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Found 5 results

  1. Hi guys ! Check out my new 3D creation TENT ! Making video and printable files out soon ! Check out other 3D Papercrafts ! : Pighouse http://forums.kleientertainment.com/topic/33841-making-pig-house-project-3d-papercraft-world/ Ice Box http://forums.kleientertainment.com/topic/34023-making-ice-box-project-3d-papercraft-world/ (Sorry about bad quality. Better photos will be here soon..)
  2. So, after mulling it over a bit, i couldn't really decide which of the three was the best, so i've come to you guys for some opinions ^_^ so, im going to list the pros and cons of each item (both from the wiki and my own observations) and let you guys decide which is the best - Note - Putting em all in spoilers because its a fairly big list Straw Roll - Fur Roll - Tent - So, what do you think? which of the three are superior?
  3. When I was at work, thinking all day long about gameplay, this is what I came up with. The Tent now acts as a night phase skipping dimension that also restores your hunger level with Voodoo magics. Wrong concept and lets scrap that! ... Presenting The New Tent! Step 1 / Question 1 - How do we will make people want to use it more? Build stage / Answer : Add the ability to restore health and sanity. Step 2 / Question 2 - How balance it out, so the gameplay isn't SO easy? Build stage / Answer : Make the abilities to cap at sertain point like - restore Health @ 35% of characters BASE Health pool rather than the CURRENT Health pool ( Regarding to Meat Effigy penalty) and increase Sanity by maybe 20%. Step 3 / Question 3 - How to prevent exploiting the benefits of sleeping ? Build stage / Answer : Make the abilities to depend on how much time you have left to sleep. Example - When you are HALFWAY through the night phase and you want to restore some HP and sanity, you would only gain 50% of the HP and sanity increase resulting in 17,5% Base HP and 10% of sanity restored, if the ability cap is 35% for HP and 20% for Sanity. Results Now we have a solid and somewhat balanced build or the whole concept for the Tent,Straw Roll usage. People would have to choose from crafting things and building the base all night long or skipping night phase to sleep and restore HP and Sanity. We could have more balanced food because now we have a solid HP restoring mechanic. There would be no more OP food items just for the cause of restoring your HP with 1 bite! And there would be less mmorpg style gameplay like gathering a stack or two of high HP healing food to destroy 10 spider nests in one day. There could be less spider nests, cause regaining health easier would be in sleeping, therefore making free room for extra content in future thus not making the world too BIG. Tent would serve its purpose as a more pernament object and/or fixed amount of uses. Straw Roll would serve as an emergency Tent for 1 night only for less requirement of resources than the Tent. Tweaking and Tuning in Future To make sleeping maybe more balanced, add hunger decrease penalty for useing Tent or Straw Roll. To make more dynamic HP(Only) restoration mechanic, make this: HP restoration cap is 20% if you sleep 100% of night phase time and on top of that add extra 25% healing cap based on the %% how much well fed you are. Resulting having to eat before sleeping would be more benefitial. When winter would come, the advantages changes. Everything is growing slower or isnt at all. Grass would be harder to gather, thus making Straw Roll more expensive. To balance this out - presuming winter will have some heat meter like hunger, you would have to sleep in a Straw Roll near a fireplace to keep warm or increase heat level rather than sleeping in a cold Tent. Applying firepit/campfire heat levels in distance similiar how to hatch an egg. There could be 4 distance stages for sleeping near campfire: No heat source or too far from would make the freeze meter to drop more than you would be staying awake all night. Close but not enough would make the same amount of freezeing penalty you could have stayed awake in the that certain spot but not on top of that like it was in previous stage. Comfort zone would NOT make heat meter to drop or raise. Sleeping to close would raise heat level significantly, but will restore much more less HP. I think this would be awesome purpose to use it, but I fear it would be TOO COMPLICATED for new players to figure it out when the game launches.
  4. Nice idea about the tent kinda similar to my idea where your inside the tent with all the other characters you unlocked inside and you can examine them and see what the characters think of each other
  5. Hey there I love this game. It's better than anything Sierra Online lever made. I had some thoughts on the end game. My biggest issue with this game is the way the it starts out survivable and only gets easier. I would like to see the world push back a little. 1) Beefalo should eat grass as well as migrate / spawn around large concentrations of grass. 2) Bunnies should eat unharvested crops. If you abandon your fields for days you should come home to nothing. Also farming large tracts of land should plunge you into unending war with rabbitkind 3) Similarly leaving bunnies in traps for days at a time should attract hounds 4) Make Gobblers more of a threat to berry plantations. When a gobbler spawns, it should shout to all bushes in a radius and roll to see if there is another spawn there. The idea is to soft cap resources streams. Make chests a little less safe 1) Add raccoon. Raccoon spawn when you cut a tree. They follow you, but at a good distance. When you lead them back to base they make a break for you chests and steal food. Like gobblers/bushes, the more chests you have the harder it should be to defend them all. Ideally I'd like to see raccoon take a stack of food back to the forest before they start eating it. That way you have to make the split second choice of chasing it into the forest with whatever you have on hand that moment at whatever time it is, or loose you stack. They would also raise the question of where or not going back to base 2) Python that spend days eating your chests whole. They would target chests with the best total hunger value inside. The chest would be ruined, but the materials would be recoverable if you killed the snake. The food would get digested at some rate. The idea here is to soft cap resource stocks These two ideas together would barely effect the difficulty of the early game, while keeping established players closer to bone. Right now I'd like to see daily routines disrupted. 1) Make roads periodically expensive to use. Rock Guardians patrolling roads. Bird Swarms. Sphinxes. Phantom toll booths, anything to force players to consider a different route or destination. 2) Make some resource on an island off limits. Hound pack could run rabbits to round, Tree Guardians could have ent moots, a murder of crows could camp twigs. The idea here is to do anything to change up opportunity cost and thus what strategy to run Keep players on the move The idea here is that it's pretty easy to stay at your home base forever. Map completion is the only real incentive to leave. I'd like to see some challenges that take a couple days and a couple locations to complete, especially if players had to commit to pursuing the challenge at a moments notice with the supplies on hand. 1) Spend all night in different grave yards on consecutive nights. 2) Fetch quests for the pig king to help them throw a party. (Time limited, and larger requirements that are likely to be stock piled) 3) Chain kill tentacles for 24 hours to get swamp camo suit. The idea here is make the player think "Do I have the resources to do X" increasing the number an scale of risk calculations, as well as offering a reason to develop expansion bases.