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Messages - Gary

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Creative Features / [Skills] Re: Skill Data Dump
« on: April 10, 2014, 10:08:33 AM »
I would suggest lowering the level one is able to "build" (not craft) a furnace. Possibly to 6? Though it is not that much of a troublesome situation, I usually obtain a furnace much earlier than I do build level 8, and it can be a pain to have to wait to be able to smelt ores/cook food.

Total Miner Discussion / Re: Skills Guide
« on: April 10, 2014, 09:53:25 AM »
In my experience, the only drops that tend to give looting exp are ones that come from nighttime mobs.

Also when building / mining I tend to magically gain strength exp so that may or may not influence how to get strength.

Ideas / Re: Skill System Modifications
« on: April 09, 2014, 09:04:16 PM »
Still... That doesn't really have anything to do with what I suggested. Honestly I have played the game just as long as you, and I have plenty of worlds full of chests of money. If I've spent hundreds of hours into the game then I should be able to have max stats! Personally I would rather upgrade my stats legitly but that doesnt mean I don't have a right to it. And why should the game be based around assumptions of what the players have already? The game should be based around what a new player who just bought the game would have. The game isn't scaled so that dirt blocks in the store cost 600 gold because it is assumed that players who have been around since 1.5 have 2 hundred thousand gold pieces?

Ideas / Re: More Zombies
« on: April 09, 2014, 08:27:05 PM »
Terraria implemented this general idea and it was very successful. Assuming that programming and the appearance of the randomized mobs goes smoothly, this would be a great addition to the game.

Ideas / Re: A Second Skills System
« on: April 09, 2014, 08:19:43 PM »
Instead of another skill system with base stats, I would like to see class based skill trees that could be upgraded with exp earned from the basic skills already implemented into the game. This could also be world based rather than character based, which would help to give it a lot of replay-ability.

As for how it works I suggest the following:

There will be several class specific skill trees (such as archer, warrior, tank, healer, enchanter, thief, merchant, etc.). Once a player places a point in one of the skill trees, they will no longer be able to place skill points in any more of the class specific skill trees (once again, encouraging replay-ability. Another way this could work is a player cannot put any points in another skill tree until the skill tree has a certain amount of purchased skills).

There will also be "general category" skill trees which would help aid players in passive, non combat based functions, such as mining speed. These skill trees will be available even after a player begins to invest in a specific class.

As for how exp for skills are gained, if a player gains 6 exp towards leveling up their mining skill, said player will also gain 6 exp towards the skill tree, which will function as its own "currency". The exp gained for skills will not be in any way affected by what stat said exp came from.

I have not thought about what each class would specifically do (though I have some ideas). I am sure I would be able to draw up or collaborate and make some basic layouts for skill trees if anyone desires for that to happen.

Ideas / Re: Invasion
« on: April 09, 2014, 08:05:06 PM »
Like the idea of an invasion, but I don't know how well it can be integrated into the game. Sure, we have soldiers and grenade launchers, but if you take a step back and look at the kinds of enemies players encounter, soldiers would be very out of place. Something more like a Troll Invasion would be cool. There could be increasingly difficult waves as time goes on. Maybe there could be trolls with World War era weaponry during the later waves.

Ideas / Re: Skill System Modifications
« on: April 09, 2014, 07:58:26 PM »
I don't understand what multiplayer has to do with anything?

Gaming / Re: Terraria
« on: April 09, 2014, 07:04:47 PM »
Terraria is one of the best sandbox games in the gaming world. I have been playing since it first came out on PC and it amazes me how much it has revolutionized the sandbox gaming industry in so many ways with its unique approach to a simple interface. They have done so many amazing things with the game, and with every update the game just gets better and better. Not to mention both the Xbox and PC developers and how community centered they are.

Total Miner Discussion / Re: survival info? ^_^
« on: April 09, 2014, 07:00:14 PM »
In survival gamemode, making money is the last thing people would do...

Though I agree with most of what you said, I disagree with the fact that "most people" do not go for money in survival. In my experience a lot of the people that I game with do in fact try to make money before attempting to build living spaces, but this is the way of different play styles, is it not?

Ideas / Re: Skill System Modifications
« on: April 09, 2014, 06:45:29 PM »
Did not know skills carry over between worlds. In that case maybe my idea isn't that great, but I still think that there can be a way it could be balanced to function properly. And, honestly, if you have several chests full of stacks of money you should theoretically be at a point where your skills are maxed out anyways. Sure, this could be exploited but the smithing and crafting skills can be leveled within seconds so long as a player has a few hundred coins.

Ideas / Re: Skill System Modifications
« on: April 09, 2014, 01:58:08 PM »
This is a good idea and I support it.


Ideas / Skill System Modifications
« on: April 09, 2014, 01:47:40 PM »
After playing around with the skills system, it seems that some skills (namely mining, building, and woodcutting) are much more difficult to level up than some of the other skills (such as smithing and crafting). So, I propose that purchasing certain items in the store could give someone exp towards those levels. So, say, buying a dirt block will give one exp towards building. Buying a more expensive block would give more exp. Buying pickaxes would give exp towards mining. Etc. etc.

Ideas / Re: Replacement For the Hotbar Controls
« on: April 08, 2014, 08:04:31 PM »
In that case, I can't wait for it to come! Glad to hear the issue has already been solved (or the solution is at least already on its way).

Ideas / Re: Replacement For the Hotbar Controls
« on: April 08, 2014, 06:43:44 PM »
I get that it is going to be changed, but I thought I would throw in my suggestion as to how I think it would work best. The reason I did suggest the D Pad as an alternative, and the reason that I did say anything at all in the first place, was because the main issue that I am faced with, is the fact that I cannot go back and forth for each hand (there is only one direction of travel), which is very inconvenient in survival because of the fact that I often cannot change items in my main hand quickly enough to compete with some of the more challenging mobs and mon groups that I am faced with. I cannot speak from the point of view of a creative builder or a Dig Deep adventurer, unfortunately, but there's my perspective.

An addition to the game that would be nice is to have the option to create your own control schemes and name them, but now I'm getting a bit ahead of myself haha.

Ideas / Replacement For the Hotbar Controls
« on: April 08, 2014, 01:50:15 PM »
New to this forum. My frustration with the new controls led me to make an account. Don't get me wrong, there are so many improvements to so many aspects of the game as brought about by 2.0, but the hotbar controls are awkward at best. Even after having played several hours of gameplay I still feel like my proficiency with the control scheme is below average.

A suggestion I had was to make the D-Pad the hotbar navigator. Up/down could be for the right hand and left/right could be for the left hand. Hoping this at least comes as an option later down the line.

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