Re: New Release! (BTW V4.891)
Posted: Tue Jul 23, 2013 9:40 pm
Is this a hint that you are adding an electric drill in the next release?FlowerChild wrote:;)
The official place for BTW discussion
https://forum.btwce.com/
Is this a hint that you are adding an electric drill in the next release?FlowerChild wrote:;)
The fans requested it, and as always man, I always do exactly what the fans demand :)jorgebonafe wrote: Is this a hint that you are adding an electric drill in the next release?
...Ok, now that make-out session has to be a four-way.FlowerChild wrote:Thank you for identifying yourself as a Brony. It makes herding you all into the camps that much easier.
Hehe...I didn't ban him for being a brony of course, but I figured using that as the explanation would result in much hilarity.BinoAl wrote: ...Ok, now that make-out session has to be a four-way.
Heh I know, you may be insane, but you're at least reasonable :)FlowerChild wrote: Hehe...I didn't ban him for being a brony of course, but I figured using that as the explanation would result in much hilarity.
I was not disappointed :)
Yup, I discussed that on MCF as a point that I'm actively considering. Since then though, I've had a chance to play a bit more, and it feels about right to me at present. Here's the MCF post for further info:Lars wrote:Wow, impressive changelog. Seems like a real challenge. There's one thing I'm dreading though, the amount of gold needed to craft a gearbox. It's an interesting change though, because it will force me to build more sources of power, as that will be much cheaper then just dragging miles of axles and gearboxes from one power supplier. It also puts the windmill a bit further up in the techtrees. I'm curious how this will work out =D. Thanks again for your impressive hard work FC!
At present, the way it feels to me is that the rate of acquiring gold in the early game while mining/caving for other resources matches up just about right with its rate of consumption through Gear Boxes. You tend to have just about enough on hand to build your basic systems, while still feeling enough pressure on the resource to make finding gold a happy moment while mining rather than a let-down. It's also enough to inspire thoughts of "man...can't wait until I have a nether mob trap", which is another thing I'm shooting for.FlowerChild wrote: Honestly, the Gear Box thing is a lingering question for me as well, and may require further balancing. At present it is consistent with the changes made to the other blocks with the latch, but given the volume of Gear Boxes required in the early game, and given that only a small fraction of Gear Boxes are ever powered by redstone, may be overboard for that one case. I want to see how this plays a bit more, but I may replace the Latch with a single gold nugget to represent the contact to disengage the gears, which remains consistent with the idea of gold converting a redstone signal to mechanical force, while not attaching the same heavy cost to each individual box. I'd prefer not to do that though as it takes a certain amount of consistency away from the recipes ("if I'm producing force with redstone, I need a latch here"), but it's an option if it's really necessary for balance.
And yeah, I was holding off on the gold nugget change for a long time as I was hoping that mining for gold would remain interesting later in the game, but it just wasn't working out.
The thing with this kind of balancing, is that you may lean too far to one side in an attempt to straighten things out, and need to go back a bit on the other to get it just right ;)
Previously gold was stockpiling like crazy with no particular use for it (other than rather sploity tool creation) in the early game. It's all a matter of getting it just right so that the rate of use matches up with the rate of consumption so that finding gold deposits is more along the lines of "Oh! Gold!", rather than "Oh...gold" (and I don't know about you, but it was at the point I found myself getting disappointed it wasn't iron so it was bordering on "damn it...gold"). We may be there now with these changes, or we may have gone slightly into "AAAHHH!!!! NEED MORE GOLD!" territory :)
As an additional balance point, I'd like it to get to the stage where the player is also further motivated to build a nether mob trap in the late game to help keep up with their gold needs.
Anyways, it's the kind of thing that can only be really established through extensive play testing, so give it a try and see how it works out. I'm certainly not beyond the point of making additional tweaks as required.
Pretty much sums up my reaction to finding gold up until this point past the first initial mining run......while still feeling enough pressure on the resource to make finding gold a happy moment while mining rather than a let-down.
Good to hear. I may start up a balance discussion thread on this in a few days (to help ensure people take the time to try it first instead of reflexively complaining), as it's a point of fine balance that I do have my own questions about as I mentioned above.mogulus wrote: Pretty much sums up my reaction to finding gold up until this point past the first initial mining run...
Hehe...it is indeed a lot of fun isn't it? As I mentioned in the near-death thread, maybe a bit too much fun as it leads to players engaging in risky behavior, even me :)mogulus wrote:By the way, my wife told me to mention somewhere that being able to snip a creeper is the most awesome change ever. Doing it to the poor guy mid explosion is even better.
Nah man, looting really isn't a big deal given the late game focus on mob-traps in BTW. The kind of resources you get from it are the ones you have in massive quantities in the late game already, so it wouldn't make much sense to delay its acquisition until the late game as well.primetoxinz wrote:Awesome update FC . My friend and I were wondering if the looting enchantment was removed as well, it seems like one of the big enchants that would require the infernal enchanter.
If such a thing occurs, all I ask out of life is to make the front page :)BTW: If your wife is enjoying this kind of castration-based gameplay so much, I might consider sleeping with one eye open ;)
Huh... That makes things awkward. I assumed that a hunter/gatherer playstyle was the intended (or perhaps "expected" is a better term) way to play in the beginning, but this makes me wonder if I was wrong, given how little hunger one can shed on average from eating raw meat, and how expensive furnaces are in the opening. After a moment of testing, this is actually a bigger nerf to what I was doing previously than I expected: I thought I'd be losing roughly 50% of materials, in fact, one, it's not exactly consistent, and two, I appear to get 3/8ths of my materials back on average. That's a stone axe and a pickaxe I could be building instead of an additional furnace, every time I need a furnace. Pricey, but I suppose it doesn't make the way I was playing before unviable, just more difficult.Changed Crafting Tables and Furnaces to drop parts instead of whole blocks when harvested (unless a silk touch enchant or Block Dispenser is used) to fit better with the concept of these being non-portable workstations in contrast to the small crafting grid the player has in their inventory. This is intended to encourage putting a bit more thought and planning into the setting up of more permanent installations for these crafting devices rather than just carrying them around and placing them wherever and whenever they're needed.
IMO, going nomad is actually a much more difficult and time consuming way to play the game at start, so yes, I'm trying to gently nudge people away from that and indicate to them in game that settling down is a perfectly viable strategy, and that they in no way need to find a village, through providing a very visible cost to constantly roaming like that.cam94509 wrote:Apparently I should watch somebody else play the early game and figure out how the rest of you avoid starving.
Cam94509: I love the nomadic way of playing and while through a lot of practice, I find myself developing quicker than I can whilst settled, you really need to see something about the type of player who enjoys the nomadic play style:FlowerChild wrote: IMO, going nomad is actually a much more difficult and time consuming way to play the game at start,
There's a bug report subfourm for these types of posts.MAZD1X1E wrote:Finally got the resources for this (dungeons were stubbornly refusing to provide an ancient manuscript) and discovered that the recipe appears to still be the vanilla one.FlowerChild wrote: -Changed the vanilla enchantment table to be crafted using Black Stone (nether quartz) blocks instead of obsidian, and an Ancient Manuscript instead of a book, to bump it up *slightly* in the overall tech tree as well as to increase the value of quartz.