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About Mathenaut

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  1. Alot of these replies are really missing the point of the OP's post. Responding to complaints of being forced to use the wiki by insisting that he do things that he would only determine by using the wiki? Come on. Beginners don't even have easy access to honey or meat effigies, much less know what they even are without farming up the research and resource for an alchemy engine. It isn't early game by that point. If this is something that is sort of intended, then that's one thing. But from the angle of simply learning by trial and error? Little incentive to do so past a certain point.
  2. I'm with Daddums on this. Grind isn't challenge. Busywork and monotony? Not challenge. Those are just timesinks, and timesinks are not challenging. Insofar, it doesn't seem that spoilage is too bad in concept, as the worst of it won't really kick in until after a couple of weeks. Which isn't so bad. I'd say that the only real change needed would be making the crock pot a bit easier to get maybe.
  3. The early game is pretty solid. It's the mid to end game that needs tweaking. Winter and sanity (if it's effects become significant after a month or so of survival) seem like they will address this issue more consistently than just spawning more and more hounds for me to intercept and drag into my pig camp.
  4. I think that I might be alright with this. I was hoping that this was more to address the issue of hoarding food endlessly as opposed to crippling it's utility to substitute some nuance that passes for 'challenge'. With stacking crock pot recipes that last longer, the real utility of the crock pot itself skyrockets. Hell, it actually becomes outright necessary for longer exploits. It means that, functionally, I'll just have to put some thought into using the crockpot instead of just idly stuffing food items into a chest to play around with when I'm bored in my camp at night. That...Really doesn't sound so bad, actually. We'll see how it plays out.
  5. Can't really say I'm looking forward to the food spoilage bit. Adds monotony moreso than any challenge. Though, I suppose it depends on exactly how fast food spoils, and whether or not being cooked has a major impact. I can live without having a massive hoard of food that I save for an emergency that will never come - but if it becomes an irritating nuance to exploration, then I'll be disappointed.
  6. If he wants this to emulate an rts-like tech tree...Then you'll need more than just the science and alchemy machine and simply two tiers of content. If you want to delve into the semi-realism of how any of this stuff is actually being developed or made, then consider the idea of additional structures to unlock development tiers (structures instead of increased prototype costs - it still resolves the issue of a resource sink, which is what that added cost is pretty much. With the added benefit of showing something to play with and seeming less arbitrary). If you want, scale the threats in the world according to how much you develop. The more convenience you provide in general survival, the more severe the other threats become. This should work so long as the threat scale is reasonable. That balance is important. It should be understood that development trades survival convenience for safety, but not so much that it punishes the player for advancing. With this in mind, the option of unlocking everything is still available to those who want to pursue it - yet the element of choice is still crucial for those that are willing to go without ultimate conveniences in order to avoid some of the more severe predatory conflicts. Running around with the best equipment available still allows you to steamroll alot of the more nuanced obstacles, but means you'll occasionally have to face down something in which you will need all of that stuff to survive.