set. In vanilla, there was at least the End - I do know that there are people who complain about it, but for me it was that one last worthwhile thing I could do, a goal OP speaks about - I could say that I've done everything I wanted and now I am ready to prove that by tackling the final obstacle in 'finishing' the game (plus, get a quite interesting epilogue speech). It's entertaining feature that completes the feeling of getting there, the last final battle. Sure, I don't expect exactly the same things of TFC. But I'd like certain events that'd be something to evaluate and validate the work and it's fruits received so far. A construction or item that is plain amusing or useful, but right after acquiring it, forces a month of cold and darkness. Place where one can get nifty blocks and really useful ingredients for items that cannot be found elsewhere, which is in dangerous lands, constantly guarded (maybe even a pocket dimension in it's own regard). Something making player glad that they've made this big farm and sturdy house or this powerful sword and a nifty suit of armor. An optional closure. If only to get some nice memories just before retrying the game instead of doing it simply because earlier world and everything player made in it became boring.
  17. Depth and temperature

    I believe it depends on the depth in question and the climate in the area. In warm climate/during summer, you'd have to get deep for temperature to start going up. Due to insulation the earth provides, for quite a few feet of depth the place would actually be getting colder in relation with the outside. Underground temperature is simply more stable thorough the year than the outside, usually.
  18. Fighting Skills

    Where theoretically there is a point, I am not sure I feel too well about weapon proficiency skills, if only because I'd rather have the damage dealt depend mostly on the weapon itself and general 'power' of the player. Though if the idea garners enough approval to be implemented I cannot say I'd feel strongly enough against it to be bothered.
  19. Use for lead, smithing practice

    That I am aware of. I'd like to point out that I was quoting Dano6655's post where suggestion of it actually training smithing skill through continuous reshaping of lead was proposed, not OP.
  20. Yes, I am aware that you can do sort of scaffolding with random blocks and then dismantle it making a wall stand. Still, that's rather bad workaround for what should be a regular construction block and a horrible hazard as often even slight manage to such a wall creates chain reaction making the thing crumble. I - and not only I from what I've seen - would rather have a rockwall and use it as one did use cobblestone in the past.
  21. To be honest, I simply want to have a block which would take place of the old cobblestone, thus the idea for rockwall blocks of old cobblestone functionality. In addition, dry stone building method fits cobblestone exactly because it was old way of assembling walls without the use of mortar, but through skillful arrangement of rocks of different size which supported each other, allowing the construction to remain relatively sturdy.I don't mind alternative to brickwalls made from rocks and mortar, but I'd rather have that to be yet another, separate block.
  22. Use for lead, smithing practice

    I'd actually be rather worried about this aspect. So far, all skills improve through the irreversible actions. Lead as a material that could be easily reshaped back and forth between ingot and a finished metalwork product, without use of any resources, for training would make the whole idea of the smithing skill get wasted as gameplay concerning it would boil down to grinding it till anyone with a bit of spare time is a decent smith. I wouldn't be fond of that.
  23. Building Damage

    Not really fond of the idea. Aside from the fact that properly made building, even with the use of primitive technology could last many years before even showing signs of age, I have to agree that it wouldn't enrich the game in any way. It wouldn't even add to the challenge, it would be simply bothersome chore. While I wouldn't mind a way to limit size of constructions somewhat, to add extra challenge to making 'a palace per person', I'd rather not do that through adding maintenance or making building things tiresome.
  24. Chiseled Ice Blocks ( Refrigeration? )

    Some additional way of cooling stuff down would be nice, but I am on the fence regarding the idea. On one hand, yes, ice that dereases the temperature of edibles, halting their spoilage and which melts with time makes sense, on the other, it's basically encouragement for dull, unimaginative trips for ice round and round in order to protect the food which is frankly not the best design practice.
  25. Starvation

    Well, I may agree with the OP, changing the hunger would certainly be good. I remember making some suggestions regarding new hunger system (lengthy or boring enough to be looked but not commented upon, to my knowledge) but disregarding that, there are certain issues with suggested frequency of eating that at times it's more of a bother than a challenge. I wouldn't mind even decreasing somewhat amount of wild-growing edible plants or meat from the animals for the sake of balancing being able to hold on day or two without access to food or water. First day does seem somewhat rushed (it seemed so a bit in the past, though it's also simply a matter of days being too short, a sentiment I saw voiced a few times on the forum), gone are the days where one could take the time to look around the place or travel a bit away from the spawn without risking starvation.