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Tartarus

Make it Harder! =]

7 posts in this topic

First the mod is outstanding, i dont think i could ever go back to regular minecraft or the mods.  This just makes sense.

 

Next it seems like your open to ideas thoughts and such to enhance your mod so here are my thoughts.

 

Harder.  If possible, make it where over time as you advance there are forces that move slowly against you.  I notice a trend in high armor but after reaching copper on multi and single i could pretty much hold anything and everything at bay.  The challenge stops for me at that point as the mobs dont stress me enough to change my game up.  After learning on SMP that there is a north and south pole.  Perhaps some savage tribes will take notice of your encampment and move to burn it tothe ground and pillage your earnings.

 

SMP.  I notice that this mod has natural trading capabilties in SMP,  which is awesome because it naturally stimulates economy which is fun to most.  If possible could ores be distributed to not only levels but different geography and locations from north to south?  those that settle in one region may not have acces to one resource but coudl contact those in other areas to trade resources.  This makes players dependent on other players to help them advance.  In pvp economy servers, this can trigger wars, trade, and all kinds of neat things in competition for the claim of resources.

 

Oceans.  This game kinda reminded me of civilization in the beginning, and in the beginning of civiliazation your able to build boats but only travel along coast... reason is in history boats were smashed by deep see waters...  Maybe having the ability to focus upgrades on mariner tech allowing you to build better 3 to 5 person boats that can haul cargo and move across the deep ocean this was mentioned by another gentleman but i felt the need to say it. 

 

Tech Tree?:  If shooting resources across the map isnt your idea of fun.  Maybe away to slow things down further in SMP or SSp is to have a discovery chance with research.  if wiki did not exist then this would not be needed but because there is a wiki, everyone knows how to do X Y and Z right off the bat and given right materials from the beginning could skip parts of your mod which i feel you dont want as it seems like you want it to follow a trend which i agree and respect.

 

NPC's I notice that you need a real good reason for NPC's and the only thing i can think of for NPC's is other barbaric settlements. that you come across, or patrols or raiding, hunting parties.  I picture it you got a not so snazzy thatch hut with logs and a campfire. you grab your spears and axe head out the door.  come across a village and upon running up to it.  Soldiers come out to greet you with spears at the ready (after all how do they know your not there to kill or take there stuff)  Relationships can be developed by being escorted in, learning about them, answering questions and building relationship over a minecraft year.  Each village has different characteristics but you must maintain in communication or they will deteriorate to 0 or worse.  Some villages, hostile and war like, others more passive but guarded.  Some stronger and mor advanced, others still banging rocks.  and at any time you may have a tribe send a raiding party to set your stuff a blaze and loot your stuff (so bury it or hide it well cause they'll dig).  This is the only way i can think of introducing this.  Oh and attacking a village by yourself in the stone or even bronze age alone is a horrid idea.

 

Standard Clothing:  When weather and seasons strike clothing can be used to combat it.  There canb e several teirs of clothing, each doing different thigns for different scenarios.  I.e.  A x Item prevents hunger from dropping faster in cold environments.  This will expand heavily in leather working and cloth... the catch is that you cant wear both of these clothes and armor at the same time, however if tech tree is introduced then you could discover a way to stich clothing on inside of armor to make it better for protection and recieving cloth bonuses.

 

Plants and Bugs.  Plants are the life that helps players out, when creating farms its easy to get food to mass produce to feed an entire server of people.  My suggestion is have these plants have natural enemies to certain insects which left un treated (gotta check some how) (if you eat food that is infected you could become ill) could spread and destroy a whole farm. Or keep your animals clean and healthy or you could lose a heard to disease. 

 

These are just a few things that popped up in my head that would bring more enemies... enemies like the open ocean, insects, weather, disease, tribes/settlments and of course other players.  The more enemy entities there are, the more it challenges players and brings that feeling of panic which i got the impression you were trying to do in a way.  Well Mod looks amazing, i cannot tell you how much i enjoy it.  Wish i discovered this sooner.  I look forward to future updates keep it up your on a great path.

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Cool. I like the part with raiding barbarian villages and tech trees.

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Good stuff! There will be a server that will open soon that at least somewhat addresses the ore distribution aspect..... you can't just dig anywhere and expect to find minerals.

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It has been said that there will never be any NPCs. With the current clothing materials are Wool, Raw Hide, and Leather there doesn't seem to be much difference but I like the idea of clothing and researching. The Archimedes ship mod works well with TFC stuff, and it was more of ships being destroyed by storms, large waves, or strong wind (all of them are fairly frequent in the open ocean.) The Rustican Melius add-on makes animal husbandry harder. With the bugs, I like that along with animals getting sick, some animals really don't get sick much like chickens and pigs. In modern farms the true danger is more wild mammals like wolves, coyotes, rabbits, big cats, foxes, and and burrowing mammals like moles. But after that would be insects like locust and ants none of which I think was there really a solution during the time frame of TFC.

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It has been said that there will never be any NPCs. With the current clothing materials are Wool, Raw Hide, and Leather there doesn't seem to be much difference but I like the idea of clothing and researching. The Archimedes ship mod works well with TFC stuff, and it was more of ships being destroyed by storms, large waves, or strong wind (all of them are fairly frequent in the open ocean.) The Rustican Melius add-on makes animal husbandry harder. With the bugs, I like that along with animals getting sick, some animals really don't get sick much like chickens and pigs. In modern farms the true danger is more wild mammals like wolves, coyotes, rabbits, big cats, foxes, and and burrowing mammals like moles. But after that would be insects like locust and ants none of which I think was there really a solution during the time frame of TFC.

 

 

Barbarian brutes/Human like mobs == NPC?

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According to past suggestions, yes, yes they are.

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These are some neat suggestions.  I don't know if I agree/disagree with specific points, but as a whole, certainly!

 

As for current difficulty, I find a bit of armor does make it too easy.   It then becomes a grind challenge. (anyone up for an alternate method of finding specific materials?  -- skill over luck is my thought).

 

My 2 cents (some is probably planned):  -Dangerous wolves to start with -- this likely would be in lieu of the current monsters.

  -SOME kind of forces attacking you, maybe based on your cumulative wealth and/or time.  Barbarians work for me, as long as they're not classified as NPC (Ie non-dead zombie attack).  Not sure how this would work in multi-player.

 

After you get steel, not much seems to hurt you except darn lava.  (I also tried modding my game for more zombies -- only an issue for caves).

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