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Upbeat Giraffe

Discussion in 'Starbound Discussion' started by Izzabelle, Feb 4, 2015.

  1. WorkHorse

    WorkHorse Subatomic Cosmonaut

    Yeah, if the late game is mostly about exploration and building we really need a better UI for navigation.
     
  2. DarthTrethon

    DarthTrethon Spaceman Spiff

    My opinions on all the points you made:

    1) Combat: Would be nice to sweeten some parts of combat like blocking as you mentioned but I think combat is pretty great as it is now so if they don't do it I won't particularly mind.
    2) Inventory: absolutely agree....on every last bit.
    3) Blocks: Completely agree here too....would love to be able to craft all the block types and have the inventory space for them.
    4) Farming....this I don't agree with at all, I would hate to have to worry about watering, crop disease and so on. I love the way Frakin Flora enhances farming with research and additional plant creation and weapons/armor rewards and so on....that is perfect....but I really don't like your realism oriented ideas.
    5) Hunger: really don't care for it, the healing/buff system we have now is perfect in my opinion.
    6) Underground: I fully agree, it has traps now so when they become functional it sill add a bit of spice but adding some mini-bosses to these dungeons would be sweet too.
    7) Navigation: It would be ideal to have a super awesome star map and all but I wouldn't mind a whole lot if things stay this way either.
    8) Monsters: yes but I think they are about to do this anyway as they are working to replace the mini-bosses....but I agree.
    9) Bosses: I agree they are in desperate need of re-balancing.....but whatever, I'll make do regardless.
    10) Yes, the quests we have now are all about to go away I thing except maybe for the tutorial ones so this is one of those let's wait and see the new system kind of things.
     
  3. Ateerix

    Ateerix Pangalactic Porcupine

    I agree with everything stated here, but I absolutely agree with the monsters point. It's an impressive bit of the game, what with how many combinations and unique looking creatures you can find, but because there is never any that are just common that you'd see all the time, none of them are unique and special. Like Syndrome from The Incredibles said: When everyone is special, no one is. Convert this to the monsters and you have the general feeling towards them.

    There needs to be common mobs that you would find associated with each biome (preferable) or planet type. They need to spawn the majority of the time, and the procedurally generated creatures need to spawn a lot less frequently compared to the common mobs. It's impressive and all, the amount of creatures that can be generated and spawn, but I honestly just don't care for any of them, because they are gone in an instant, replaced by a thousand others.
     
  4. iBloodLust

    iBloodLust Intergalactic Tourist

    Well, I can agree with you on somethings, but I can't agree with you on the rest. As far as combat, shields really don't need a buff. I find an insignificant difference between blocking and tanking in a damage from many of the NPCs. Most of the enemy NPCs I visit deal less than 20 damage to me.

    Instead there needs to be a way for enemy NPCs to scale up with the player's tier. Chucklefish decided to go the hard way, and ignore XP and leveling up, while I think that would've been a great idea. My idea is that for each level until the max, you gain attribute points that can be used to upgrade your attributes( basic attack damage, speed, hp, resistance,and energy). So let's say each levels grants you 20 attribute points, and the max level is 30. You can make your character tank in alot of damage by building hp and resistance, or be able to endure battles longer by just building energy and speed. For example with the attack damage attribute, when you put like 20 points into this attribute, all weapons used by the player grant a +20 damage bonus. I think this will do nicely when you want to include vanity weapons.

    Armors and weapons should get massive nerfs/buffs too. I find it hard when two players who have the same tier and same armor on just duel it out with their tier-crafted weapons, they literally take in 1-10 damage per hit. Also since they got advanced tech that lets you regenerate hp/energy really quickly in battle and dodge projectiles, it's going to be a LONG battle. And it's sort of not fair for players that are on the same tier and have the same armor to duel while the other player has a weapon that deals over 4000 dmg a hit. I'm thinking of a limit to how much damage all weapons do. Also weapons that have the ability to pierce through blocks(like a hollow point bullet that can destroy sand blocks) would be a nice feature.

    Yet again, I don't expect for Chucklefish to make these changes anytime soon.Well far from soon. The developers of Starbound are adding Llama suits and pigs instead of actually fixing any issues. Atleast most of the development team from where I looked at it don't care too much about the issues. They still didn't optimize the game, fix in-game network problems or fix crashing. Please don't rant to me and say "The game is in Early Access, these issues will be fixed in the future." When it took the developers took a YEAR to release a major update that didn't even fix one of the three issues as described above.
     
    Last edited: Feb 28, 2015
  5. Let's not get off-topic. This paragraph is pretty irrelevant to the discussion points I've brought up.
     
  6. Rudette

    Rudette Void-Bound Voyager

    I enjoy and appreciate all the beautiful content to come with Upbeat Giraffe myself, and I definitely understand where you're coming from when it comes to hunger.!


    But I do feel some pangs of restlessness when I play, and for a while I couldn't quite put my finger on it.
    But I think it -is- the absence the of motivations that stem from the missing temperature and hunger.

    I would love for survival mechanics to make a comeback in some form or another myself!

    I feel the pleasure that comes from a sandbox game is derived from setting a series of personal goals for yourself.
    Rather they are big or small.

    Without the inherent dangers and thrill, exploration looses it's excitement, it's awe, and it's gratification.
    ---but, most importantly, those aforementioned personal goals and self-set achievements.

    First Planet, With Hunger & Temperature:

    *Scout
    *Gather wood & Stone.
    *Workbench & Furnace.
    *Construct a shelter. (for protection against cold/cold nights/bad weather/hazardous weather/horrible monsters.)
    *Build fires/torches/furnaces to light and heat your shelter and work areas.
    *You make items and engage at activities that make your stay sustainable (Building a bed, small farm, warm clothes ect.)
    *Construct basic storage near your work space.
    *Round up enough food, torches, wood platforms, and tools for a mining trip.
    *Explore the underground.
    *Mine for ores.
    *Anvil
    *Iron Armor
    *Core Fragments.
    *Leave

    First Planet, Without Hunger & Temperature:

    *Scout.
    *Gather wood and stone.
    *Workbench + Furnace
    *Mine.
    *Get ore.
    *Anvil
    *Iron Armor
    *Core Fragments.
    *Leave.

    General Starbound, With Hunger & Temperature:

    *Tech up, so you can progress through the story, quests, and missions.
    *Tech up, to conquer the cold!
    *Tech up, conquer various hazards!
    *Tech up, build large farms, Conquer your hunger!
    *Incentive/motivation to play with all the new foods.
    *Show up on a planet, overcome all of the problems, monsters, and hazards that it may present.
    *Break that planet---make it your own!

    General Starbound, Without Hunger & Temperature:

    *Tech up, so you can progress through the story, quests, and missions.
    *Tech up, ultimately for access to new ores.
    *Arrive at planet. Planet isn't hostile. Someone has been here, and broken it for you.
    *Gather ore, progress through tiers of weapons and armor.

    Conclusion:

    Without having to face and fight the environment and your own needs you have little reason to stop and smell the roses on your first planet or any that do not possess the resources you are after.
    Nor does it feel like any big accomplishment to conquer it.
    The universe at large feels less hostile. Less confrontational. Less alive, as a direct result.

    I don't want to feel like I'm just here to fast-track through tiers of weapons of armor to progress towards the next chunk of content---
    I want take time to sidetrack from that, to explore, to overcome and conquer! To find hostile planets to overcome, to find people who need my help, to find dungeons that need raiding!

    But, as things stand, your goal is to get off that first rock and get to bigger and better things as quickly as possible without time to enjoy how new and fresh each start has the potential to be.
    Then, when you hit the universe at large, you still feel like you're in hurry because there is little reason to linger.

    You get to enjoy the story, the boss fights, the quests---all these wonderful things.. Fantastic things.
    But there is contradiction--the blatant irony--that while the outpost is full of life, and has single handedly injected a lot of life into Starbound, the rest of the universe feels empty.

    I apologize if I'm coming off as overly negative, it's not my intention. I really don't mean to because there is much love for this game, but I also don't think it would be fair to mask how I feel.
     
    Last edited: Feb 28, 2015
    vanella, jaraji, Madzai and 1 other person like this.
  7. jaraji

    jaraji Void-Bound Voyager

    I agree to your post.
    Hunger and cold were what drives me on. I know I am replying late, but hey it was an amazing post for saying that.
     

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