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coupedeville posted:also lawl @ magmarashi confirmed forums babby git gud scrub They should really add that the the rules page, I actually check that regularly for any changes, but I only bother looking at my favorited threads in the usercp. Egg on my face!
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# ? Jul 11, 2015 18:00 |
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# ? Jun 5, 2024 07:31 |
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The big problem(s) with Starbound is basically what everyone's said already: that it has no idea what it wants to be. It feels like it's afraid to really set out on its own, but neither does it settle in towards a more familiar and reliable comfort zone. If it was just Terraria with worldjumping and a space theme it could have been incredible and fun, and if it had truly broken out and tried all new stuff it could have been really fun too, or at least, if it failed then, it could have said it tried. As it is it feels like it doesn't want to take any chances, so it's playing both sides against the middle and nothing good is coming from that. It has totally randomized enemies, with no distinct loot tables. So you miss one of the fundamental parts of Terraria, which is getting solid rewards for killing enemies. Gel from slimes to make torches, hooks from skeletons to make grappling hooks, useful accessories from miscellaneous mobs, even building blocks and decorations. Hunting mobs in Starbound is basically pointless. You don't get anything from them worth caring about. In Terraria, every kill feels like it could go towards something. Hell, in the latest update, you get banners every 50 kills which look snazzy, act as trophies, and even give player bonuses. So Starbound severs all that to have randomized enemies, but then it doesn't offer anything new to compensate, because it's too scared to go out and do something crazy with it. The enemies could be totally bizarre and have weird attacks and movement patterns, making all of them unique and weird and fun, but it's worried about "balance" and poo poo and has the player die in like 3 hits even with armor, so these unpredictable and fun enemy patterns/abilities don't matter. Everything just runs at you. (In fact, Starbound has basically no loot tables to speak of, and even most chests lack anything interesting. When was the last time you opened a treasure chest in Starbound and actually went "Ooh!"? The only thing I guess I've ever liked finding is an instrument, and that's just so I can dick around with ABC songs. A game like this without loot is crippled.) By that same token, Terraria has premade weapons. But by the time you get to the endgame, you've seen all kinds of wild poo poo. Bows that shoot swarms of bees. Magic launchers that create killer rainbows. Firework staves and huge flaming swords and mouse-controlled magic missiles and huge swinging flails of shadow and chainguns and stake-launchers and piranha guns and even crazier stuff. So everything's premade, and it's never different, but it gives you so much opportunity to see really wild effects. In Starbound, they go for randomized weapons, but again, they're afraid to go wild with it. So like 99% of weapons are just boring garbage. "Here's a sword. Here's a sword that's slightly stronger, but slower". They want to have things both ways, so they also have preset weapons, but as a result, they're the only ones that matter, and they're all boring as hell. They're so basic and uninteresting, but all the random ones are just as plain. There are like half a dozen "special" melee weapons in the game, but those are all premade and only have variable stats. Finding a bone-launching axe-club thing was awesome, until I realized it wasn't randomly generated, and that effect was one of the only ones that existed. It felt very much like Borderlands syndrome, where you got random guns, but they were almost all just slight stat differences, and the only truly unique stuff (bouncing bullets, spiral shot patterns, etc) were restricted to unique, premade weapons, rather than thrown whole-hog into the randomized pools. Starbound wants it both ways, but it doesn't manage either one. It's got two options for redemption at this point: either go loving wild with your random generation and revel in it, stop holding back and worrying about fitting a standard and just let the weirdness of the universe take over and define the game -- or rip out all the held-back random weapons/enemies entirely and go fully premade like Terraria does, so you can more carefully balance and differentiate the equipment. But for both paths, make the poo poo you add different. Stop with the boring "different only in stats" weapons, stop with the constant "walks at you to hurt you" enemies. Terraria has so many examples of success in both enemies and equipment, surely Starbound could do something with everything they have. Whether they go randomized or preset, they could succeed, but they need variety. Right now for all their touted generation their content is more samey than anything, and everything handles the same way. Or hell, throw that all out the window (like a lot of people who play to relax or enjoy with their kids already do) and just focus on beefing up exploring and building. There's a lot to be said about that, but when every planet of the same biome feels exactly the same, what's the point of visiting more than one? Sorting into biomes shouldn't make for identical planets, just for broad themes. And speaking of going only halfway, building itself is a perfect example. We have all these decorations, hundreds of furniture/deco items and building materials that all look really nice and could make for a pretty fun base! But the crafting menu is a mess and the only way to get 90% of the items in the game is to visit a village and just steal entire loving houses. Oh, did you find a really nice looking block you want to make your base with? Well you have to find someone ELSE'S base first and rip the whole thing up, because you can't even craft walls, let alone dressers and tables. Stop holding back and just do something. Jesus. Vib Rib fucked around with this message at 00:28 on Jul 12, 2015 |
# ? Jul 12, 2015 00:24 |
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i remember when they held that contest where people designed creatures to put in the game and a lot of the better suggestions looked really good. i'd vastly prefer having poo poo like that over the loving pointless enemies made out of interchangeable duplo blocks the game has now.
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# ? Jul 12, 2015 00:41 |
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Agent Kool-Aid posted:i remember when they held that contest where people designed creatures to put in the game and a lot of the better suggestions looked really good. i'd vastly prefer having poo poo like that over the loving pointless enemies made out of interchangeable duplo blocks the game has now. I remember when there were plans to have guest monsters like creepers and diggles: https://twitter.com/tiyuri/status/224929380504317953
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# ? Jul 12, 2015 00:57 |
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you know guys I've givven it alot a thought and the one of starbounds main problems is
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# ? Jul 12, 2015 01:14 |
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Vib Rib posted:The big problem(s) with Starbound is basically what everyone's said already: that it has no idea what it wants to be. It feels like it's afraid to really set out on its own, but neither does it settle in towards a more familiar and reliable comfort zone. If it was just Terraria with worldjumping and a space theme it could have been incredible and fun, and if it had truly broken out and tried all new stuff it could have been really fun too, or at least, if it failed then, it could have said it tried. As it is it feels like it doesn't want to take any chances, so it's playing both sides against the middle and nothing good is coming from that. Lol
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# ? Jul 12, 2015 01:15 |
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pwnyXpress posted:you know guys I've givven it alot a thought and the one of starbounds main problems is (this is the short version)
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# ? Jul 12, 2015 01:27 |
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I've thought a lot about how to fix Starbound's problems and the biggest issue is that Chucklefish hasn't.
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# ? Jul 12, 2015 01:39 |
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starbound's biggest problem is that magic rules and being a space wizard would have been way more baller than "tech"
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# ? Jul 12, 2015 01:46 |
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It's like they thought "hey Terraria but with space ships and lots of planets would be cool" then took out the Terraria part and thought about literally nothing else. Yeah the game being able to generate like quintillions of different planets is cool and all and exploring was fun for a bit but...well...there just wasn't anything to discover. The monsters were all functionally identical, every planet had every ore type, and the only things I could really build were a cobblebrick house and a garden of fancy trees and potatoes. I never thought it was possible to make an exploration game so drat boring. Then they added that stupid as hell gating. That drat mine level with the gem at the end is probably one of the stupidest things I've ever seen put in a video game. Yeah the whole "OK you're a space hobo with a nonfunctional ship and you have to fix it" but the way that was handled was awful. OK, dig all the way down for core fragments! Because people quit digging deep and we didn't like that. Oh, you want to do anything else at all with core fragments? Nope, you just fix your ship with them and now they have no use at all.
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# ? Jul 12, 2015 01:57 |
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I feel like every Minecraft/Terraria type of game should allow you to establish multiple spawn points in a world that you can warp between. The re-treading is always, always the worst part of these things and I'm surprised it's not more common. EDIT - Who will update again first: Starbound or Cube World? Place your bets. Rocketlex fucked around with this message at 02:32 on Jul 12, 2015 |
# ? Jul 12, 2015 02:02 |
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Guys here's my plan to make Starbound better: *posts this thread and the previous one in their entirety*
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# ? Jul 12, 2015 02:32 |
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Vib Rib posted:
the sad thing about weapons is that one dude who posts in this thread has come up with dozens and dozens of pretty unique and really cool designs that do all sorts of fun stuff like that bone club, but they all felt unique and special unto themselves which was awesome it really is a shame that they didn't put more effort or focus into really nailing specific features and instead wound up with an enormous list of ideas with about as much depth as a sheet of paper they could be listed on it's like bethesda/oblivion syndrome, companies leaving too much up to the modding community without really nailing their base product
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# ? Jul 12, 2015 03:04 |
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oddium posted:starbound's biggest problem is that magic rules and being a space wizard would have been way more baller than "tech" lol no gently caress magic
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# ? Jul 12, 2015 13:58 |
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starbounds biggest problem is the devs realized working sucks and that millionaires dont have to
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# ? Jul 12, 2015 16:22 |
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Vib Rib posted:it's bad game You know, a lot of people in the Terraria thread are unhappy with the Medusa. (Fortunately the new patch made the Medusa just loving BULLSHIT and not COMPLETELY GAME-BREAKING UNFAIR TOTAL loving BULLSHIT) But I actively like the Medusas. I hunted exactly 101 Medusas last night on a new character and even though I didn't get the goddamn Medusa Head weapon, I still had fun. It wasn't tedious grinding, it was challenging gameplay. The thing about them stoning you in midair, breaking your grapple, canceling your triple jumps and flight, I love that stuff because it makes a Medusa fight unlike anything else in the game. Starbound needs a couple of enemy types that completely change the way you play the game if you even think there might be one nearby. scuba school sucks fucked around with this message at 04:17 on Jul 13, 2015 |
# ? Jul 12, 2015 16:37 |
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yeah I saw that in the T thread, bunch of weenies My favorite are the dudes whining about how it catches them in their hellevators and causes them to fall and die lol. Just put some water or some cobwebs at the bottom goddamn
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# ? Jul 12, 2015 17:14 |
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They fixed the Medusa in a quick patch. She now needs line of sight, distance isn't infinite and she makes a noise when she tries to petrify the player. Time to fix bad thing: it took about a week.
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# ? Jul 12, 2015 17:20 |
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Kly posted:starbounds biggest problem is the devs realized working sucks and that millionaires dont have to Terraria dev is a millionaire now and he couldn't stop working even when he tried to It is his curse to keep making a good game better foreverrr
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# ? Jul 12, 2015 17:32 |
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Wulfolme posted:Terraria dev is a millionaire now and he couldn't stop working even when he tried to I can think of a lot of worse things than "has a million dollars, just programs games all day."
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# ? Jul 12, 2015 17:53 |
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ToxicSlurpee posted:I can think of a lot of worse things than "has a million dollars, just programs games all day." Has a million dollars, programs Starbound all day?
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# ? Jul 12, 2015 21:53 |
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How close is the mobile version of Terraria to the regular version?
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# ? Jul 13, 2015 00:52 |
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artists should not make or be in charge of making things that require teams of people to make it just doesn't fit with their personality.
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# ? Jul 13, 2015 01:02 |
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Rupert Buttermilk posted:How close is the mobile version of Terraria to the regular version? It's identical up to a point, but the PC version then just keeps going. It has like twice as many bosses and enemies, each of which allows you to get stronger and crazier equipment which prepares you for the next round of even more bananas bosses and enemies. There's almost twice the content in the PC version. Also I believe the mobile version has somewhat reduced enemy spawn rates or some such to compensate for the touchscreen controls. I believe mobile has some variations in equipment names and tile appearances, but I'm really not sure what all they are.
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# ? Jul 13, 2015 01:09 |
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Reason posted:artists should not make or be in charge of making things that require teams of people to make it just doesn't fit with their personality. I work on teams of artists under the management of other artists at Disney and we ship poo poo all the time. Don't pin regular old mismanagement as "an artist thing".
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# ? Jul 13, 2015 02:03 |
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Rupert Buttermilk posted:How close is the mobile version of Terraria to the regular version? IIRC it's the same as the console version, which is a branched development path that I think has parity to 1.2? It might be pre-1.2.
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# ? Jul 13, 2015 12:45 |
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Hey, so how is it that Terraria is 98mb, but Starbound is something like +2gb? I know there's more music in SB, but... not THAT much music.
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# ? Jul 13, 2015 17:51 |
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Rupert Buttermilk posted:Hey, so how is it that Terraria is 98mb, but Starbound is something like +2gb? I know there's more music in SB, but... not THAT much music. Chucklefish doesn't know how the gently caress to
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# ? Jul 13, 2015 18:03 |
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The biggest portion is the main pak file and then giraffe_storage. The music is actually a big part of that, like ~70% of the unpacked main pak is music and sound effects. Unrelated, but I've spent tons of time trying to mod in a pseudo clip system for the guns, but I think it might not be possible. I can't figure out how to get weapons to override stats like armor does, which is annoying as hell. Maybe I can fire off a lua script that overrides your energy stat when a weapon is equipped or something? Does anyone know where the spawn frequency for the ore clumps is located and how the frequency is determined?
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# ? Jul 13, 2015 18:06 |
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Rupert Buttermilk posted:Hey, so how is it that Terraria is 98mb, but Starbound is something like +2gb? I know there's more music in SB, but... not THAT much music. Wild guess, but it's probably all totally uncompressed. Sound files can get pretty huge, and might be picking up the slack where the relatively simple graphics are smaller. The executable itself might be super unoptimized, too? I'm not at my gaming PC to look at the folder.
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# ? Jul 13, 2015 18:06 |
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victrix posted:Has a million dollars, programs Starbound all day? You say that like Chucklefish has anybody doing anything other than walking into the office, farting on a keyboard, and leaving.
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# ? Jul 13, 2015 18:15 |
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Played Terraria 1.3 Terraria is good. Starbound is bad.
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# ? Jul 13, 2015 18:17 |
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Rupert Buttermilk posted:Hey, so how is it that Terraria is 98mb, but Starbound is something like +2gb? I know there's more music in SB, but... not THAT much music. is this why it takes roughly 7 years to load
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# ? Jul 13, 2015 18:39 |
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deadly_pudding posted:Wild guess, but it's probably all totally uncompressed. Sound files can get pretty huge, and might be picking up the slack where the relatively simple graphics are smaller. The executable itself might be super unoptimized, too? I'm not at my gaming PC to look at the folder. If they aren't using .ogg for in-game audio and music playback, then I don't know what the gently caress is wrong with them.
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# ? Jul 13, 2015 18:48 |
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We said it was important that moving from one planet to another takes 2 real time minutes. We certainly can't undo that now. We'd look like fools. The same goes with all our other bad decisions.
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# ? Jul 13, 2015 19:29 |
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Vib Rib posted:We said it was important that moving from one planet to another takes 2 real time minutes. We certainly can't undo that now. We'd look like fools. The same goes with all our other bad decisions. I wouldn't mind the warping downtime so much if it was even slightly interesting. Like, I used to play EVE Online in college. There's a shitload of downtime in that game as you warp across star systems, especially if you're like me and you drove a space truck. It's kind of cool, though, because you get to watch the planets and stars whiz past you as you go by them. In Starbound I literally have my character go to sleep while the ship is in warp.
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# ? Jul 13, 2015 19:36 |
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deadly_pudding posted:I wouldn't mind the warping downtime so much if it was even slightly interesting. Like, I used to play EVE Online in college. There's a shitload of downtime in that game as you warp across star systems, especially if you're like me and you drove a space truck. It's kind of cool, though, because you get to watch the planets and stars whiz past you as you go by them. In EVE you probably also are in a corporation and warping around with Goons was...a rather interesting experience. We'd get drunk and talk about donges and buttes for hours.
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# ? Jul 13, 2015 20:07 |
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ToxicSlurpee posted:In EVE you probably also are in a corporation and warping around with Goons was...a rather interesting experience. We'd get drunk and talk about donges and buttes for hours. Yeah, drunkchat with goonfleet helped a lot, too, especially for ops where I was just sitting in an asteroid belt waiting for people to barf their ore into my cargo hold. God dammit why do I keep playing space games
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# ? Jul 13, 2015 20:13 |
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deadly_pudding posted:Yeah, drunkchat with goonfleet helped a lot, too, especially for ops where I was just sitting in an asteroid belt waiting for people to barf their ore into my cargo hold. Space games are fun. Space makes everything better. Space improves everything and science fiction is cool. Granted in the case of EVE that was probably less EVE being fun and more Goons in Space being fun.
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# ? Jul 13, 2015 20:18 |
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# ? Jun 5, 2024 07:31 |
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Reason posted:artists should not make or be in charge of making things that require teams of people to make it just doesn't fit with their personality. anyone can learn or otherwise acquire almost any skillset, but most people aren't willing to learn more than one or two. an artist can easily be an effective programmer, director, or project manager
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# ? Jul 13, 2015 20:57 |