Rance-sama wrote:It'd be nice if boulders respawned, same with those mirkwood logs. Even the ore boulders, if they're there for new players on day one, they should be there for new players on month three.
Keeping those as a finite resource only punishes the people who come in the world later, which is the opposite thing that you want to do.
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
Audiosmurf wrote:Rance-sama wrote:It'd be nice if boulders respawned, same with those mirkwood logs. Even the ore boulders, if they're there for new players on day one, they should be there for new players on month three.
Keeping those as a finite resource only punishes the people who come in the world later, which is the opposite thing that you want to do.
I didn't know people were still complaining about boulders. You guys know you can just dig on stone, right?
lachlaan wrote:Loftar said he's thinking about solutions to the current movement / collision thing at least to make it less of a hassle. It's less that pathfinding (automated) is an issue, it's that every other thing clips you, your trajectory is less than obvious with the way the 3D is rendered. What I'd like to see in the main client as well as in amber, is an extension of the movement vector, if only for just the player character. One that renders along the grid, not a straight magical line from origin to destination. Your character's path over slopes and at weird camera angles would be so much more obvious and people wouldn't have to guesstimate if they'll bump into a tree.
Loftar said he's thinking about solutions to the current movement / collision thing at least to make it less of a hassle. It's less that pathfinding (automated) is an issue, it's that every other thing clips you, your trajectory is less than obvious with the way the 3D is rendered. What I'd like to see in the main client as well as in amber, is an extension of the movement vector, if only for just the player character. One that renders along the grid, not a straight magical line from origin to destination. Your character's path over slopes and at weird camera angles would be so much more obvious and people wouldn't have to guesstimate if they'll bump into a tree.
As for "invisible" animals, never seen it happen, and if you mean hidden behind trees and whatnot then just be more observant. Stone will hopefully be solved with the new world as well.
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