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Gives you a reason to actually want to settle down on a planet and build various houses, at least. EDIT: in reference to NPCs moving into houses based on building materials and furniture, offering different services.
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# ? Apr 28, 2015 05:15 |
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# ? Jun 4, 2024 02:45 |
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Looks legit, yeah. Takes Terraria's system and refines it a bit more. I'm for it.
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# ? Apr 28, 2015 05:24 |
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Neat idea using the furniture coordinates as the seed for the NPC appearance randomizer.
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# ? Apr 28, 2015 05:28 |
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OK, this seems like a good and reasonable idea. A little like space Animal Crossing, except you get to play the part of Nook. That's cool. I'm not going to be optimistic, but I am interested in where they're going with this.
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# ? Apr 28, 2015 06:04 |
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It's better than anything they have in there now. All of the problems they have in there now will still be there though. I hope NPCs quests are more than "I really want this fruit to eat/this chair to sit in!"
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# ? Apr 28, 2015 06:16 |
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Babe Magnet posted:Looks legit, yeah. Takes Terraria's system and refines it a bit more. Yep, seems good in concept. Hoping execution goes nicely. I'd colonize more nooks and crannies than a MRSA outbreak.
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# ? Apr 28, 2015 06:17 |
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Well, we also thought the teleport system would work nicely. It didn't.
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# ? Apr 28, 2015 06:37 |
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Yeah I'm not saying it'll be good when it's in, it's honestly a toss-up at this point, but what is right there in that post is pretty neato.
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# ? Apr 28, 2015 07:05 |
They should just double down on the ship and make it so you recruit a crew by finding them and building the proper rooms in your ship. I don't want to have a home planet, and it doesn't make any sense to have a home planet like that.
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# ? Apr 28, 2015 07:19 |
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mutata posted:It's better than anything they have in there now. All of the problems they have in there now will still be there though. I hope NPCs quests are more than "I really want this fruit to eat/this chair to sit in!" Don't worry they'll find some way to ruin it. I have faith.
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# ? Apr 28, 2015 07:48 |
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Looked pretty great until Chucklefish posted:allowing for colony progression
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# ? Apr 28, 2015 07:50 |
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Bauxite posted:They should just double down on the ship and make it so you recruit a crew by finding them and building the proper rooms in your ship. I don't want to have a home planet, and it doesn't make any sense to have a home planet like that. Pretty much this, make planets one of various "types" with dungeon planets, agriculture planets, mining planets with massive tunnels and add a bit of variety depending on the climate. Eventually turn your ship into a massive behemoth. Bonus points if you can build a moon cracking device or an orbital siphon that lets you harvest massive amounts of resources or refuel on gas giants. Make planets interesting exploration points but go back to the idea of the home station, only leave it mobile and build various supply dumps or outposts around. Say you build yourself a prefab mining colony with the pre-requisite furniture spawn points for miners, a chef, various administration and leave. When you come back later they'll have stockpiled various resources you can pick up. Let the player gently caress around where he wants and delegate low level resource gathering to automation.
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# ? Apr 28, 2015 08:03 |
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Babe Magnet posted:Yeah I'm not saying it'll be good when it's in, it's honestly a toss-up at this point, but what is right there in that post is pretty neato. Mar 2016 Babe Magnet posted:This NPC update is pretty cool in concept, but when I walked past one of my villagers, they instantly died and my entire colony turned hostile. I hope this gets fixed. Tiy posted:if you thought the new alpacas were cool, next we're gonna add in llamas
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# ? Apr 28, 2015 08:52 |
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Hm what if they removed everything and replaced it with a shareware copy of Doom
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# ? Apr 28, 2015 10:43 |
this is a system the game really loving needs to be a loving game of course as far as i know the only way to get those glitch bricks and poo poo is by mining glitch houses, one of starbound's /hugest/ sucking points beneath terraria is not being able to make a hilarious amount of things to build with
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# ? Apr 28, 2015 11:36 |
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The dream is dead. Now modders won't want to finish my bad game for me.
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# ? Apr 28, 2015 14:11 |
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LordZoric posted:The dream is dead. Now modders won't want to finish my bad game for me. Letting people charge for mods is not going to suddenly make paid mods professional-quality. Putting a price tag on something users make in their spare time doesn't suddenly make it better.
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# ? Apr 28, 2015 15:59 |
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no man it totally attracts all the extremely good game developers who just dont do it well because they cant quit their dayjob
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# ? Apr 28, 2015 16:54 |
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25% of proceeds? That's where the real money is
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# ? Apr 28, 2015 17:00 |
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I hope they end up implementing that colonization thing, if only to see what kinds of NPCs are attracted to a building entirely made of flesh and poo poo blocks.
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# ? Apr 28, 2015 17:46 |
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Pentaro posted:I hope they end up implementing that colonization thing, if only to see what kinds of NPCs are attracted to a building entirely made of flesh and poo poo blocks.
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# ? Apr 28, 2015 18:40 |
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Evilreaver posted:25% of proceeds? That's where the real money is And 45% to lefish, that's why he's so unhappy about this, duh
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# ? Apr 28, 2015 19:02 |
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Patware posted:this is a system the game really loving needs to be a loving game They have actually been gradually adding more crafting recipes for random furniture/block poo poo like those, I guess this is why.
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# ? Apr 29, 2015 00:20 |
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I want to be a rare slime enthusiast.
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# ? Apr 29, 2015 00:35 |
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david... posted:I want to be a rare slime enthusiast. Oh, my little david... you've been a rare slime enthusiast all along.
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# ? Apr 29, 2015 00:45 |
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XboxPants posted:They have actually been gradually adding more crafting recipes for random furniture/block poo poo like those, I guess this is why. It would be nice if it didn't take the pixel value of a bar of gold to crate a single lego block, and made quickly generating building materials a reasonable hope, yes. There is a reason most of my stuff was glorified log cabins. Renewable building materials.
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# ? Apr 29, 2015 05:28 |
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This colonization business sounds all well and good in theory, but with Chucklefuck's track record in mind I'm not too hopeful. Also, have fun spending gorillions of hours gathering enough cool blocks to be able to build so much as an outhouse.
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# ? Apr 29, 2015 14:47 |
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Still can't get this to work with multi player on my Mac, my 5 year old is quite displeased he cannot play Starbound with grandma. They've moved onto HOTS at this point.
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# ? Apr 29, 2015 17:16 |
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Bitter Beard posted:Still can't get this to work with multi player on my Mac, my 5 year old is quite displeased he cannot play Starbound with grandma. They've moved onto HOTS at this point. Your... grandma plays HOTS?
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# ? Apr 29, 2015 17:33 |
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Catpain Slack posted:Also, have fun spending gorillions of hours gathering enough cool blocks to be able to build so much as an outhouse.
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# ? Apr 29, 2015 20:36 |
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Rupert Buttermilk posted:Your... grandma plays HOTS? my mom, his grandma
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# ? Apr 29, 2015 20:52 |
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Vib Rib posted:Last time he was here, I asked Tiy about it and he said the eventual plan is to make it so the player doesn't have to go out and raid/tear down existing settlements just to get good building blocks/objects to work with. So look forward to that in 2021. So... the fabricator? What is needed is a Tekkit-esque system where you can set up giant orbital and asteroid mining stations, which convert the proceeds to pixels, and then you could use those to make whatever the gently caress you want! I really wish the game had more in the way of ridiculous Minecraft engineering/"science"/magic mods, y'know, the fun stuff, and hey- they could maybe put some of that stuff actually In The Game instead of working on pointless poo poo nobody cares about.
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# ? Apr 29, 2015 20:59 |
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Babe Magnet posted:Looks legit, yeah. Takes Terraria's system and refines it a bit more. Terraria has issues, but the NPCs in it at least sell relevant stuff or provide decent services. I don't see thousands of procedurally-generated lovely NPCs that require overly-specific accommodation doing much for a player besides just existing. Best case scenario is that there are maybe a dozen types that you'd want, all of which require a wiki to make sure you place exactly four bookshelves, six race-specific barrels and a banana lock statue on the roof. There's no actual design process here. It's just "think of a feature in vague terms, get one or two guys to implement it" rather than thinking of the implications of it and whether it actually adds anything fun to the game.
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# ? Apr 29, 2015 21:04 |
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Cryohazard posted:Terraria has issues, but the NPCs in it at least sell relevant stuff or provide decent services. I don't see thousands of procedurally-generated lovely NPCs that require overly-specific accommodation doing much for a player besides just existing. Best case scenario is that there are maybe a dozen types that you'd want, all of which require a wiki to make sure you place exactly four bookshelves, six race-specific barrels and a banana lock statue on the roof. The game has so much built in variation that it would work totally fine to have 14 different weapon merchants that all sell slightly different weapon variants, though. And it wouldn't really matter much whether you get an Evil Scientist Apex Weapon Merchant or a Friendly Tribal Floran Weapon Merchant. It's just cosmetic differences. You're making a big deal over nothing.
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# ? Apr 29, 2015 21:10 |
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XboxPants posted:The game has so much built in variation that it would work totally fine to have 14 different weapon merchants that all sell slightly different weapon variants, though. And it wouldn't really matter much whether you get an Evil Scientist Apex Weapon Merchant or a Friendly Tribal Floran Weapon Merchant. It's just cosmetic differences. You're making a big deal over nothing. Not trying to make a big deal of it, just saying that given how drat near everything else has been implemented, putting the settlements idea out there as end-game doesn't fill me with anticipation when a) getting to that point is such a slog and b) it's likely to be useless and/or broken for a considerable length of time after it's put in.
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# ? Apr 29, 2015 21:23 |
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There's no good reason to have 14 weapons merchants, since there are only three interactions with ANY permanent-goods NPC 1) Anything good? If not, EXIT 2) Can I afford it? If so, buy and go to 1, else come back with money 2a) Does this fit an alternate playstyle I'd like to try? Go to 2 3) Sell garbage loot to vendor Once you're done with step 1 and 2, you don't need lots of NPCs for 3, just one in an easy spot. Consumable merchants (medkits, cosmetics, funstuff) you might like to have hang around, and virtually all of Terraria's merchants sell consumables for that reason. Starbound NPCs would be better served as 'service' npcs (automating boring things like healing, mining, or perhaps constructing, maybe even diplomacy/contract seeking if you're starting an empire). A good sandbox should have everything as involved as YOU the player want it to be. If you want minerals, it should be automated, or you can do it yourself if you find it fun and have time. Same with defending a base, building a base, building any megaproject, maybe even assault missions (go on them yourself or hire a band of mercs. Maybe even just play medic for them!) Sure, you can do things Better if you're taking charge (defending against raiders/natives might cost you security personnel, so either do it yourself, or shrug hire a new guy and That's Business vv Manual mining is fast, but auto works while you're doing other things like building, travelling, or fighting, so even though its slower it ends up being more productive.)
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# ? Apr 29, 2015 22:32 |
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Dang, I need to turn off my turrets now, since they target friendly NPCs.
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# ? Apr 29, 2015 22:49 |
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This sounds cool in passing, but this whole thing about needing certain stuff to attract certain NPC's, who might need some room set aside for the unique crafting stuff they'll put down, sounds really arbitrary and impossible to figure out on your own. It'll just be another progression grind, albeit one you'll need to follow a guide for.
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# ? Apr 29, 2015 22:50 |
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Ice_Mallet posted:Dang, I need to turn off my turrets now, since they target friendly NPCs. Haha, loving really? :starbound:
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# ? Apr 29, 2015 23:52 |
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# ? Jun 4, 2024 02:45 |
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I HAVE A DREAM The tutorial planet teaches the basics- how to move, fight, mine, and recruit NPCs. Maybe there's a wounded guy-- why not a buddy who was in your escape pod, but didn't fare so well in the crash? He needs shelter ("NPCs need beds, doors, walls and lights!"), medicine herbs (which, along with food crops, are the base of Farming progression), protection from alien wolves, oh great now he's better and needs a gun so the two of you can hike up a mountain so your distress signal reaches space? Alright, so a ship comes down and teleports you up, and kidnaps you and the captain is an rear end in a top hat. You break out and fight (you need control of the engine and bridge, do you dispatch your friend to one while you go to the other, or go together? Introducing the NPC Dispatch System tutorial!) So you blow up the ship, the captain gets to a shuttle, you beam aboard. And when you confront the pirate captain, you are given a choice, kill the captain or arrest him to give to the local Spacecops? Either way, now you have a Tier 1 ship. And the sandbox begins. Your buddy doesn't have anything better to do, so he'll hang around until you dismiss him or something. He'll stay on the ship acting as a guide "Why not go [progress the story], [player]?" And you can ask him to come along on your self-guided missions. You're in a space-civ consellation, why not find an inhabited planet to get missions or a vacant world to claim? Oh, some distress signals. Go or ignore? Story-important ones are clearly marked as important (and don't time out), others you can hunt down or ignore at your leisure. One teaches you about wormholes, another about Why The Big Bad Is A Jerk, another is a mining outpost and when you get there it's overrun with native wildlife. The boss of that last one is tired of dealing with the aliens you just made extinct, so he sells you the deed for cheap. Boom, Outpost Upgrade And Management tutorial. Eventually your mining outpost either decays (if you don't man it) or is attacked (if you do), which then triggers a How To Defend Your poo poo tutorial. You are taught how to make a Farming Outpost. They don't work well if there's industry on the same world, so there's a reason to colonize multiple worlds (or spend some resources on clean industry). This provides food and/or medicine you can use to feed NPCs you have under your 'rule' or you can trade to neutral/friendly civs. Medicine is worth more so it attracts more raiders. Different foods grow in different climates so you are encouraged to settle multiple worlds again. (Or build biodomes) You are taught how to make Research Outposts. They're valuable and attract raiders, but you can hide them well underground so as long as there isn't something obvious (say, a mine or farm) on the surface to give them away, they're pretty safe. You can research all sorts of fun toys, techs, ships, weapons, armor, engines, mining and farming equipment, or just farm out your equipment to a civ for cash and favors. Larger labs and their reactors generate more heat and are thus harder to hide so you either need better defenses or, again, multiple planets. So you're left to Skyrim the galaxy for a bit. If you focus on the main story, you can head off the Big Bad's plans and do good in the world, and it gives you juuuuust enough levels/gear/resources as quest rewards in order to get by. If you don't care, you get wealthy and/or powerful, but the BB starts conquering poo poo, and launches high-threat attacks both on NPC constellations as well as your own holdings. Powerful NPC Civs can resist for a while and start giving you "evac this planet", "hold the line", "attack this enemy base to take heat off us" missions, and food/medical supplies go way up in price so you can get by fighting or merchanting. If you interact closely with a civ, they do very well in resisting the BB and can hold forever as you and they level up. As the game progresses, the Big Bad gets mad at you (either for directly opposing him or for indirectly supporting your allies) and Death Star's a planet you like and/or Ups The Stakes in some way. Maybe two or three times depending on how long you want the game to be. Responding appropriately in a timely way means there's no lasting harm, as long as the player knows (1) "I lost those assets because I hosed up", or (2) "I would have CERTAINLY lost those assets if I hadn't acted". Its worth noting that while direct attacks will become commonplace as you gain power/influence, they are never so annoying that you can't sandbox around them. If you play passively or stealthily, you are free to build whatever without making enemies or fearing the story might progress without you. At tier 1 as a complete unknown, you could build a large pretty castle and decorate your ship for days and days without anything bad happening, and without (much) material restrictions. At some point you say "alright I'm a walking juggernaut of doom and conquest, time to gently caress up the Big Bad" or, "I can hire these black-ops supersoldiers and provide them high-tech support, particularly by launching interplanetary smartbombs or drones to ensure their success" or even "I have recreated Mass Effect by supporting these several civilizations so now we're going to band together in an unstoppable fleet" Any one of those plans will work okay. Or if you're a completionist sperg, you beam down on the planet in your Gigapower Armor Mk VIII and frankly illegal/immorally powerful weapons, backed up by mercs that you've granted similar equipment, while your support team nukes poo poo from orbit (with orbital weapons you've researched, designed, built and deployed) WHILE friendly civ's fleets cut off reinforcements and keep you and your orbital weapons safe. The Big Bad just s at you and you flatten him. The main game is won, congrats! Then the optional Superboss From Beyond shows up, and is a murderous, nightmare-inducing multi-stage fight even with maxed-out everything (so there's a good reason for megaspergs to megasperg, and there's a true sense of accomplishment for smashing him). The Superboss doesn't move aggressively like the Big Bad does so you're much more free to sandbox. Now THAT'S a game, and starbound is capable of supporting probably 80% of that right now.
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# ? Apr 30, 2015 00:11 |