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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

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Search the Community: Showing results for tags 'Difficulty'.

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  1. 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. Yes I touched on this in a previous post but I feel it deserves it's own. Playing TFC, I feel there is little connection between the super natural and it's world. Now personally I am a fan of an all or nothing approach to fantasy, as such the mobs present seem to be more like placeholders for a challenging foe to make TFC extraordinarily difficult over vanilla minecraft. That said I think the presence of these mobs could be greatly improved with a gradient in terms of their combat ability as well as a connection to some kind of overall lore. I realize this would be challenging but hear me out. In my ideal world of gaiety and wonderment, TFC would be home, not to the generic animated corpses and beasts of unusual sizes, but instead populated by horrors of cosmic design. There would be mundane animals, abundant and strong enough to pose a threat but surmountable. Then, at first night, a new threat would make an appearance: Humans. These men are not simple survivors however, no these men have been driven to madness by an unknown force.They are no more difficult to kill than normal men, a serious wound and they will die of shock, but they would be numerous and aggressive. Driven away at first light, the madmen reappear every evening. That is until the night of the first full moon. Dispersed among the madmen would hooded figures bearing ceremonial blades and the ability to strengthen the hoards. Some time after that things would get interesting. Periodically, probably on the night of the occasional full moon, no mobs would spawn, instead a single Cosmic horror of Lovecraftian design with strength enough to sunder the feeble machinations of the Survivor would appear and relentlessly attack until either destroyed or frightened off by the dawn. This is a fantasy of course but the idea of what I am referring to is not so fantastical. A gradient and variety in the mobs to allow for escalating challenge, theming for the existing supernatural mobs, a greater threat from nature to give significance to the supernatural.
  2. Challenge vs. Annoyance

    In some of the posts and comments on this forum I've read it hinted or overtly stated repeatedly that TFCraft needs to be more challenging. This seems to me, a legitimate suggestion, in and of itself. However, the proposed ways that that suggestion could or should be accomplished are very often, in my view, more of a list of ways to simply drag out the game or make playing it more annoying. I don't have a quick fix or brilliant plan on how to achieve the challenge level so many of us desire. I'm merely calling attention to the fact that difficulty alone will not necessarily do the trick. While there should be challenge, there should also be accomplishment and victory over challenges. When we first start off we've got no equipment, no food, no shelter, no water, no fire... there's a lot of challenge to be had. But we can gather resources and eventually, with determination, skill, and luck, fix those problems. After we make a shelter, we have one... and we're safe in it. What I'm getting at is that dragging out old challenges or making them impossible to overcome will only make the game more tedious. Some folks seem to desire it to be impossible for you to make your home safe from hostile mobs, or establish some kind of farm where you are thriving and don't have to constantly worry about where you will acquire food. Others seem to think that it ought to take even longer to break through stone, even with a steel pick. Rather than dragging out these old (but essential) challenges, why not add new challenges? Some of this has been done... we didn't have thirst with vanilla minecraft... now we do. Others seem to be in the works, there is temperature change but we don't feel the effect on our Steve's body yet. I'm not sure what direction Bioxx and Dunk want to take TFCraft concerning tech trees but I don't think that simple wind power and water power would be out of line. We have a quern... why not a mill? Yes, I know that BTW did it first... who cares? You know who did it before BTW? Folks for hundreds of years in real life. Dungeons and Dragons had zombies... minecraft has zombies. Some ideas are just good. Why not take another page from Dwarf Fortress and employ lava power? Or use primitive mechanical power to pump water (actually I hear that is also in the works)?What about more mobs of different kinds? Not necessarily ones that will attack you but maybe ones that will try to steal your stuff (goblin thieves) or deeper rock layers with more precious minerals below... and terrible creatures? Anyhow, new challenges... that's what I suggest, rather than making old ones more annoying and insurmountable.