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avros008
- Posts: 486
- Joined: Mon Nov 21, 2011 5:57 am
- Location: Türkiye!
Remove Shidbanes
Make haven brutal again.
dafels wrote:the midges are not the problem,
you're the problem
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Remove Shidbanes
jorb will never remove game mechanics, no matter how retarded they are and how much people complain about them (see: localized resources, satiations, trellises, credo suicide, etc)





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Massa
- Posts: 1748
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams
Re: Remove Shidbanes
while many mechanics are shit and retarded the fact you guys got dunked by nerdbanes doesn't change anything
frost is a dumb cunt, sure, but that's moot material. nidbanes are a thing, they're slow as fuck anyway.
frost is a dumb cunt, sure, but that's moot material. nidbanes are a thing, they're slow as fuck anyway.


ass blast USA
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Kirche
- Posts: 434
- Joined: Sat Nov 21, 2009 10:43 pm
Re: Remove Shidbanes
WindchimesDDDsDD999 wrote:jorb will never remove game mechanics, no matter how retarded they are and how much people complain about them (see: localized resources, satiations, trellises, credo suicide, etc)
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spawningmink
- Under curfew
- Posts: 2629
- Joined: Wed Mar 26, 2014 7:19 pm
Re: Remove Shidbanes
removed redhanded
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Remove Shidbanes
I prefer the game in its current trajectory.avros008 wrote:Make haven brutal again.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Remove Shidbanes
I will certainly not remove them simply because there are complaints about them, but rather I will try to evaluate the complaints as such. Usually I agree with some part of the criticism without jumping to the conclusion that it should all be removed.DDDsDD999 wrote:jorb will never remove game mechanics, no matter how retarded they are and how much people complain about them (see: localized resources, satiations, trellises, credo suicide, etc)
As for localized resources, I think that there should be more points of interest on the map, not fewer.
As for satiations, I agree that they work poorly, but I like the original intention of promoting dietary variance.
As for trelli I wouldn't mind making them easier to manage, but I like the idea of some crops requiring some minor investment before planting.
As for credo suicide we will probably change that.
As for nidbanes, I would rather reduce them to a minor mechanic than remove them entirely.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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blank
- Posts: 880
- Joined: Sun Jan 23, 2011 3:53 am
Re: Remove Shidbanes
^spawningmink wrote:removed redhanded
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Remove Shidbanes
The main complaint about local resources is the name, really, because it implies you'll never implement the sort of local resources we've been asking for since forever - large regions of map (much larger than current biome patches) that are either better for producing some standard resource or produce unique resources, so the world is heteregoneous (currently any part of the world is the same as any other).
Satiations are a shit implementation and there's no rhyme or reason to what satiates what, and there's still foods that don't self-satiate so you can spam them forever. If you really want to promote food diversity, why not something simple like efficiency per food item that drops as you eat more of that item? Ie, let's say you're eating meat pies, and the system is tracking last 100 items. FEP from meat pie = base - base * sigma(n = 1 -> n =100) (item[n] == meat pie ? 0.5 / n : 0), where item[1] is the last item you ate and item[100] is what you ate 100 items ago. A lot more intuitive and a lot less prone to loopholes.
Satiations are a shit implementation and there's no rhyme or reason to what satiates what, and there's still foods that don't self-satiate so you can spam them forever. If you really want to promote food diversity, why not something simple like efficiency per food item that drops as you eat more of that item? Ie, let's say you're eating meat pies, and the system is tracking last 100 items. FEP from meat pie = base - base * sigma(n = 1 -> n =100) (item[n] == meat pie ? 0.5 / n : 0), where item[1] is the last item you ate and item[100] is what you ate 100 items ago. A lot more intuitive and a lot less prone to loopholes.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Remove Shidbanes
It would be enough to track the last 1000 food items eaten and simply reduce FEP by 1% for every identical thing found in that list. There are plenty of food items in the game to archive a mixed enough diet.Potjeh wrote:Satiations are a shit implementation and there's no rhyme or reason to what satiates what, and there's still foods that don't self-satiate so you can spam them forever. If you really want to promote food diversity, why not something simple like efficiency per food item that drops as you eat more of that item? Ie, let's say you're eating meat pies, and the system is tracking last 100 items. FEP from meat pie = base - base * sigma(n = 1 -> n =100) (item[n] == meat pie ? 0.5 / n : 0), where item[1] is the last item you ate and item[100] is what you ate 100 items ago. A lot more intuitive and a lot less prone to loopholes.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020