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1
Fun House / Re: 15,010'th post!
« Last post by cY Agent 115 on Today at 01:18:24 AM »
You can't handle the truth
Son we live in a world that has posts. And those posts have to be guarded by admin with guns. Whos gonna do it :D
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Ideas / Re: Bark
« Last post by cY Agent 115 on Today at 01:14:10 AM »
I think bark block would be a great idea, but it sounds like just a log.
Google bark mulch. Looks nothing like a log
you didn't mention mulch, I was expecting a huge layer of Bark that you can tear off most trees
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Total Miner Discussion / Re: Survival/Dig Deep Overhaul
« Last post by cY Agent 115 on Today at 01:12:13 AM »
Honestly when it comes to survival, I feel that the game is too linear. Why would you mine when you could save 2-3 hours of grinding just making ladders and doors? "Yeah well if you think its wrong don't do it!" what else would I do when my friends in my game in their Marble Fortress and sentry turreted towers and shed loads of money while i'm still raising funds to upgrade to a diamond pick but mining money ores. The shop is OP, now I'm not saying get rid of it, I'm saying there's gotta be a better way to handle to progression of a survival game. Time in game? Craft 20-50 of this item to unlock the next tier in the shop? Physically have the item in our hand to be able to buy one? Those are all viable answers (not saying they are the best).

As for blueprints, I disagree with what you said but i understand your pain. Just think, have you been on search for a blueprint and found that one ore you needed to upgrade your pickaxe? It's happened to me more than i'd like to admit. I like adventure and, as much as its a grind, I love the feeling of accomplishment when you get them all, or the one you needed for a while.

one things that was't mentioned in the OP, Scripts. Why are we allowed to freely script our way to riches? There should be a huuuuuuuge restriction on the scripts you can use. Even teleporting a little OP, we have obsidian.. use it.

here's an example of how to exploit the game so easily with scripts from my friend. I know I know it says hes playing minecraft.
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Questions and Answers / Re: Mobs
« Last post by cY Agent 115 on Today at 12:38:11 AM »
I saw it on Craigs NPC tutorial, I might have interpreted it incorrectly but thats what I got from it
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Total Miner Discussion / Re: Hype
« Last post by cY Agent 115 on Today at 12:36:57 AM »
I bring my money straight from PayPal personally, as soon i hear the email saying its now on sale, my life will be confined to just my bedroom and kettle (kitchen).
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Fun House / Re: 15,010'th post!
« Last post by Sargnarg the Hardge Harg on Today at 12:17:08 AM »
There has been more than that. I have like over a third of that by myself
First of all... You ruined it... Second of all, were talking about the total number of posts in Fun House...
You can't handle the truth
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Ideas / Re: Team weapons
« Last post by Sargnarg the Hardge Harg on Today at 12:14:49 AM »
What about Mods/Texture Packs. Couldn't you just make your own camoflages for the weapons?
Provided you wanted everyone who joins your game to have to download the camoflages too
Umm no... They're done through the steam workshop, only the host needs to have it downloaded...
How will worlds + mods work as in multiplayer?
Probably one of these two:
1. The Host must send the mod(s) files to the client before the client can join the session.
2. The client must download/install the mod(s) themselves before it can join the session.
Unless I'm missing something
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Total Miner Discussion / Re: Survival/Dig Deep Overhaul
« Last post by Nefty on December 14, 2017, 11:09:08 PM »
Spoiler for Hidden Content:
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-Alright its going to take me awhile to get my argument across, but id ask you read it completely before you comment. Obviously not everyone is going to agree with this idea/opinion, and i'd love feedback. Please don't fill the thread with +1 -1's cause they aren't helpful. I will also be comparing Survival and Dig Deep to Minecraft, a lot. I know a lot of members of the forums don't like having TM compared to Minecraft, but its one of the few games that is the same if not better than TM in a direct comparison. I'd also like to apologize for any spelling/grammar mistakes in advance. With that said, lets get into this.

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Alright, so from the title you can tell I am petitioning (if you can call it that) for a complete and utter overhaul of the survival and dig deep game modes of the game. Yes I know those are major changes, but I will tell you why in just a moment.

#1) For me survival is way way way too easy. #1 reason being the economy, the block shops, the item shops. The ability to mine X amounts of a certain block to buy a picaxe/tool. The point is that the economy of TM destroys the entire aspect of crafting/smelting. Minecrafts survival mode is based of of leveling up though tiers of tools (wood mines stone, stone mines iron, iron mines diamond, etc...) and causes you to immerse yourself into the gameplay. Total Miner however does no such thing. At some point, you build a square wooden house, mine a bunch of trees, and start making ladders, selling them, making more, and then repeat. After 30 minutes of doing nothing in game but pressing 5 buttons, you have amassed enough coin to purchase a picaxe or other high tool that would've taken hours to get through actual gameplay. Just Youtube it, there are so many exploits on the economic system in TM. Now before you go off saying "but Nefty, the gold pieces are important to TM, they make it unique" Absolutely. My counter argument is that prices should be jacked way way up. Make it so that actually playing the game you payed $3 for is faster and easier than standing behind a single block for half an hour. Look at deathmatches (yes im using a deathmatch to make my point). You cant stand by the block/item shops and sell your way to the top like it was the NASDAQ, you have to play the map. While most make you mindlessly mine blocks, the vanilla version of TM could improve on that. Adventure for treasure chests is already a large part of it. By making ores and other precious blocks easier to be obtained when going caving, it gives the player the need, no, the want to go caving.

#2) Biome generation is flawed. I don't know much about the hardware or technology behind it, but choosing one biome to play your map in is a complete disappointment. Biome generation is iffy, with the exception of Desert which I love, but when you're stuck in one biome your entire experience it dulls down the excitement. Imagine playing CoD multiplayer on one map! Once again where Minecraft flourish, the ability to make villages and other structures to exclusive to certain biomes when playing was awesome! I always had a desert and snow castle when I played. Anyway, point is, multiple Biomes per map would make Survival/DD experience so much more enjoyable.

#3) Those pesky pesky blue prints. Now I actually love blue prints, very interesting take on the game mode. My problem comes with their spawn. When you spend most of your gameplay experience running around looking for blue prints, it takes away from the overall fun. Its rather annoying when you are trying to craft/build and then you don't have the blue print, so you spend endless amount of time looking for that one blueprint, only to find a "steel claymore." I get it that its part of the experience, but how many players actually want to roam around looking for them? They're the only reason I would ever go down in caves in DD, because like I said in #1, and I will talking about caves soon. I would counter with a different idea for researching items. Almost like a blue print, however you have to have a set of items crafted. For instance to craft an Iron Pc, you need to have made a Wood Pic, Wood Axe, maybe like a Wood Bow? Basically so its not just wham bam thank you ma'am now I know how to make a.... "iron hoe?" Well that's not useful.

#4) Caves. Minecrafts caves are glorious. Caves upon caves running into more caves dropping into ravines with lava. TM, well not so much. Caves are most often one giant pathway, very rarely running into each other. Not to mention the ugly pools of water and lava that still dot the caverns, they make no sense now that there is water physics. Ores are few and far between, and without your Map HUD on good luck find a substantial amount. And they also end abruptly, oh you were getting interested? Getting to Diorite level? Congrats, for all that time you spent moving forward, you have achieved nothing. Caverns need to have more ores, more diversity, more excitement. The game is called Total Miner yet has very few amounts of mining going on.

#5) Skills. What was once the Titanic on paper, turned into well, the titanic in game. Skills went from a great way to introduce RPG maps in a more effective way, and to add another challenge to Survival based game modes, turned into hours of grinding. When they came out I taped my controller down in various locations and went to chipotle with my friends, came back and I was a level 5 miner. Point in case, Skill revamp. I know they're not mandatory, and if you don't want to grind for hours don't play with it on. Except, I like the extra challenge of having to had mined a certain amount to get the next series of tools. This could even tie into what I said in step 3 with researching, maybe need a certain skill level to research new tools. Anyway, I fell as if things are too spaced out in skills, too far of jumps between tools and blocks. Skills should challenge, yet compliment the player. Not force them into hours of grinding away.

#6) Biome Generation: The Sequel. This portion I will be discussing individual biomes. I have no problems with Desert, if anyone does please feel free to post them. Semi-Alpine is an average biome. The beaches surrounding the lakes are just ugly, they're usually 1-2 blocks wide and just fit right. And they land mass always falls the water level perfectly, no ledges, no cliffs, nothing. The landscape if very smooth, and I really don't like it. Another thing I cant stand is in grasslands, the landscape of pure grass is just ugly as well. I guess with multiple biomes per map it could look better, but it looks awful. "But Nefty, its grasslands, shouldn't it all be grass." You're absolutely right! But even the great plains have variations. The lakes/ponds especially are ugly, 1-3 blocks deep and always small just bugs me. The point Im making is to add more variation to Biome Generation.

#7) Those damned Trees. Trees look great, especially from the new update. But when you mine all the woods blocks, the leaves remain in the same spot! It looks awful seeing flying leaves everywhere! Then the shaded grass....? You cut down a tree, and remove its leaves, yet the grass remains shaded? The texture on all 4 main textures look awful, and just doesn't fit. And saplings could actually fall from trees without them being cut down? Oddly enough trees reproduce while alive.

#8) Generated Structures! Not absolutely necessary, but a wide open landscape can be rather dull if not done right. A few buildings, villages, castles, towers, etc... mixed in would really spice up a lot of the game!

#9) Better Ranged Mechanics (From Dryym)
Spoiler for Hidden Content:
I think that TM's ranged mechanics need to be worked on, As currently the arrows feel like they are floating in space when you shoot them. It isn't really that fun because it's ridiculous to try to hit someone.

I also think that the different bow types should be completely different from the others, Thus not making the lower level bows obsolete, Let's leave progression to the arrows.

First off, All bows would have a draw weight, This would determine the power, And speed of the arrow, But also determines the time it takes to pull the bow string back, And how long the bow can be held back.

Second off, Specialty arrows (Boom, Fire, And Ice) should be heavier, And thus have less range then conventional arrows.

Finally, The higher your strength level, The faster you can pull the bow string back, And the longer you can hold it back.

Ok, Let's get on to the different types of bows.


---------------------


Wood Bow: This is your starting bow, It looks like a simple longbow, So it would have an average draw weight. Meaning that it would have decent draw speed, And holding time for beginners. A good, Cheap all around bow.

Gold Bow: I'm not entirely sure what the gold bow looks like, So I'm guessing it's stats. It would have a light draw weight, Not having much power or range, But being able to fire faster then all other bows.

Spider Bow: The Spider bow looks like a (Very crazy) Recurve bow, So it would probably have a lighter draw weight then the longbow, But due to it's design it would transfer it's energy more efficiently, Resulting in range and damage more than the gold bow, But less then the longing.

Troll Bow: The Troll Bow looks like a really beefy longbow, So it would have a really heavy draw weight, Meaning that it would have much greater power and range then all of the other bows, But at the cost of a really slow draw speed which can't be held for very long at all.

Titanium Bow: The Titanium Bow looks like a modern compound bow. So it would have a draw weight slightly heavier then the longbow, Meaning more power and range with a slower draw speed, But it can be held at full draw for longer due to it's modern design.

Elven Bow: The Elven Bow looks similar to a longbow, But has the special infinite ammo bonus. As such, I think it should have a draw weight in between the compound, And Troll bows. Favouring power over speed.

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Possibly more to be added. Please be respectful in the comments and feel free to agree/disagree and add your comments on the thread, Thanks!
I'm going to spend a few minutes reviewing this post I made almost a year ago. I've had time to examine these ideas and reflect on my prior opinions, and some change. With the PC release coming I think it'd be a good idea to review this. If you haven't seen this before I would recommend reading the OP to understand everything in depth.

1.) This is the only one I really agree fully with still. The shops are just a no go from me. I'm actually working on a video on how to fix the economy in TM.

2.) I feel as if I was rather unfair on this one. Desert still is my favorite biome, but since downloading Minecraft for my Xbox One and receiving the updates, I absolutely abhor the multitude of biomes. Maybe it is just me but there are too many and they don't mesh well together. While it would be nice to have multiple biomes in a single map, I'm glad its just one as opposed to that 400 in Minecraft.

3.) Assassins Creed Black Flag is a fantastic game. For those who dont know, you play as a pirate with a ship named the Jackdaw. To upgrade your ship you start by simply paying money. Then you need metal and wood, and more money. Then for all the final upgrades you need to find elite plans. these are found at the bottom of the ocean. Very difficult to acquire. I think TM would benefit from this style of blueprint system. Wood and lower-tier metal tools cost money/crafting materials. High-tier metal weapons require research or some form of non-exploratory system of unlocking them. But the sledgehammer, and other god-tier items, require blueprints found in the deep deep caves. This will make the "Dig Deep" aspect more late game yes, but i think by that time the player is more committed to the map and willing to find those extra hard blue prints.

4.) I actually have come to like the caves of Total Miner. they make getting to lower levels much easier. The only criticism that I would hold is have them run into each other, and more of them. Minor improvements at the most.

5.) Still support my claim for skills. If not my ideas, it definitely needs some sort of revamp. Didn't many maps use skills, let alone use them well.

6.) Yes, biomes should generate more interesting than the way they do now. But playing Minecraft and looking at the ugly giant mountains that spawn an inevitable floating island, and then the oceans that go on and on and on. Once again like with the first biome generation, a happy medium between where we are now and Minecrafts and we're sitting pretty.

7.) @Craig I'm sorry I was so damn sarcastic in the OP. I still don't like the leaves not despawning, still don't like shaded grass. But I promise The way they are now is okay. once again minor tweaks are fine.

8.) I'm really in between this decision now. Mainly because how awful Minecraft does it now. Either you don't use the buildings and they go to waste. Or you use the farms and blacksmith chests and essentially start the game a mile ahead of where you would be if you started from scratch. Maybe if Total Miner doesn't have annoying NPC's in these villages that don't sell anything useful. I'd like to hear some other opinions on this.

9.) Dryym can debate his point. I think a total combat overhaul would be nice, but since combat is such a minor part of the game I wouldn't mind seeing this at the bottom of the priority list.

-->> Please leave opinions in the replies. Would love to debate with you all! Also if there are any typos or spelling mistakes let me know over DM!

PS. Is biome spelled wrong? i keep getting the red squigglies under it?
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Fun House / Re: 15,010'th post!
« Last post by Hayden on December 14, 2017, 10:38:19 PM »
There has been more than that. I have like over a third of that by myself
First of all... You ruined it... Second of all, were talking about the total number of posts in Fun House...
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Questions and Answers / Re: Mobs
« Last post by Hayden on December 14, 2017, 10:36:48 PM »
Okay, I'm not sure how they will work in terms of following because they spawn from a block and cant leave the block for more than X number of blocks :/
Who said that? They can follow you all around the world using target player.
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