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DasachiMember
Okay its fixed. I was using densities as my ranking, which was wrong.
So know Im using Mohs Scale of hardness, which rates them on their ability to scratch other minerals.
Ice has a hardness of 1.5 on the scale.
Tungsten has a 7.5-8.
Diamond is at 10.
Gold is at 2.5-3.Are you sure Tungsten is softer than gold?
DasachiMemberMe likey
DasachiMemberFor the exploration it was a typo. I didnt mean doors, I meant rooms or the dungeon as a whole.
Also needing certain parameters met to open doors. Like a door that requires you to activate it with fire, could be a spell, a torch, or a weapon with fire damage.
Another example would be needing to activate a switch someone to open that door.
DasachiMemberThats a great idea.
DasachiMemberI think it should start off basic too.
But I think tiers should be based off the materials you are using.
For instance. You start of only being able to craft Tier 1 weapons and tool. The more you craft Tier 1, the more experience you get in that craft.
Once you level a craft up enough, you can start craft the next Tier of that category.
Heres how I think tiers and crafts should work. These are based off Mohs scale of hardness, with 0 being softest and 10 being hardest.
Tier 1(2.5-3)
Stone, Jet(lignite), CopperTier 2(4-4.5)
Iron, Platinum, SteelTier 3(5-6)
Cobalt, Obsidian, TitaniumTier 4(6-8)
Quartz, Opal, TungstenTier 5(9-10)
Corundum, Boron, Diamond.Crafts
Crafts should be set up into groups and subgroupsExample
Weapon Crafting
*Sword Crafting
*Bow Crafting
*Spear Crafting
*Etc.Crafting a Sword will give you a set amount of overall crafting xp, it will you give weapon crafting xp(more than you got for overall), and it will give you even more sword crafting xp.
I do not think that crafting swords should make you better at crafting bows, or tables. Those things dont correlate.
DasachiMemberAwesome ideas.
I like the spell requirement idea. Advanced dungeons could even require a combination of spells.
Like shoot the door/gate with a fire spell, then hit it with an ice spell. And it wont open unless shot in that order.
Bow idea is awesome. Im glad you grasped the concept i was trying to convey. Lol.
Heres another idea for the fog. What about needing a torch. If you dont have one you take damage from like a poison fog.
DasachiMemberGrappling hooks sound awesome. Speaking of cool gadgets.
I like the idea of gliders. Not flight, but just gliders. Sort of like how they have in that game firefall that just came out.
Either gliders or ziplines.
Skyrails anyone?
DasachiMemberI like the idea of a mailbox type of system. I also really like the idea of finding unique stuff in the game.
Like find a dungeon and explore it and then you find some loot. And you happen upon a really unique statue of a guardian or something.
DasachiMemberI still like the idea of losing a percentage of blocks you have and health to your tools and weapons.
Debuff is a good idea.
But I do think when deciding we need to look at the big picture. Essentially there are two types of players.
Those you like the adventure aspect and hunting mobs, and those you prefer to just build and craft and dont want anything to do with mobs.
DasachiMemberHeres my list of races.
A ram looking race.
A wolf/canine race.
A feline race.
A monkey looking race.
And an avian/bird looking race.
Maybe even a mole type race that came from underground.DasachiMemberGood idea Thorbjorn.
DasachiMemberWhat? I have seen no such things!
DasachiMemberThats great Rob. I love that idea.
DasachiMemberAnother I made add to this.
Are the player models planned on being blocky like the rest of the world, or would they have smoothness to them.
Tbh Id much prefer the models to look as stylized and realistic as possible. Meaning no blockiness to them.
Slight blockiness is okay( I dont want no minecraft steve!)
DasachiMemberI totally agree with this. Also, if you hit TAB itll bring up an info type thing.
In the top left at the bottom of the words it shows what block you are looking at.
Just for right now, if you didnt know. -
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