Core Keeper

Core Keeper

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Palandus 9 mars 2022 à 16h40
5
1
Suggestions after playing for 8 hours
These are the things I feel the game really needs:

1. A way to mass-plant and mass-water, to reduce tediousness of the action. Say, hold SHIFT and it waters or seeds all areas around you and on your square for a 3x3 area done. Starts in the NE corner, goes clockwise, and ends in your square, in situations where you don't have enough water or seeds.

Additionally a way to mass harvest with the Hoe, by holding Shift and attacking.

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2. Fishing lures, to make early game fishing less tedious. Or eliminate the mini game entirely, and use an auto-fishing system like Dysmantle does, and so you can do something else, while the game auto-fishes for you.

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3. Much faster XP gains for melee, ranged, and vitality skills. I've killed nearly a thousand slimes, hundreds of maggots and at least a hundred cavelings, and yet my melee is only 19 and ranged is only 22. My mining skill and running skill are both around 46 at the moment.

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4. We need more talent points. Say 1 talent point every 2.5 levels; thus you earn 1 at level 3rd and 1 at level 5th. Would allow us to diversify much more and fill out the individual talents faster.

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5. Really would like some kind of plant that produces slime. We got one that produces fiber, so...

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6. Some additional iron-tier tools for iron anvil (it does have 3 available slots):
-> Crossbow = Damage range and reload speed between a sling (tin tier) and a musket.
-> Spiked Shield = Deals thorns damage to enemies when you block and holds up better than the standard shield.
-> Advanced Lantern = 6 glow radius, worn in offhand as usual.

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7. Sentry Trap = Using the new electricity system, connect power to a sentry trap that automatically fires crossbow bolts at nearby enemies.

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8. Thumper = Using the new electricity system, connect power to a thumper that will attract maggots from a great distance away to investigate it. Combine with other devices to turn it into a maggot farmer. Also helps to entice the larger maggots to stop destroying all my torches.

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9. A way to convert Copper to Tin. Maybe through Alchemy? I'm always running out of tin, and its needed for making railways, so I'm unable to keep building my railways.

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10. Mining picks swing over torches, rather than hit them (like Swords do). Quite annoying to accidentally smack my torches down while mining.

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11. Crafting higher tier items, especially ones with more rarer resources, grants you more XP. Similarly, cooking higher quality foods or with higher quality ingredients, grants you more XP.

Currently its better to craft a bazillion wooden shovels to raise crafting skill.

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12. Repairing or Salvaging items, grants crafting XP.

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13. Smelting ores and grabbing them, grants cooking XP.

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14. Killing an enemy without taking any damage grants a kill multiplier. The more enemies you kill without getting hit, grants more multiplier, with a separate multiplier for melee and for ranged. When you kill something immediately get some extra xp to melee or ranged and a bit to vitality. Those who are careful should be rewarded for it. Caps at 25x multiplier, so its not a massive loss when you get hit.

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15. Wielding the Slime Sword makes you immune to the slowing effect of slime. Yes I know there are a hard to acquire necklace and ring that provides that same effect, but it can be hard to find them, and you'd only be immune while the sword was actively equipped.

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16. Hold shift while mining or digging, to hit three squares immediately in front of you, to quickly dig trenches or tunnels.

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17. A way to convert walls to floors. ie Dirt Wall to Dirt Floor. Or just get rid of floor separate objects and just allow us to insert dirt walls into holes. It wouldn't help with deep chasms though.

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18. Eliminate the need to water the root plant once it reaches full maturity.

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19. Fix the bug where watered plants before saving, are now dry when you reload.

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20. Make it so that you can't accidentally tear up wooden floors unless using an appropriate tool. I put wooden floors all around my garden so that it doesn't get choked out by root plants and roots (as roots can't grow on wooden floors), but I constantly rip it up when I go to harvest my plants.

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21. Allow us to convert harvested plants that we have found into seeds. Would make it easier to get Carrock farms up and operational faster, as I rarely find Carrocks and thus the seeds naturally. And, it would mean that if we find a golden berry, we can convert it into a golden berry seed.

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22. With alchemy allow us to take a gold bar and a 6 of the same seed, and turn them into 3 golden seeds of the same variety. Gold is quite precious, but this gives another way of getting these seeds.

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23. Mushroom farms. They make good food and healing, and I'm constantly running out of them and they don't regrow naturally. At least not anymore (I seem to recall them doing so in dark places in the playtest).

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24. Spiders. I'm surprised, a deep dank cave, with lots of maggots around wouldn't attract a few spiders. Or maybe I've not encountered any yet...

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25. If you don't fish in a pond for a while, it eventually spawns a fishing spot. Especially useful for self-created ponds that I want to fish in.

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If I think of anything else, I'll add them here.
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Affichage des commentaires 76 à 90 sur 123
#3 CRAFTING TALENT TREE
Note: Masterwork items as I imagine them to be, would have +25% added to all their stats; damage/armor, durability, special buffs (ie +4.8% to damage would be now +6%) and attacks per second.

T1
-> Base Builder = 40% chance of producing double of these base components = torches, furniture, floors, fences, walls, bridges, and decorations.
-> Master Smelter = 40% chance of acquiring double copper ingots when taking ingots from smelters. 30% chance of acquiring double tin. 20% chance of acquiring double iron. 10% chance of acquiring double gold or scarlet.

T2
-> Right Tools in the Right Hands = 30% chance to not lose durability when using tools and have a 25% chance of producing Masterwork tools or jewelry.
-> High Quality Equipment = 30% chance to not lose durability when using armor, weapons and shields and a 25% chance of producing Masterwork armor, shields and weapons.
-> Unbreakable Spirit = +40% Armor when below 34% (33-) Maximum Health.
-> Waste Not, Want Not = When salvaging items, you recover 25% of the original resources used to craft an item, in addition to acquiring scrap.

T3
-> Grandmaster Alchemist = 30% chance to produce double items from the alchemist or distillery and you have a 10% chance of having a little leftover to get the benefit immediately (does not apply to bombs).
-> Industrialist = +5 Rail, Wire, and Conveyor Belt when crafted and Minecarts you use, accelerate/decelerate 100% faster.
-> Lord of the Forge = Tools, Armor, Weapons, Shields, and Jewelry cost 40% less resources to craft.
-> Armor Shards = When you lose durability to your Armor or Shields, a random enemy adjacent to you takes 25 Thorns damage. If you take more than 1 durability damage in a short period, it just results in another armor shard being launched.

T4
-> Master of the Craft = You have an extra +25% chance to craft Masterwork items and a +20% chance to produce double of items.
-> Technocratic Knowledge = You have a 30% chance of acquiring double of Generators, Robot Arms, Drills, or other Automation Objects, when crafting them.
-> Mass Production = The more of the same item you craft, the fewer resources the next one will require, to a minimum of 1 of each resource required. This effect is reset after you move or produce some other object.
#4 GARDENING TALENT TREE:

T1
-> Garden Sweeper = Hold CTRL to hoe three plots, spread three seeds, water three plots or harvest three vegetables.
-> Grateful Gardener = +25% chance to get a seed from a harvested plant and a further 10% chance of earning a second seed.

T2
-> Eat your vegetables = 25% extra food from raw food and cooked food and well fed buffs last 50% longer.
-> Poison Coated Weapons = 40% application and reduces healing of enemy by 75%
-> Bottomless watering can = Reduces water consumption per usage by 3 and 50% chance to not consume water.
-> Thorny Rejuvenation = Standing in Slime causes you to regenerate 0.5% of your maximum health per second and reduces the slowing effect of slime by 50%.

T3
-> Crippling Nausea = Targets suffering from poison, move 50% slower and attack 15% slower.
-> Disorienting Haze = Targets suffering from poison, have a 25% chance of wandering randomly, rather than approaching or attacking.
-> Thorny Skin = Deal 50% of damage enemy dealt to you, back to them, or 50 damage. Whichever is higher.
-> Thorny Weapons = +30% Critical Chance

T4
-> Potent Poison = +40% damage against poisoned targets and poisons last for 50% longer.
-> Expert Gardener = 20% chance that planted crops are golden instead and a 5% chance that you earn a golden seed from a regular plant.
-> Bountiful Harvest = 5% chance that a crop generates 15 produce, rather than its normal amount. Cannot be doubled.
Literally "make the game be able to be played as 90% afk game, make it easier, and I haven't actually played enough to make suggestions since I suggest stuff that is in the game, just later"
Also, some of those abilities are either downright OP, just "speed up game progression, lol", useless (resource cost return from salvage? I have like 2,5k each resource without any effort aside building a few drills) and most of all, tedious to code in (ignore the fact that it will require a big UI rescaling, which could be problematic)
mph0023 a écrit :
Excellent list. I'm not too far, Just killed the 1st boss and am on the "iron" gear tier. Have not messed with rails or even much cosmetic base building.
My main thing (which I posted as a separate thing here) is that I want crafting to work from your total inventory, ie: your storage chests. So, you don't have to move everything to your inventory to make things at your base or near your crafting stations.
I do think progression should go faster...Combat progression is a joke right now. If you play solo, like I do, it's just too easy to die. I run from everything other than slimes. Being able to repair a slingshot, tin sword, armor, etc. by breaking down wooden pickaxes is nice, though.
Invest in armor, later on in game with some nice perks you can really take a lot of punishment before you die, food is very important too, don't neglect farming and cooking
I don't see a counter argument or a well-thought out explanation of why my point of view is wrong, so going to ignore you. Come back when you are ready to do so.

1. Have you actually played an AFK game before? I've played a few and they are a lot more involved than you give them credit.

2. The UI is going to need to be rescaled anyway. There are way too many design elements that are too small. I don't use a 4k or 2k setup or a wide screen setup, but even on 1080p design elements are too cramped and there isn't enough pixel detail in things already, like in the fishing minigame. I have to get really close to my screen to even notice the subtle actions of the fish.

3. Have you coded before? Almost all form of coding is tedious in one form or another. Its just the way it is. So the argument that it will be tedious to code in changes just doesn't actually make sense. Coding is time consuming, challenging, and complicated.

4. The fact that you have too many resources just means there aren't enough resource sinks yet in the game, and so its a matter of balance to adjust that.

5. My talent tree is built with the assumption that there will be way more bosses, way more biomes, and way more challenging foes to fight later on. Sure, if this is all the content there will be, then the tree could be OP. However, you could nerf the abilities for multiplayer by applying a penalty to them, per player in the game. That way solo players would always gain maximum benefit, and multiplayer wouldn't feel invulnerable. Again a matter of balancing.

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So, when you are ready to provide an actual well-thought out counter argument, I'll be here.
#5 RUNNING TALENT TREE:

T1
-> Endurance Runner = -33% food consumed when running
-> Turbo Sprint = Hold CTRL to move at 200% movement speed, but you consume 3x as much food. If holding the Feather, the movement speed is increased to 400%.

T2
-> Taking a Breather = -50% food consumed when standing still or moving slowly.
-> Keeping Tempo = +20% damage boost after moving for 2 seconds and keep for 6 seconds. Refreshes every 2 seconds you are running.
-> Balanced Stance = 25% dodge after standing for 2 seconds and keep it for 6 seconds. Refreshes every 2 seconds you are standing still.
-> Gotta go Fast = +15% movement after moving for 2 seconds and keep it for 6 seconds. Refreshes every 2 seconds you are running.

T3
-> Running Jump = Depending on current movement speed, you can jump 1 or more squares worth of holes, pits, or water, in a running leap. If holding the feather, you are guaranteed +1 squares worth of jumping.
-> Encumbering Presence = Any nearby enemy, within 2 squares, is slowed by 33%.
-> Escape Artist = You are effectively immune to stuns and snares, reducing their duration by 100%.
-> Light & Careful Steps = When walking slowly, you are immune to slime and you gain +30% movement speed after dodging, for 6 seconds.

T4
-> Supersonic = You shimmer in a lightly golden aura, you move 25% faster and move unhindered through enemies, knocking them back 2 squares, whenever you are running now.
-> Breaking Barriers = +5% armor is increased, of current movement speed increase, and if you collide with dirt or sand, you destroy them instantly.
-> Bullet Time = While standing still, your dodge chance is increased by +25% and your attack speed is increased by +10%.

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#6 MELEE TALENT TREE:

T1
-> Cleaving strike = Hold ctrl, but swings 25% slower for hitting three targets in front of you.
-> Quick strikes = 15% melee speed boost

T2
-> Building anger = +10% damage per melee strike per every hit. stacks 4 times, lasts for 6 seconds.
-> Fast and Furious = 20% chance on melee hit to increase attack speed by 100% for 4 seconds.
-> Sword and Board = After blocking an attack, deal +25% melee damage on your next melee attack.
-> Strength of the Ancients = +25% damage against bosses.

T3
-> Taking a Step Back = 20% chance on melee hit to increase ranged critical chance by 25%.
-> Sunder Armor = 25% chance that your next melee hit, reduces an enemy's armor by 40% for 6 seconds.
-> Heavy swings = 40% chance of knockback to 2 squares away.
-> Agile Blocker = 20% chance that an enemy hit gets blocked by your shield, without you actively blocking.

T4
-> Monster Hunter = Enemies always drop at least 2 items and can drop up to 4.
-> Vorpal Strike = 10% chance on hit to instantly kill a target, by slicing off its head.
-> Seething blade = 50% chance on melee hit to restore 1.5% max hp

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#7 RANGED TALENT TREE:

T1
-> Rapid shots = 15% ranged speed boost
-> Buckshot = Fires 4 pellets in a 20 degree arc, but reloads 25% slower.

T2
-> Keeping Momentum = +10% damage per ranged strike per every hit. stacks 4 times, lasts for 6 seconds.
-> Blackpowder Specialist = Muskets and Mortars travel 50% faster and shatter on impact shredding the area with sharpnel, like a small bomb explosion on impact.
-> Weakness Detection = 20% chance on ranged hit to increase critical hit chance by 100% for a short duration.
-> Suppressing Fire = Firing at an enemy reduces their movement speed by 25%, even if you miss. If you hit them, their attack speed is also reduced by 25% and their movement speed is reduced by a further 25%. Lasts for 4 seconds.

T3
-> Charging in = 20% chance on ranged hit to increase melee critical chance by 25%.
-> Stun Shot = 30% chance to Stun on hit for 2 seconds.
-> Focused Accurary = +40% ranged damage after standing still for 2 seconds.
-> Active Reload = 10% chance that you reload immediately after firing.

T4
-> Groin Destroyer = Critical hits stuns the target for 4 seconds.
-> Eyebiter = Critical hits causes the enemy to wander around blindly for 8 seconds.
-> Amplified precision = +50% Critical Damage
Dernière modification de Palandus; 15 mars 2022 à 2h42
#8 FISHING TALENT TREE:

T1
-> Anglers Advantage = Fish start 25% closer to the reel.
-> Fisherman's Luck = You have a 100% chance to get the fishing minigame, but if you fail to catch the fish, you acquire some other item. It also takes 50% less time to reach the minigame.

T2
-> Throwing Expert = Can throw fishing lines and bombs 100% farther from you. Bombs thrown travel 150% faster as well, reaching their intended target almost all of the time.
-> Natural Attraction = Fishing spots naturally generate near you 50% more often, allowing for more consistent gains of rarer fish.
-> Steady Feet = You can no longer be knocked back and gain 100% reduced impact of slippery surfaces.
-> Power of Omega-3 = +20% damage to bosses after eating something with fish in it.

T3
-> Overcome Resistance = Fish will not enter states of resistance 40% as often, where you might earn progress towards losing them.
-> Resilient Lines = While fish are being resistant, your lines gain less progress towards losing the fish, by -40%.
-> Full Bellied Fish = Fish reeled in will have undigested items in them, 25% of the time. So you might find seeds, small trinkets, or resources like ancient gemstones. Such items have a +25% chance of being of higher quality (ie golden seeds).
-> Improved Bait = You naturally find rarer fish by +20% and any fish caught at fishing spots is of Golden quality.

T4

-> Studied Patterns = Earn +15% dodge and +5% Critical Strike Chance.
-> Well trained aim = 20% of fishing is added to ranged damage and the ranged icon indicator is farther out, to better line up your shots.
-> Fishing with Explosives = Can throw bombs into the water to get a whole lot of fish and other underwater items. You get much less XP though from this method of fishing.

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#9 COOKING TALENT TREE:

T1
-> Wild Gatherer = You acquire 2 to 6 wild-grown crops or mushrooms. It is considered wild, if the ground underneath is not tilled. This ensures a more consistent supply of ingredients for cooks.
-> Utilizing every Nutrient = +40% food from cooked food.

T2
-> The Hunt for Truffles = You have a 10% chance to find wild truffles, a form of mushroom, whenever you dig a hole in dirt or clay. The chance is increased to 30% if the hole is near roots. Truffles are golden mushrooms.
-> Seedy Foodstuffs = There is a 25% chance that when a food eaten raw or 10% chance when used to cook a meal, that a seed is generated.
-> Not so picky = You earn well fed buffs when your health is below 51% (50-) of maximum.
-> Healthy Diet = Well fed buffs are 100% stronger and last 200% longer.

T3
-> Fast Food = +5% melee attack speed and 5% ranged reload speed after eating cooked meals. If the meal is made with larva meat, you add an extra +5% to each of those effects.
-> Long Lasting Food = +50% longer food buffs and +25% stronger food buffs.
-> Ingredient Quest = There is a +15% chance that any raw ingredient is golden quality, when harvested by you or in the case of larva, killed by you.
-> The Smell of Food = +20% damage dealt by allies within 3 squares. This also reduces the price of items from vendors by -20%.

T4
-> Master Chef = 25% chance that additional food gained, will be golden. Additionally, whenever you cook with one golden ingredient, it treats the other ingredient as golden as well.
-> Sharing is Caring = +0.5 health gained per second to allies within 3 squares. If you have no one to share with, you earn +1 health gained per second instead.
-> Gluttony = If your food is at 95% or higher, you can now earn well fed bonuses at this level of health.
Dernière modification de Palandus; 15 mars 2022 à 12h55
84] Railway stations = With my idea for powered rails, you could summon a railway cart to the railway station, if the railway cart was on the powered rails.

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85] Upgrade stuff = Like the mod in Rimworld, it allows you to upgrade an object (ie wall, fence, rail, etc) to the next higher tier, if you have the resources on hand. Rather than having to remove the object and place the new one.

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86] Have the hologram vendor sell all of the parts to the ancient weapon. I've been hunting for 5 hours now for the clear gemstone, and I cannot find it anywhere. Maybe have them cost 2000 credits, to make it prohibitive, and thus you'll still want to try finding them naturally, but if you can't find them, then you have this expensive option instead.

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87] Locomotive = A higher tier minecart essentially. Moves and accelerates faster, and can hook up train cars to it, to haul a massive amount of resources around, potentially allowing you a mobile base on rails, by having crafting stations on a train car.
88] Molugaz the Corrupted cannot be soloed. The first form, can be dealt with by using an excessive amount of traps, but then when he dies, and enters the second form, he cannot be killed solo. He has this dashing inferno attack, that upheaves trap tiles and 2-hit kills me, at 444 health and full Iron Armor. Also he reverts to the first form, when you die. So, yeah, cannot be soloed.

The problem is the first form, has him place fire all over the place, and if you walk through it you take 50-60 damage. And he can toss fireballs that deal 100-200 damage as well. Oh and did I forget to say that he also teleports around too and when he teleports he destroys walls (so then you have zero cover)?... and he doesn't leave the arena, so yeah I'm going to say that he is impossible to fight without friends. He might be doable with that uber-weapon but still have not found a Clear Gemstone.

He might also be doable with that 20% damage reduction buff in Vitality, but Vitality skill is only at like 58 after 30 hours of playing. Don't really feel like grinding out Vitality.

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89] The Scarlet tier Dagger isn't a very effective weapon. It is better to hit hard and slow, rather than hit faster. Plus I've found so many Battleaxes, that its better to use them anyway.

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90] The Fireball Staff is honestly the best ranged weapon in the game. Until I found it, I thought that Ranged skill was a worthless skill, but with this thing, I can make short work of Cavelings. Pity it almost never drops.

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91] We could use an Iron-Tier spike trap.

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92] It might be nice to construct furniture with gold filigree or motifs on it, for that extra rich look, for my bases.
93] With the railway station idea, you could set it up to automatically travel to that location, by say having an icon on the main map, and then have your minecart auto-move to that railway station.

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94] Iron, and Scarlet Shields. Iron Blocks 85% and Scarlet 100%.

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95] Enchanting = Ability to add magical enchantments to our gear, to enhance it further. Could be made into a talent tree (if inclined, I could make a talent tree for it).

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96] Archaelogy = Ability to find trinkets, decipher lore, and find other ruins of interest. Could be made into a talent tree...
Bonegrinder a écrit :
94] Iron, and Scarlet Shields. Iron Blocks 85% and Scarlet 100%.
ok stop right there if scarlet shield blocked 100% you can just defeat a boss without taking any damage easily you can already tank every bosses damage easily with the 70% shield it's already overpowered 100% would make me invincible while fighting enemies or bosses getting ride of all challenging in the game especially with how shield work in the game currently.

there also like 50-30% of the game left to be developed if you got scarlet shield before the 3 bosses well you'd be invincible for all the other bosses making the boss fight just click to win which wouldn't be very fun unless they change how the shield works but currently it's very easy to just hold up the shield while attacking and that just block all damage if it was 100% honestly even the 70% need changing just because of how easy all bosses becomes when you use the shield with health potions.
Dernière modification de nor7hy5; 16 mars 2022 à 20h19
Clearly you've not tried to fight Molugaz the Corrupted yet. Shield blocking doesn't help you against most of its attacks.

Sure the first three bosses, iron would make them a cakewalk-ish (except the worm, he'd still knock you around)... but you can't get Scarlet until you defeat them. Haven't met Azeos yet though.
Dernière modification de Palandus; 16 mars 2022 à 20h22
DUCK 16 mars 2022 à 20h25 
combat could be solved with some addition of re-trying bosses for exp.
Haven't tried resummoning the bosses yet. Do they get more challenging / drop better loot, when you do?
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Posté le 9 mars 2022 à 16h40
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