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Author Topic:  Survival/Dig Deep Overhaul  (Read 7491 times)

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Craig

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Re: Survival/Dig Deep Overhaul
« Reply #20 on: January 14, 2016, 09:49:22 PM »
Could you possibly give a list of what you would want to add before revamping Survival/DD?
Yes it would probably be a good idea to have a forum for discussion on any big changes before going through with them.

Clerical

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Re: Survival/Dig Deep Overhaul
« Reply #21 on: January 14, 2016, 11:26:17 PM »
Obviously agree with most of the OP, But yet again everyone knows this and many do talk about it (Including Craig)

However as Craig mentioned above there are still many things left over that should be done before focus is pushed to Survival/Dig Deep modes.

With dig deep i believe the blueprint system needs to stay as it is, Its what makes it dig deep, not just realy deep survival, and most first time players love the blueprint mechanic, Its only after a few DD maps it becomes tedius.

Blueprint changes
When collecting a blueprint you are offered an option between 3 blueprints
Similar to this.

All three tiers will be of similar reward and type. so if you find a tool BP then you will get a choice between three tools/weapons of the same tier.
What this does it remove the need to get every single blueprint before you find a pickaxe to move on (Which many updates leaves the blueprint for pickaxes out of reach)
Choosing a blueprint will remove the blueprint from the ground and remove the choice from the list so you won't get repeats.

Requirements to wield.
Giving players targets helps them stay motivated, But if they are to difficult/long then they become tedious and are then something that are in the way,
So i propose alot of items/Blocks should have small requirements before they can be used
This picture just an example, but id suggest something like 50 clay instead, As many players like to rush till they get to the first hell layer.
Along with thid goal you are required to of find the previous tier blueprint for the tool, so you can't just skip iron to get to the steel tier items. you need to select a path you want to go down and follow it, if not you need to collect more blueprints.


Generated Structures
Exploration, we all crave it, we all know the game needs it, However i believe we want alot of it. Dungeons, Castles, Sky Fortresses, underwater temples all filled with rewards,traps and mob specific to that area.

End Goal
Everyone wants a goal, Some other biome or some conent that shows you are end game.
Now i think there could be two options. One if fairly obvious.

The moon.
ever since Craig played with gravity and created the moon seed everyone has wanted to go there on their dig deep world and build there.
The sky.

moon not you're style?, how about the heavens?
Or why not just revamp the nexus? Instead of having just red stone everywhere and 1 tower made from bedrock, Why not have a battle zone down their with angels/templars vs diablo's and other dark creatures, a constant battle between both sides. Head down the the nexus and you can head inside a portal which allows you to go to the a place in the sky which is made of clouds where demigods/angels roam.


May add more, got tons oif ideas.

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Dryym

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Re: Survival/Dig Deep Overhaul
« Reply #22 on: January 15, 2016, 08:27:23 AM »
moon not you're style?, how about the heavens?
Or why not just revamp the nexus? Instead of having just red stone everywhere and 1 tower made from bedrock, Why not have a battle zone down their with angels/templars vs diablo's and other dark creatures, a constant battle between both sides. Head down the the nexus and you can head inside a portal which allows you to go to the a place in the sky which is made of clouds where demigods/angels roam.


May add more, got tons oif ideas.


I have never understood why you call rhyolite layer "Nexus". It made no sense, But by (I think) pure coincidence the name you chose actually makes sense with your idea.

Nexus means tie, Or connection. So if the nexus is a portal room to other pocket realms it would actually be pretty cool.


My thoughts, There needs to be no angelic tower, As the angels being holy servants will most likely not need a material location of rest as the attackers. They can just be beamed down from Mount Olympus/Asgard/Heaven/The Moon/Whatever.


The Demons however have created this structure out of indestructible materials to protect their portals to other dimensions or locations.

Maybe these demons are just being subjected to some kind of racial profiling. Being assumed to be evil when in reality it was their ancestors that did unspeakable things. They may want to go some place where the gods have no jurisdiction so they can live their lives free of the oppression of the gods and the humans (666 seed?).


Always take the story of both sides of a conflict in to account. Lol

Perhaps you could be given a quest by leaders of each side to either help the demons escape this realm, Or to help the angels annihilate the portals and the demons.

Talking to the lead Demon would have you searching for parts to finish the portals, It would also mean all Diablos would be passive to you. Allowing you to talk to them and possibly even recruit them into your party as a bodyguard. It would also make angels hostile to you.

Upon completing the quest, All portals will have been built, The demons will have (Mostly) left, And you are free to use the portals whenever you want.


In the overworld, Angels would take the place of the Diablo as a tough mob trying to kill you, And any remaining demons will still me able to be recruited as bodyguards.


Talking to the Angel leader will have you enter the bedrock tower, And kill everyone there to stop all progress on the portals. At which point you gain the blueprints for a basic portal frame, But have to figure out how to activate it as that information died with the demons there.

You will also be able to recruit angels as bodyguards.

Good and Evil is very subjective, And there are good and evil things about every side in a war.
Maybe if the Angel leader and the Demon leader were to sit down and actually talk they would realize that both sides are wrong, And maybe war is not the way... ;)

I think it could also be cool if when wearing the Diablo skin, Angels spawn naturally and attack you, Where Diablos are passive to you.

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

Clerical

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Re: Survival/Dig Deep Overhaul
« Reply #23 on: January 15, 2016, 08:40:01 AM »

I have never understood why you call rhyolite layer "Nexus". It made no sense, But by (I think) pure coincidence the name you chose actually makes sense with your idea.

No idea, Quad started it and every carried it on, better then called it 2nd hell XD

And yeah could go on i was tempted to go all out on the angel/diablo but it was late and i could not be bothered to make stuff for pictures lol XD

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King Goliath

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Re: Survival/Dig Deep Overhaul
« Reply #24 on: January 15, 2016, 09:21:01 AM »
I love this topic literally everything i complain about with my friends are here, (including those pesky trees that don't give me saplings. But i hope to see an overhaul soon i think we have enough features in game right now... So hopefully this & mobs could be 1st on the list
What am i even talking about

Dryym

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Re: Survival/Dig Deep Overhaul
« Reply #25 on: January 15, 2016, 09:40:50 AM »
No idea, Quad started it and every carried it on, better then called it 2nd hell XD

And yeah could go on i was tempted to go all out on the angel/diablo but it was late and i could not be bothered to make stuff for pictures lol XD

Ah, I asked because you are the only one who I have ever seen call it that. New or Old.

But the name gave me the cool idea, So I can't complain. Even if it never made sense before now.

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

Rev Elevenclaw

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Re: Survival/Dig Deep Overhaul
« Reply #26 on: January 15, 2016, 10:27:29 AM »
Quoting Nefty...
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.

It is true my map originated 1.8, however I have kept it up to date as TMF evolved. And I plan to continue evolving it as more is available. I would love to give u a tour. My builds may look a bit "old school", but believe me has all the right stuff. And plenty more to come. So I may seem a bit resistant, that is because last core changes like weapons n armor, enc. items, n skilling had a negative impact in my map. I had blueprints duping and got locked out on a lot of items. This has since been remedied and I hope my map is never rendered unusable. That would be lame, so I worry. I know...kinda selfish.
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Re: Survival/Dig Deep Overhaul
« Reply #27 on: January 15, 2016, 11:23:58 AM »
#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.
Personally i liked the old skills where the max was 99 but the max you needed to use items were around 50. It was a goal that wasnt completely impossible and only for the determined, considering it was only 32 mil xp and now the max is 999,999,999. Anyway great list and definitely agree with most of it.

Nefty

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Re: Survival/Dig Deep Overhaul
« Reply #28 on: January 15, 2016, 05:08:25 PM »
Quoting Nefty...
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.

It is true my map originated 1.8, however I have kept it up to date as TMF evolved. And I plan to continue evolving it as more is available. I would love to give u a tour. My builds may look a bit "old school", but believe me has all the right stuff. And plenty more to come. So I may seem a bit resistant, that is because last core changes like weapons n armor, enc. items, n skilling had a negative impact in my map. I had blueprints duping and got locked out on a lot of items. This has since been remedied and I hope my map is never rendered unusable. That would be lame, so I worry. I know...kinda selfish.

Not selfish in my eyes. But think most if not all DD maps would benefit from a gamemode overhaul.


Personally i liked the old skills where the max was 99 but the max you needed to use items were around 50. It was a goal that wasnt completely impossible and only for the determined, considering it was only 32 mil xp and now the max is 999,999,999. Anyway great list and definitely agree with most of it.

Yes, but having half of the max completely useless seems rather counter intuitive. Why even make it go to 99 if everything is unlocked by 50? That's like being able to go level 100 in CoD but being able to prestige at 65.

Nefty

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Re: Survival/Dig Deep Overhaul
« Reply #29 on: January 16, 2016, 10:48:12 AM »
Spoiler for Hidden Content:
Obviously agree with most of the OP, But yet again everyone knows this and many do talk about it (Including Craig)

However as Craig mentioned above there are still many things left over that should be done before focus is pushed to Survival/Dig Deep modes.

With dig deep i believe the blueprint system needs to stay as it is, Its what makes it dig deep, not just realy deep survival, and most first time players love the blueprint mechanic, Its only after a few DD maps it becomes tedius.

Blueprint changes
When collecting a blueprint you are offered an option between 3 blueprints
Similar to this.

All three tiers will be of similar reward and type. so if you find a tool BP then you will get a choice between three tools/weapons of the same tier.
What this does it remove the need to get every single blueprint before you find a pickaxe to move on (Which many updates leaves the blueprint for pickaxes out of reach)
Choosing a blueprint will remove the blueprint from the ground and remove the choice from the list so you won't get repeats.

Requirements to wield.
Giving players targets helps them stay motivated, But if they are to difficult/long then they become tedious and are then something that are in the way,
So i propose alot of items/Blocks should have small requirements before they can be used
This picture just an example, but id suggest something like 50 clay instead, As many players like to rush till they get to the first hell layer.
Along with thid goal you are required to of find the previous tier blueprint for the tool, so you can't just skip iron to get to the steel tier items. you need to select a path you want to go down and follow it, if not you need to collect more blueprints.


Generated Structures
Exploration, we all crave it, we all know the game needs it, However i believe we want alot of it. Dungeons, Castles, Sky Fortresses, underwater temples all filled with rewards,traps and mob specific to that area.

End Goal
Everyone wants a goal, Some other biome or some conent that shows you are end game.
Now i think there could be two options. One if fairly obvious.

The moon.
ever since Craig played with gravity and created the moon seed everyone has wanted to go there on their dig deep world and build there.
The sky.

moon not you're style?, how about the heavens?
Or why not just revamp the nexus? Instead of having just red stone everywhere and 1 tower made from bedrock, Why not have a battle zone down their with angels/templars vs diablo's and other dark creatures, a constant battle between both sides. Head down the the nexus and you can head inside a portal which allows you to go to the a place in the sky which is made of clouds where demigods/angels roam.


May add more, got tons oif ideas.

I actually enjoy this way of changing blue prints as well. I think there a many great ways DD Blueprints could be improved. I think some sort of tier system is what should be aimed for.