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kotoroshinoto

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Posts posted by kotoroshinoto


  1. I'm all for most people being put off by this mod.

    most products made recently are put out for the widest possible number, but that doesn't make a tight focused product, Bioxx has already done this to a degree I think with what people call ''RPG'' elements, and I'd really rather it not continue on too far.

    I want this game to be as unforgiving as this world to survive in.

    again, I think you are somewhat missing the point. I don't think theres a problem with ppl being put off by the smithing GUI, or the complexity of searching for ores, but being completely unable to defend yourself other than hiding in a hole like a bitch simply because of where you spawned is a bit much. At least in vanilla I could build a small dirt mound to hide in, with the dirt sliding mechanism I can't even build a dirt hut. At best I can build a small 1x2 protected space out of rocks->cobblestone (a mechanic that isn't even intended to remain in the game according to notes in earlier changelogs, as there will be some other method for changing rocks into cobblestone blocks)

    In normal MC I had to do that (hiding in a dirt crying hole) when I first started because I was clueless, but in TFC I have to do it regardless of how much I know if I happen to spawn in a bad place, and that is just bad gameplay.

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  2. This mod is still in beta. Though it have had some stable builds, the missingness (i don't really think this word exists :P) of features is expected whenever is updated. 'Till we get to a full version ("full" in the same way MC 1.0.0 was the full game...), there are things we just have to get used to; for example, unplayable worlds. About half of the users (and the other half should do it as well) already got used to get our worlds wiped out by an update, so how much trouble can start another world be? It's not like you made great advacements and discoveries in that unplayable world...

    as far as i'm concerned anything i'm not explicity told is a bug is a feature until I am told otherwise or its so absurd that it just HAD to be a bug. (as in breaking kapok toolrack givng me an oak one)

    So the missing trees seemed to be a feature, since there were occasional patches of 1 or 2 small kapok several miles apart in one section (in another section I walked for 3 or 4 days without seeing trees at all).

    All the while when night fell I was being beaten and dragged around by spiders and skeletons dying constantly and I was completely helpless against them unless I just dug a pit and hid in it. It did NOT help things that it was the Halloween patch and the pumpkin head mobs were wrecking my shit all day as well as all night. It would be preferable that I could do something else other than hide, even if I have had the bad luck of spawning in a desert or treeless plains area. I could TOTALLY understand a person removing this mod and not looking back if their first experience was like this, especially if they tried to tough it out and then came across the smithing GUI for the first time.

    it was not intuitive at all that an axe would be useless against a spider, so i had not thought to make a knife the one time I was lucky enough to find a normal forest, and so I died thinking I could defend myself, the axe just broke and did nothing. Completely unexpected and anti-intuitive by the way.

    It didnt look like a bug. It seemed to me it would be a very strong putoff to a person new to this mod, and so I went to the forum to suggest something be done about it.

    This IS a suggestion forum after all.

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  3. If we aren't we need to, I'm not referring to those who are incapable of playing period but rather the people who could play but are immediately turned off by something. It doesn't need to be easy it just needs to be understandable. As for surviving at the equator it should still be possible but it should by no means be easy at all. Does that mean random trees in the middle of the desert maybe in an oasis but thats about it. Does that mean that tools should be possible to use without wood, just less efficiently, yes.

    As much as I dislike his defensive stance kotoroshinoto does have a point we shouldn't need to restart maps over and over to find a good seed, we should be able to effectively start from anywhere although hopefully our game will be very different depending on where we start.

    Edit: Didn't see the previous posts, nonetheless my point still stands.

    thank you for understanding what I was getting at without just attempting to shut me up. Thats what set me off about those other responses, it wasn't even the rudeness per se, it was the appearance of a complete lack of any attempt at understanding the point or simply not caring enough to respond to it.

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  4. ... the equator being devoid of trees is not an intended feature. It's a bug. Then, it will, regardless of your opinion, be fixed sooner or later.

    Funny fact, it in fact requires a thousand hits to kill a zombie.

    Funny fact about the previous one, i found out the hard way.

    if i had only to deal with a single zombie then I might be able to do it, add skeletons and spiders and it becomes untenable :P

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  5. yup.. hit them once and they move for a few seconds then they like a statue again.. but i believe i read somewhere this bugged is already known...

    the one post I saw seemed to claim it was happening to some mobs regardless of passive/hostile. In my case its ALL passive mobs, and seemingly none of the hostile ones.

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  6. Thing is, sticks are a basic and integral part of TFC, so if you don't have some tree's near you, you have to go find some, even if that means walking for a while.

    fine then, make trees sparse at the equator but not completely absent, one or the other, the way it is now makes it extremely frustrating if you spawn there repeatedly (something other than kapok, because that goes and doesnt come back)

    or make the fists damage enough that with some dodging and footwork you can actually kill something if it get too close. the way it stands now requires several hundred hits, you'll be ambushed by several mobs and dead before that happens.

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  7. Ehh i think this makes the game more realistic and tough :) if you think its hard lol well you played too much vanilla MC XD

    I didnt say make the fist OP, but you're not going to survive hitting a mob 1000 times because another one will come up behind you before you can kill it. Also, you're not able to build a shelter with dirt since you have no tools to make supports, and the dirt just falls, nor can you dig into a stone wall.

    It just needs a slight damage boost or an acceptable no-stick-required replacement so that you actually have a chance in combat, even if its a slim one.

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  8. This is becoming even more desirable with the recent changes in HP and applied damage values from tools/weapons. since fists only apply 1 hp damage which essentially makes them worthless, if the player spawns in a large biome with no trees (particularly near the equator where large distances must be covered to reach cooler climates with trees), then they NEED a viable weapon they can use without sticks or trees to make it, to defend themselves as they seek better locations to settle in.

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  9. Look, the whole point of some of the new updates was to make mobs harder, and Bioxx has stated that punching now only does 1 damage, that's on purpose. Ditto, however blunt he was, isn't wrong; you just need to either find some trees by heading to colder climates (+- on the z axis) because trees don't spawn near the equator currently (not sure if that's intentional or not) and It sounds like you are near the equator. Your second option is to start a new map, that has trees, then find a sheep, make a bed, and go to sleep at night. It's not as big a problem as you're making it, as even javelins and stone knives are perfectly fine tools to kill all the monsters you encounter. So try a few more options before you bring it to the forums, we have enough threads in suggestions that aren't real suggestions, someone who isn't new here like you should know that.

    you're still missing the point, I'm not here just to bellyache about it, I'm pointing out a problem that could cause newbies at this mod to just drop it flat out and never come back. It is fixable by providing something, ANYTHING, that serves as a halfway viable weapon prior to obtaining some sticks, because fists with a damage of 1 simply don't cut it, OR, by having more trees near the equator. Simple as that, I described the experience for the sake of explaining why it might drive someone away from the mod, and YES I WAS annoyed by it, but that doesnt make my point any less worthy.

    I clearly like the mod or I wouldn't be in here trying to improve something that I think needs work.

    Honestly, if you think that telling someone to delete a map and try a new seed really is a solution, then you're treating this like it belongs in the support forums, that wasn't the intent of my post at all. The intent is to suggest a change that prevents the NEED (or at least expediency) of switching seeds because of this sort of issue.

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  10. Look i'm not all that angry about the state of the mod, I was angry at whats-his-face coming in here like i'm simply being a crybaby. I'm just stating that until he actually DOES move the skellies/zombies/spideys off the surface, if he doesnt want to discourage people from trying his mod given that I've had 3 seeds since the release of 60 with VAST areas without trees, that there NEEDS to be a way to defend yourself until you can get the sticks to make weapon handles. The fist having a dmg of 1 with the current hp values is simply too low, its like saying steve has the arms of a poindexter but can still manage to carry 80 metric tons of dirt in his pockets. It simply doesnt make sense and makes for very frustrating gameplay when getting started. Sure once you've settled down it sorts itself out, but the point is to NOT scare away your potential users when they go to punch something and it doesn't even seem to care they exist other than as a food source.

    unfortuantely the well thought out suggestions for combat have all been stomped (according to dunk's rough transcript of his conversation with bioxx) It just seems to me he's being extremely obstinate about this for no good reason. Its his mod and he can do what he wants with it, but I'd prefer he doesnt run it into the ground from pure stubbornness

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  11. I have to agree that this is problematic. the simple fact is is that punching something does a HELL lot more damage in RL then what is done in this mod. I know that in RL i could punch you in the middle of the ribcage and instantly kill you. but, as THAT does not translate to game, upping the damage dealt by all weapons(including fists) to do significantly more would be perfect then adding debuffs on top of that to take out the 'micro measurements' would finish the effect of combat. further, making weapon Types deal the same amount of damage between teirs, THEN having the debuffs range based on the metal used, would add as a perfect balance between reality and gamality.

    a sword would always deal half a life damage, but a redsteal sword would have a massive bleeding debuff that allowed it to pratically one hit a target UNLESS its armor prevented the debuff.(in which case the mace becoems effective against such armored opponents as it dealts blunt damage ignoring MOST of the armor)

    but this belongs in the combat thread.

    according to dunk bioxx has already completely nixed the combat thread.
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  12. I was on my way into class at that moment, so I didn't have time to explain.

    I discussed weapons and armour and all that with bioxx at length. I am really not too pleased with the combat update. Players now have 1000 health. Arrows do 75 damage and fists do 1 damage. I complained that fists are utterly useless and that as a player I can walk around with 10 arrows sticking out of my skin with no ill effects. He said "meh".

    It's bioxx's impression that changing combat is too much trouble and that it should just stay simple. This means that the combat overhaul thread jed started so long ago is also stomped.

    This may sound a little biased but i am not happy with some of the things in this mod atm.

    bioxx is out of his mind if he thinks keeping combat simple is going to save this mod from over-designing. The forging system turns what should be a fairly simple concept (albeit not too easy) into a serious pain in the ass and now he's saying that modifying combat would prevent it from being SIMPLE? Maybe I could take that seriously if he took out the forging GUI and replaced it wiith something simpler.

    Dont get me wrong I actually like the forging system (though every single one of my minecraft playing friends hate it, its the reason they refuse to play TFC AT ALL), but my point is, be consistent, if you are content making the crafting system fairly involved and complex, then why should you be unwilling to do the same with weapons and combat except for unfounded and unreasoned personal bias?

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  13. apparently you didnt read my post, I mentioned javelins: I could not obtain sticks due to complete lack of trees. traveling to find trees inevtiably resulted in my dying before I found any and respawning , again, in an area with zero trees.

    it ALSO means NO KNIVES NO AXES ETC.(because... NO STICKS)

    Bioxx, your change to combat HP/etc is coming DANGEROUSLY close to making this mod completely unplayable on some seeds, and seriously problematic even on good ones.

    You might be killing your mod popularity in the long run if you dont do something about it.

    At LEAST let us throw stones as a weapon until we find trees, otherwise we cannot defend ourselves at all.

    (either that or give us a way to make bedding that doesnt involve wood, or some other way of securing a spawn point.)

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