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Author Topic:  Survival/Dig Deep Overhaul  (Read 9671 times)

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Gary

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Re: Survival/Dig Deep Overhaul
« Reply #10 on: January 14, 2016, 01:16:12 AM »
to change any core aspect of DD would be a terrible idea

I think that, ideally, it would be best to improve on the current mechanics rather than get rid of them.

Sure, this might involve change. Hell, it might even involve full blown overhauls, but while change can sometimes be a difficult thing to approach, in this case I think it'd be better for the game and would make it more enjoyable.


               

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Rev Elevenclaw

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Re: Survival/Dig Deep Overhaul
« Reply #11 on: January 14, 2016, 03:15:46 AM »
I suppose so. I host my DD map often and many people have gotten to enjoy the feel of what is possible once you have put the work in. I run a kingdom, fueled by people selling loot from killing mobs and working the jobs I have set up. Once they gain some success, I have homes available. Nothing all that new, but I did it in DD. I believe DD is for patient gamers that don't mind having to hunt down blueprints and mine or otherwise earn materials for builds and such. Personally, I enjoy it. Oh and for the record... There are a lot of aspects I like but, MC is for kiddies. In my opinion, TMF blows it away with what u can do! Not not to mention MC multiplayer is limited. I have had over 900 visitors to my map. And being able to protect your map with zoning... invaluable to someone like me with 900 hours logged in 1 world.
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Dryym

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Re: Survival/Dig Deep Overhaul
« Reply #12 on: January 14, 2016, 06:50:05 AM »
I think that Blueprints should allow a choice on what to learn how to craft.
In addition, There would be multiple tiers of blueprints that correspond to different items.

You also should not be able to research something until you have researched all of it's ingredients, And the tiers before it.

So in order to craft troll hide armour, You have to have researched leather armour first.



On the surface you would find tier 1 BPs, To craft iron stuff and wood stuff.

Then you go down and find T2 BPs, Then T3 BPs, Etc.
You still have to find every BP to craft everything, But you get to choose what path you want to take with them.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

AlienizdPixel

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Re: Survival/Dig Deep Overhaul
« Reply #13 on: January 14, 2016, 06:58:41 AM »
Just a comment from me to give people an idea why things are as they are regarding DD and Survival.

The reason is simply a time choice.

I'm aware the DD and Survival game modes and the biomes require overhauling, but I've been putting it off in order to add game play features that I feel help to differentiate the game from Minecraft. If I had instead spent the time overhauling Survival and biomes,  then I'm stuck in a perpetual race trying to catch up to Minecraft, a race I can never win due to having less development resource.

Once I'm happy the differentiating features are close to where I want them, and we are getting close to that point, I will start to allocate some time to Survival and biomes.
Could you possibly give a list of what you would want to add before revamping Survival/DD?
-Alionz

Gary

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Re: Survival/Dig Deep Overhaul
« Reply #14 on: January 14, 2016, 03:35:44 PM »
I think that Blueprints should allow a choice on what to learn how to craft.
In addition, There would be multiple tiers of blueprints that correspond to different items.

You also should not be able to research something until you have researched all of it's ingredients, And the tiers before it.

So in order to craft troll hide armour, You have to have researched leather armour first.



On the surface you would find tier 1 BPs, To craft iron stuff and wood stuff.

Then you go down and find T2 BPs, Then T3 BPs, Etc.
You still have to find every BP to craft everything, But you get to choose what path you want to take with them.

This could happen by having blueprints attached to semi-randomly generated dungeons.

Say, in order to collect your blueprints for iron weapons/tools/armor, you'll need to raid a goblin camp.

And in order to get steel you must siege a castle and kill the King.

Etc.

This is definitely possible, with the new NPC AI.


               

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Nefty

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Re: Survival/Dig Deep Overhaul
« Reply #15 on: January 14, 2016, 04:03:57 PM »
Oh my, to start off I didn't expect so many great responses! Ill be responding to everyone's consatructive comments on this post. Anyone who commented I agree or good post thank you!!

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Now what if Dig deep and survival let us go to space XD Anyways good ideas ;)

Possibly, maybe a type of device needs to be crafted to reach a moon style map. Like how you need ender eyes for an ender portal.

I'm aware the DD and Survival game modes and the biomes require overhauling, but I've been putting it off in order to add game play features that I feel help to differentiate the game from Minecraft. If I had instead spent the time overhauling Survival and biomes,  then I'm stuck in a perpetual race trying to catch up to Minecraft, a race I can never win due to having less development resource.

Once I'm happy the differentiating features are close to where I want them, and we are getting close to that point, I will start to allocate some time to Survival and biomes.

Absolutely, I think TM's creative mode really blew a lot of people expectations out of the water. Especially with these new additions TM's creative gives Minecrafts creative mode a run for its money. But I think that the biomes and survival features could be changed to compete with minecrafts. Obviously TM is no triple AAA game, but with what the community has at the moment, I think it could be done.

I love DD. I have been playing on the same map for 2 years. I think of DD maps as a creative experience that you have to earn. I can agree that some skill/item jumps are a bit much and perhaps some pricing, but to change any core aspect of DD would be a terrible idea. I have taken the time needed to be a master of economizing, zoning, building, and now I am endevouring to master scripts. TMF is one of my favorite games because of DD. Sure, I could have done it all in creative, and more, but with a severely lessened sense of accomplishment. I will say that I feel survival shouldn't have shops at all. I remember playing my 'world of the beast map' on DD, legendary, with survival aspect. No mini map and the shops were extremely limited on everything. No that was survival! I still have it but the 2.0 update unlocked the shop inventory, spiders don't spawn from the trees, and the sky isn't red. It did the same to my moon map. But they are unique maps so I keep them. Please don't mutilate DD...

Obviously you have had some great experience with the DD game mode, but it seems most of what you're saying comes from past experience. No doubt DD was fun for many people, I had great fun when I first purchased the game as well. But the overhaul DD needs requires a lot of that to be changed. Im fully confident you'll have just as, if not more fun with new additions to the game mode.

I suppose so. I host my DD map often and many people have gotten to enjoy the feel of what is possible once you have put the work in. I run a kingdom, fueled by people selling loot from killing mobs and working the jobs I have set up. Once they gain some success, I have homes available. Nothing all that new, but I did it in DD. I believe DD is for patient gamers that don't mind having to hunt down blueprints and mine or otherwise earn materials for builds and such. Personally, I enjoy it. Oh and for the record... There are a lot of aspects I like but, MC is for kiddies. In my opinion, TMF blows it away with what u can do! Not not to mention MC multiplayer is limited. I have had over 900 visitors to my map. And being able to protect your map with zoning... invaluable to someone like me with 900 hours logged in 1 world.

Ditto. Most of the additions would be just that, additions. Obviously some things go and some things come in to replace them, but they definitely will make the game mode improve.

Spoiler for Hidden Content:
I think that Blueprints should allow a choice on what to learn how to craft.
In addition, There would be multiple tiers of blueprints that correspond to different items.

You also should not be able to research something until you have researched all of it's ingredients, And the tiers before it.

So in order to craft troll hide armour, You have to have researched leather armour first.



On the surface you would find tier 1 BPs, To craft iron stuff and wood stuff.

Then you go down and find T2 BPs, Then T3 BPs, Etc.
You still have to find every BP to craft everything, But you get to choose what path you want to take with them.

Dryym this is exactly how I pictured the system in my head. Great way of explaining it! I might add it to the OP! ;)

This could happen by having blueprints attached to semi-randomly generated dungeons.

Say, in order to collect your blueprints for iron weapons/tools/armor, you'll need to raid a goblin camp.

And in order to get steel you must siege a castle and kill the King.

Etc.

This is definitely possible, with the new NPC AI.

Ditto. A lot can be tested to see what fits the game best.

Nefty

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Re: Survival/Dig Deep Overhaul
« Reply #16 on: January 14, 2016, 04:24:10 PM »
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I feel like I should talk about why I am pushing for this. Obviously Im passionate about my opinion, and I want to see the game succeed. But the main reason is popularity. No not for myself, but for the game mdoes. Get on Xbox Live and look at the maps open. 90% of them are Creative. I'd bet most of the community agree TM's creative trumps Minecrafts creative. I'd bet that most non biased players would prefer TM to minecraft. But Dig Deep and Survival are rather lacking. I believe with what TM has at its use it could be a completely better all around game than minecraft.

Craig (putting you on the spot, sorry) said this:

then I'm stuck in a perpetual race trying to catch up to Minecraft, a race I can never win due to having less development resource.

Id disagree with this statement. Obviously Minecraft has the money, and man power at its disposal. TM has 2 devs and a testing team. Not starting off great. The reason I disagree is because of one game. Bioshock Infinite. Game of the year 2013 runner up, only losing out to Last Of Us (great game by the way.)

Bioshock Infinite was made a dev team of about 30-40 people. Bioshock Infinite finished ahead of GTA V in game of the year by one place. GTA V has made close to 2 billion dollars in sales. Take that power ball. Anyway, GTA V was developed by a team of 1,000.

"Grand Theft Auto V was developed by more than 1,000 people across multiple Rockstar Games studios, Rockstar North president Leslie Benzies told Develop in a new interview."

Point in case, money and man power doesn't always win. I think DD/Survival could easily beat out Minecrafts survival aspect of each games respective modes.

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Dark Hydrak

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Re: Survival/Dig Deep Overhaul
« Reply #17 on: January 14, 2016, 05:31:55 PM »
The number 1 thing I hate about survival is the spawn killing. Its ridiculous. If you die, you're done until it's day.

Jared

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Re: Survival/Dig Deep Overhaul
« Reply #18 on: January 14, 2016, 07:18:21 PM »
I'm going to make this short, sweet, and right to the point. I couldn't agree more with Nefty's post.

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Re: Survival/Dig Deep Overhaul
« Reply #19 on: January 14, 2016, 09:36:31 PM »
As a very big Dig Deep player and enthusiast, I love Nefty's ideas. Along with Dryym's new BP idea, I'd be very hyped to see these changes.