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Messages - ratzlaff

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1
Game discussion / Re: Raiding questions.
« on: January 16, 2019, 06:58:51 am »
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- you'd definitely want to raid (hostile) groups that are a threat to you, or could be, to throw them back on the progression ladder, and gain an advantage for future encounters,
this is probably the most compelling reason to raid, and will likely be the sole true purpose for quite a while to come

I can see the point in this, but raiding them would require you to make a huge investment in the first place, not sure if its worth it in the long run. But this could be viable.

With regard to your other points:

This game, while I enjoy it very much, even in alpha state, is not eve. You cannot just wish for a larger playerbase.

2
Game discussion / Raiding questions.
« on: January 14, 2019, 06:29:02 am »
First, I have limited exp. with raiding, so some of the questions may just be due to my limited knowledge.

1. Dear Devs, is there a vision/concept how raiding should play out in the finished project? What benefits should the player get by doing it?

2. In the current state, raiding is not cost-effective, mostly due to the fact, that when you have breached several wall rings, you still need to destroy caches with bombs, one of the most expensive items in the game. Am I missing something here? Is this intended? (I tried pickaxe/axe, but the damage was abysmal, could take years to destroy even wood chests)

3. Will the bombs stay that expensive relative to the other items?

Thanks!


3
Ideas and suggestions / Re: My Ideas
« on: January 11, 2019, 10:03:33 pm »
- From what the devs wrote, and I am hoping its final, the map will not get much bigger. They will add one or several biomes, but thats it.
- Right now, scouting is a thing. I had to do it, and I got important information that I used later (Trading, Industry, Raid).
- We are not talking about UNLIMITED teleportation, its will probably be a high-tech building and limited like land claims.

Actually something like a mount or a bike would solve the walking problem better.

4
Ideas and suggestions / Re: My Ideas
« on: January 11, 2019, 10:12:04 am »
"Why would you" was an actual question, and you found an use case:

Teleport to other base, gather, grab ressources and walk back.  I did not think of that.
Downside: Still a lot of walking.
Might depend on how much the device costs.

Why is it bad for pvp?


5
Ideas and suggestions / Re: My Ideas
« on: January 11, 2019, 07:08:39 am »
Not playing that game here bro.

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But why should a player ever use teleporting if you can only do it naked? No use case. Teleportation would be useless.

Thats my concern at the moment. Why would you?

6
Ideas and suggestions / Re: My Ideas
« on: January 11, 2019, 03:24:10 am »
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1.) to prevent abuse, there are quite a lot of bad things you can do with that...
2.) to make it not mandatory

You misunderstood. This is why in your opinion teleporting should be naked.

But why should a player ever use teleporting if you can only do it naked? No use case. Teleportation would be useless.

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No, neither is it an "all-important feature", neither do you have an "optimal solution"...blabber blabber.... [...]

I don't think you understand how this forum thing works really.

You state your opinion, and I do the same, maybe others join in.
Yes if I write something here, its my personal view of the matter. Why would I write anything else?

To be frank, if you have reasons why you think that suggestions would be bad for the game etc. I am interested. But please keep you moralising, narrow-minded bullshit out of the discussion.

7
Ideas and suggestions / Re: My Ideas
« on: January 11, 2019, 02:02:54 am »
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"only making it possible to teleport completely naked, so if you want to transport resources you would still have to travel normally."

That would completly invalidate teleporting in my opinion.

-> It would be structure, right? Probably with a significant building cost, so its a serious investment.
-> Where to best invest? Traveling routes you take very often.
-> So the best use would be to build one in your base, and one near your (current, with next update) ressource depots.

Why would you want to teleport naked?

8
Ideas and suggestions / Re: My Ideas
« on: January 11, 2019, 01:11:37 am »
Well, just don't look at it from this angle.

Problem 1: Long walking counter, convenience
1 Solution: Teleporter / some kind of fast(er) travel

Problem 2: Possible Power-concentration and with speed -projection
Solution: ?? (if there is any in an rust-like game)

The way I understand you, you could also say that there should be no ranged weapons in game, because they make fights 1-vs-many unbalanced.
It's exaggerated for sure, but I'd like you to rather think of a possible solution to problem 2 than objecting to an all-important feature.

3 Possibilities:

- The player can find every ressource he needs in close vicinity to each other. Problem: Local-only gameplay does prevent player interaction.
- Current state: Travel is encouraged, but you walk all the time when you need to check on ressource and so on.
- Current state + some kind of fast(er) travel. Optimal solution, because you have to scout and walk somewhere first and build the device.

Why is (repeated) walking such a bad thing?

For me, it's the worst. Because you are idle, you need to be on alert (other players and critters) but most of the time nothing happens (maybe picking up some fiber).

So having to walk somewhere 1 or 2 times is ok, but the constant walking a-b and getting ressources back and forth is my biggest gripe with the current game.

9
Ideas and suggestions / Re: My Ideas
« on: January 09, 2019, 04:51:46 am »
Thanks a lot for taking the time!

10
Ideas and suggestions / My Ideas
« on: January 08, 2019, 08:41:52 pm »
1. At the moment my greatest wish is to reduce the long walking, even more if you plan to make the map even bigger.

I know something like teleporters are planned and I look forward to them. But they may be something of a late-game feature right?

Another idea for this: Something like a bike, which gives running speed 4x.
To balance this for combat:
-Short Setup time, where you need to be static.
-If you get hit while you are on a bike you are stunned, or lose some portion of health or bleed or something to make it dangerous to use bike in a fight. Shooting could also be disabled.
Note: It doenst have to be a bike, could be a mule, I just like to have that function. If its an animal you would have to feed it and so on.

2. A pump with a higher throughput than the current well, tier 2/3, higher building costs.

3. All shots from firearms should be tracer rounds if technical feasible, so you get instant feedback where you shoot. If they are hitscan, an instant line would be ok.

4. Recycling (tech and building)
You can put any intermediate product in and it will give you a part of the original ingridients back.

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