I'm one of the people who would prefer a volcanic/hell-like planet rather than hell. And is it just me or does hell not feel sci-fi like how starbound is? I'd just prefer a lava filled, diamonds and all that, core in the planet.
i think not all planets would have a molten core, if this is going to be anything realistic and many different styled planets, from crystal trees, to plants that eat Meat, ect, you think there be different cores reflecting on the planet, example would be a planet with maybe crystals holding it together in the center, or maybe empty planet due to implosion, or high gravity in a dense metal core that if touched would burn people to death in an instant, stuff like that, so there might be a "hell" or core area, but won't be like "hell" in terraria most likely
Agreed. With any good adventures game, Terraria, Metroid, heck any and every single RPG in the known omniverse the difficulty increases the deeper you go into enemy territory. If Tiy's biggest problem is the fact that the community will b*tch at him by saying that the deeper you go the more difficult it gets by saying that "It rips off Terraria" than i can think that i sympathise with him. After all, there's never been a game where there's no one that won't hate on it. Day one release of Starbound, there will be atleast one person reviewing it saying "THIS GAMES SUKZZZ!!!!" without giving any proper explanation, i swear it. However, gameplay wise it isn't even that dibilitating either. The only change that would be needed is: WARNING: DANGER THREAT LEVEL 37 To: WARNING: DANGER THREAT LEVEL 37-42 See? Easy. But back to the difficulty thing, the fact is people will complain about difficulty no matter just how satisfactory it is. I found that playing Terraria with the "Potion sickness" update added (Pre 1.1) was fun, and had -just- the right amount of difficulty. Sadly though, (Without going on a rant as to just why i disliked 1.1) i felt that 1.1 was stacked to much against the player, and made dungeon crawling (Or cave exploring for that matter) boring as the constant repetition of hiding in a small hole waiting for your health to regenerate was one of the many gripes i had with how the game was paced. It became incredibly slow-paced is what i mean. Then, i go onto the TO forums and see people saying "This difficulty makes the game so much more fun!" alongside "The difficulty needs to be changed. Without question". Therefore, having a gradual increasing difficulty will satisfy many more people than say, non-gradual increasing difficulty, IE having the difficulty simply being per Planet. Still though, if he's doing it because of the hate he's getting if it was gradual, then there's a thing (Not to be too harsh) called "Growing backbone". You can't please everyone, as they say.
Giving a thought about this, sometimes going down does not always mean stronger and stronger, example, the surface may be more dangerous that drove some peace loving creatures inwards into the planet to live, making the surface difficult and the core being safe and peaceful with no one attacking you and most likely help you, and as i said above in my own post about the planets core, many things can be possible, sometimes though, going into an area that may seem dangerous, may not be at all but maybe the opposite. So going deeper does not always equal dangerous, enemy territory no duh, but sometimes again the territory would be above ground not underground. Also why do people have to refer to games to get a point across, metroid had a hostile planet that was controlled by the mother brain basically running everything on it, trying to stop this bounty hunter that decided to screw over her home,and everything on it, just to get a metroid, which was the last of it's kind, for study, so of course going deeper into her layer caused things to be stronger, because getting to her heart of her realm, she will have stronger people protecting her, like any leader should, that was that game, it was its own game, and simple point across, this game is meant to have all kinds of planets and all kinds of species, bioms, civilizations, ect, not follow video game logic in a sense, but its own logic and kind of space stuff and how the programmers view it. Also not all lava area's may be dangerous,to humans yes,but to most things, you may be able to play a race that can have heat resistance like a lizard race, or maybe just race of fire creatures that say lava is nothing, it all depends on the creatures, also why do people fall on "level" system, honestly i understand its a way to represent you getting stronger, but not need to be used in everything, i mean a danger level high would be fine, but putting numbers just gets annoying x.x Also when Pot sickness came into the game, and then hard mode rolled around the game did a flip flop on what it once was, and once you get the "best" stuff in the game, it slaps you in the face and then caused a brick wall to happen, honestly, i felt the game pre hard mode was fine, and had a steady build to the end (which was hell) but then turned around threw that out of the window, making it some odd system of a giant grind for everything and death everywhere, also made the bosses so easy it basically i could kill eye of cthulhu when i had copper stuff, and then eater of world when i had iron...i don't know anything after 1.1 was blah, at least the vanity items saved it and the wires
It's a given with random generation that not everything will be the same. However, all i'm saying is in enemy territory, i didn't mean that going underground would in general make things harder than previous layers would. Although, not to argue but i do feel as though you might not have understood my point. I was speaking of other, well known games to get my point accross because people will understand what i mean better than giving a long winded explanation. It's only common practice to give examples that people will relate to. And whilst there was a good reason for the increasing difficulty when you were trying to defeat the Mother Brain, you could just as easily as argue "Well, if it was smart it should have put the most difficult defences first, that way those that would attack it were more likely to die than if they had say, gotten used to fighting them". Albeit that follows pure logic, and video game logic is not always PC. (Politically correct for those that don't know) Racial bonuses are for another thread, so i'll just skip over that. Ah, it's good to see that whilst you still ranted slightly you managed to remain reasonable. I, agree with your last statement though. I didn't enjoy 1.1, but having said all that there is to say on TO why i didn't like it i'm still going to keep it brief. The game lacked it's original, fun pacing that i had no problems with and felt as though it hadn't been play-tested given how obnoxiously annoying it was too play. Compared to Dark Souls, a game that gets difficulty right, in which dying is ALWAYS your fault, there is always warning or enough time to react when there's a trap, however, in 1.1 being attacked by 5 Chaos Elementals is not your fault. It genuinely gives me the thought that Red might not even have played the single player on his own and instead played it with everyone esle at the company.
Look, I'm not saying hell should be reproduced in StarBound. FAR from it. StarBound is more of a sci-fi kind of game with more emphasis on technology and science and stuff. Hell was fine in Terraria because there was magic and darkness and light and it was willing to be more of a mystical kind of game. But Hell just wouldn't be appropriate in StarBound. All I was saying is that StarBound shouldn't exclude the possibility of difficulty increasing as you go down, because, heck. It's probably necessary! Imagine, if you will, one entire planet being labelled as a level-1 area. The strongest enemy you will encounter is probably a bat with 20 hp as opposed to the slimes wandering around with only 10. That is what I'm envisioning from what's being said. So you find out this planet is really big. And there's a lot to explore. ... or IS there? It's a big planet, sure. But if the ENTIRE PLANET is going to be exactly the same throughout, with the same enemies and the same kinds of things to dig up no matter how far or how close you are, what is even the point of exploring it? What's to stop you from turning around, getting on your ship, and hitting up a level-2 planet, or a level-3 planet the moment you have all the materials you need? Let's pretend for a second that we're playing a game of Terraria that operates like this with multiple planets. So we end up in this one world where the entire planet is dirt, stone, sand, trees and some iron deposits. Again, slimes and bats are your only aggressors. Because there's only Iron to be had here, and only so many things to MAKE with it (we're ignoring the extra stuff like toilets and bathtubs, etc), I am LITERALLY DONE with this planet the moment I've got my iron armor and broadsword and grappling hook. LITERALLY. DONE. There would be no reason, WHATSOEVER, to go exploring further into the vast wilderness of this wonderful world, because let's face it. The world is not so wonderful. I know exactly what is here. I know there is dirt. And stone, and sand, and wood, and some deposits of iron. And a couple bats and slimes to annoy me. Now, let's pretend I change all this for a second. Let's pretend that on some deeper levels, I add deposits of... say, silver. And even GOLD at the deepest levels. Let's say I put treasure chests in increasing frequency the further down (or OUT) you go and with more powerful enemies to challenge you to balance these rewards. Let's say really far off in the distance I add a jungle with unique, hostile enemies that have unique, interesting materials I can use for crafting. let's say there may even be a village to visit. Let's say far at the edge, I add one of those dungeons. Just RIFE with traps and treasure and begging to be challenged. Let's pretend that I made the world wonderful, because all I did was add some challenges and greater rewards for exploring. Let's pretend I made it so that planets would be WORTH exploring, instead of simply being used as pit-stops. Let's face it. If you make all the world the same, that's exactly what it is. ... I think I just hurt my own opinion of StarBound... I think I have to think about this...
Due to the length of the post and the color of the text this seems like ranting. However most of my ideas do also and I completely agree with the above statement.
I really hate backtracking. Some games its good cuz they do it right. Linear progression would work on Starbound