Timibertlense wrote:Planted a Witherstand outside, intended to be able to do that?
jorb wrote:Yes, dad, and there's also a fuckton of noise.
Hasta wrote:Yeah that part is also shit, but hey, when your hunger level is bloody dark red, satieties is not the primary concern. You basically just open a cupboard and eat until your energy gets green. Then back to the mine with ya.
jorb wrote:Hey, I was away since World 5 I believe, damn you did a nice job on the game since. Do you have approximation on where in the pipeline client QOL improvements? I've tried to get people into game, but they all whine that their eyes bleed playing on 1440p and trying to read anything. Casuals.
If you're referring to scalable UI I'd say that's a good ways off.
Angwyn wrote:I hand plowed the same tile over and over to generate hunger. That was not fun either.
Hasta wrote:Angwyn wrote:I hand plowed the same tile over and over to generate hunger. That was not fun either.
Yeah I remember the paved "runways" of Legacy, carefully measured to last for 1 bucket of water... Good times, good times.
I honestly can't see a way around the bulk-eating conundrum other than dramatically reducing energy consumption for mining, which just seems lazy and kinda kills the ambiance. Probably the proper direction would be to differentiate Hard Labor Energy and general Energy even more than it is now, with separate and non-hunger-punishing ways to fill the former.
jorb wrote:
This is a legitimate discussion. I'm not entirely sure which part you find stupid -- random quests, or the rewards, or perhaps both -- but I'll give you my five cents on it either way.
I think the quest system was a great addition. Especially early world, I love that it gives me something to do, and a reason to be out and about, exploring and meeting trees, while I'm waiting for timers on various other things.
While I do hold the above, I also obviously recognize that the quests aren't particularly inspired, and with an established base I don't run many of them myself. I agree that this playstyle is probably punished a bit too much in terms of gains. Quests are a bit too necessary.
However. There's a very delicate balance to be struck, between being forced to wait on time gates, and being able to invest effort to progress faster. If you can't do the latter to any extent, it's, for example, never possible to catch up to those ahead of you, even if they slack off. Time gates are good because they provide a pause in frantic game play where you can just relax and do whatever you like, without feeling like you're falling behind. Effort induced progress is also good, because only having to wait for timers for every little thing is a bit soul crushing as well.
It's not an entirely trivial balance to strike, quite simply.
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