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Lumireaver

Dirt Roads

102 posts in this topic

Two questions; What about tar/pitch? And what would the advantage of these roads in your opinion be?

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I say, increase the speed of transit, have you tried to go running of in random fields? the inconsistency of the the medium makes you tire faster as well as go slower. I know for a fact, that adding a speed bonus to blocks is possible, not too sure about stamina however, but when you have a mine to visit that is quite far away, have a nice smooth surface that would increase speed (even if only by say 15 percent) would greatly improve your time management, as long as the road is traversed often. Which makes sense, why make a road other than making travel easier? About tar and pitch.... i suppose it is possible, considering ships were treated with it, but the quantities of it needed would be quite large, Feasible, but unless we cook up other uses for Pitch/tar than i doubt there is sufficient reason for it to be added. Hmm... perhaps it could be used as a form of hermetic seal, for containers of liquids? orrr.... since the construction is being over worked, what if pitch was used in that process?

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Dev's said no buffs to speed, but they can do debuffs. Also, tar/pitch might be replaced by mortar or nails for buildings.

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No buffs to speed :( ah well, so much for the functional side of my idea lol. okay, then how about slowing hunger loss when running/sprinting on a road? a paltry bonus, but it would be something i suppose. If an injury system were added, it could decrease the chance of like breaking your ankle on uneven ground. although i kind of feel like i'm beating a dead horse on this one, aren't i?

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Yeah, we talked about buff's a while ago. dunk came in and said no buff's, but we will go ahead and debuff on grass and stuff.

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Debuff on wheelbarrow speed (we need wheelbarrows) I can run just as fast on grass but Danny is right I would probably break my ankle eventually.

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Really? Only if you were running Stupidly and without any shoes for miles on end with no rest. Seriously, who just breaks an ankle from running over uneven ground? We aren't talking about Olympic dashes, so there's no need for flat ground for running. The only thing changed is your speed. Broken ankles should be for falling from heights.

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If you have ever ran in unlandscaped grass there are going to be holes it won't be perfectly flat. I'm not saying you would break your ankle I'm saying you could break your ankle. I don't think implementing it without some kind of injury report system would work though as people would be confused as to why they are taking random damage. Maybe tripping could be implemented. But I think the speed debuff should only effect something that will have a lot of friction with the ground.

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Like bare feet in grass, r on leaves and twigs. The human distributes most weight on the outside of their feet.

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I have gone cross country in uneven ground, i caught my foot in a ditch, and nearly broke my ankle, i got away with a badly sprained tendon instead. Although this is just banking on RL experiences.

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Ditchs occur only in very very low traffic ground, as it happens due to erosion or some animal. if your running back and forth between a mine and your house, that land is gonna be trampled, and no chances of sinkholes or ditches not already there :P

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Although, same thing almost happened to me, just i was seeding my lawn :3

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And when you trample it down it becomes a dirt road so this works perfectly.

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No argument there.

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Okay so that is now decided then. What about the speed debuff, should it apply to everything or just things that roll/slide?

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Honestly, making the whole of minecraft's natural ground debuff you, is almost the same as buffing a few block types... just saying.

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Basically but dunk said no buffs, therefore there won't be any buffs.

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I just feel it's exactly the same thing, but with an omnipresent debuff in the Inv screen. but well, whatever, i guess it would work anyways :D

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What would be about making shoes then, in order to stop the debuff.

And I'm thinking of real boots, not 4 pieces of leather.

Cause being slowed on the whole surface sounds quite annoying to me.

And I would like dirt roads, even if they would only be decorative.

They could use a similar appeareance like farm soil, only with another texture on top.

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I'm still against the idea of that debuff affect us when running I really don't think it would effect us it should only affects things that roll/slide. If there was a difference it would be practically unnoticeable.

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What i WOULD like to see, is a system, similar to knapping, or the forging, for sewing, and treating leather, as in real life, it must be scoured, tanned, treated, and then sew it together, after adding holes, and stringing leather strips.... infact... to the new suggestions!

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What i WOULD like to see, is a system, similar to knapping, or the forging, for sewing, and treating leather, as in real life, it must be scoured, tanned, treated, and then sew it together, after adding holes, and stringing leather strips.... infact... to the new suggestions!

/thread :3
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Lol i did, without searching, like a fool :( apparently there are several existing already... curses. XD

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I'd put my vote behind roads being there to a) point the way to an important place or another settlement, b ) look pretty, and c) provide a way for wheelbarrows and carts to move without a speed debuff. I currently use patches of gravel to simulate dirt paths, they look pretty good, even if they have little gameplay impact.

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We're not going to buff or debuff you because you're walking on dirt or grass. If you guys want dirt roads, it won't be to walk faster, it will be so that you know where you're going.

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