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That’s what I said too! I put it down under the “other suggestions” in the survey. Would be great….
/.-MemberSorry, the four question marks are supposed to be a smiley face, but I guess my emotes aren’t playing nice with the forum
/.-MemberI totally get where you guys are comng from, and I agree that the main focus of combat SHOULD be things like maces, swords, shields, axes, spears, hammers and whatever else. I’m also for dual wielding (with some weapons) but my ideas of alien tech (or some other sort awesome equivalent) are simply an extension on ranged combat, as although I feel bows and crossbows should be the base range weapons (along with magic) I think it would be amazing to have something that looks all glowy and powerful as some sort of “unknown tech” sniper. I’m thinking something like skyrim in most ways, but I would LOVE it if some sort of slow-but-deadly alien “guns” (and I use the term loosely) is featured at some point, and would NOT be superior to bows and arrows, but would be a more “hit or miss” alternative. (Think the halo 4 binary rifle, but a bit weaker of course) as always though, melee and other less advanced weapons are the most natural/easiest to incorporate. I’m just asking for something that feels a bit more fresh than crossbows, no offense to my fellow archers of course ???? ….just something I would like to see
/.-MemberI totally agree as far as guns and oort, and I certainly don’t think conventional guns have a place in Oort, but maybe something along the lines of an alien tech energy crossbow, or some fancy equivalent that felt and looked different than bows (and guns) that used controlled energy bursts or something. Something new and original hopefully, for the sake of our sniper types 🙂
/.-MemberAlso more money dropped (40%) along with skill loss would be a good way to encourage player to store things at home and not abuse the 20% only drop rate by carelessly dying.
/.-MemberI personally still think that only 20% of each of your items should be dropped on death (spilled out) and 20% of your tools durability (or whatever is equal to durability) should be dropped. If not tool durability, then maybe you would lose a few of your skill points (if that’s a thing, which I hope it is in the future). I’m against the idea of spilling ALL your loot, because this ISNT minecraft, there are going to be much more dangerous things trying to kill you besides just an occasional creeper, so I think a “lose all” approach would just be too harsh, especially when fighting Titans and protectors. I don’t really know about what a good spawning idea is, but I probably support a bed, or just the “set home location” they already have. I think a dev said something about skill points, so I am hoping for non durability (or at least more durable than minecraft) tool system, and think that skill point loss would be a good compromise for no durability, and likely constant death against titans. I also feel that although death should be a punishment, it shouldn’t be a massive, and potentially irreversible loss such as a full inventory drop in a dangerous, and player infested world (at least more player infested than minecraft) and as such a 20% drop (from each item category) would still: 1.punish a player by taking away resources 2.reward pvp winners and others for killing players, or to help recover a friends loot 3.set the player back physically (depending on spawn) and experience wise (assuming skills are implemented) 4.offer a reasonable buffer that would still allow players to learn and make mistakes without losing ALL their progress 5.make it feel like the risk-reward of things like Titan fights and temple raids is worth it for decently equipped players.
I’m notating saying this is the best way to go about things, but I do think it would be a fair way to handle deaths, or at least start to do so.
/.-MemberExcellent point, assuming it is true, I guess we will just have to see. For now let’s at least think of what those flora fauna and features may be!
/.-MemberYeah, it could work I just hope for something a bit more diverse and refreshing than caves or the nether. Maybe like 3d don’t starve caves or something similar but I don’t know quite yet…
/.-MemberMaybe a world that is primarily underground with massive caverns, stalagmites, stalagmites, glowy crystals,,mushrooms and underground creatures. The surface can be like 15 blocks under the sky limit, and be just desert with a few holes pocked in it and expose the sky in a few sections to the world below.
/.-MemberI think those are great ideas, how about things like hail, fog, blizzards, sandstorms, lightning storms, oceanic storms (waves and such), volcanic eruptions, locust swarms, flooding, meteor showers, wildfires, extreme winds, unfiltered ultraviolet rays, man eating plant infestations, corrupt titans (bringing corruption to new areas), pollen explosions, predatory bird migrations, bee hives, tornadoes, eclipses, magma spouts, earthquakes, plasma clouds, torrential rains, frost overs (everything freezes), toxic gas releases, and droughts.
/.-MemberI think that races should have different and unique benefits and should be very defined, so that in an instance of pvp for example the difference could be a certain advantage like “I’m amphibious and there is a mammalian berserker charging me with a sword, so now that I can clearly see that this guy is a mammal, I’m going to use my amphibious swimming skills to evade him and avoid his stronger mammal attacks”. I think this would make It very interesting on different worlds and would make it so that even if a bonus looks dumb and useless (swim speed, water breath, higher jump, etc) it would still be incredibly useful in some worlds.
/.-MemberI think that since there are temples with “ancient technologies” there should be things that are more in favor of guns. Like maybe something resembling a plasma launcher, but with an insanely long cooldown/reload time that could create explosions, and making dodge moves necessary, but that would leave a long enough time period for a potential melee rusher to close the gap for the kill on said cannoneer, or maybe sheilds/spells that would somehow block/negate the explosives effect/damage. I like the idea of ancient space guns, but realize it would be tricky balancing those with Melee weapons (maybe like guns that do medium to high damage but with a clip of about 3 and a ridiculous cooldown?) I don’t know about the details, but I sooooo want to see alien tech implement somehow, maybe even with weapons like grav hammers and energy swords???( they were just so satisfying to use????) just spitting out ideas.
/.-MemberI also agree with the 10-20% quantity/durability penalty, but maybe more than that in money can be dropped, like 40% of what you are carrying to punish the foolhardiness of not returning home every now and then and make pvp battles pay off.
/.-MemberI think it would be cool if animals naturally had different traits in nature (inflict venom, regenerate, go invisible, breath fire, etc) and upon harnessing said animals one could then cross breed to get a hybrid of the animals with traits, but with one trait dominant and another recessive, and some animals having no special traits. These traits could take up a slot and an animal could have lets say 5 slots; offensive, defensive, special, physical,bonus. An example of this system is that if you bred a fire breathing lizard with a generic wolf you would get a weird “lizolf” that breathed fire as an offensive trait and do it just as well as the lizard (since the wolf had no traits) but if the lizard were bred with a large bear (with the “large size” physical trait) it would be a larger hybrid resemblance of the lizard and could maybe breath a weaker flame to go with a slightly smaller size (than the bear), or if the wolf and bear were bred it could create a dire wolf-like creature that would be just as big as the bear (since the wolf had no traits). Just an idea as to how things could work
/.-MemberThat’s a good idea, there could be something like that through events or summons, especially near ancient temples and ruins.
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