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My Time at Portia enters Early Access on Jan 23rd 2018!

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Messages - Omidawn

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Thanks for the info!

My Time At Portia General Discussion / Re: date Merlin
« on: August 23, 2018, 04:55:25 AM »
No.  You can play date with anyone at any time (with the normal restrictions), whether you are single, in a relationship, or married.  Play dates do not count as romantic dates, and so there is no conflict or jealousy from your partner.

Have fun on your date with Merlin (which I think may have a few romantic options enabled by the quest, which are not normally enabled on a play date).  However, as long as you do not give a heart knot to Merlin, it is still a play date.

My Time At Portia Suggestions / Re: Leveling with Skill Points
« on: August 22, 2018, 01:32:49 AM »
perhaps when you max the normal skill tree, it could unlock the ability to put points into the other skills that you didn't select the first time through (unlocks the rest of the skills) essentially letting you work up in all of the other skills starting with the lowest level in each tree.

I would have to look to see how the high level combat skills would work together, but I think it would be a net gain.  One gives you no stamina cost to attack but enemies do double damage, while the other gives you double stamina cost to attack and (I think) enemies do half damage.  So putting the two together you could have no stamina cost for attacks and enemies do normal damage? or normal cost for attacks and enemies do half damage?  Anyway, there would need to be some tweaking to get some skills to work together.  Most do not conflict with each other.

Planet Explorers General Discussion / VS Mode: How does this work?
« on: August 17, 2018, 04:39:31 PM »
I posted a thread on Steam.  I was hoping to get comments from people who understand VS mode.  How is the arena supposed to work?  How long is it supposed to last?  and most importantly, does the server need to be reset?

Currently there is only one team that is active... I am hoping that someone will join Team One and build something.  I have built a pretty defensible colony for Team Two.  (Possibly using unfair exploits.)  However I'm not sure that the actual VS game is even running, or if it is played out and needs to be reset.  What are the goals and objectives?  How do you win?

Does anyone know how this game mode is supposed to work?  I have checked the wikis and there is barely a mention of VS mode.  Is this game mode still a work in progress?

For my part, I really like the VS setting.  The coop with survival feel of it is what most people are looking for in a coop mode, and there are things in VS mode that you don't find in other modes that make it interesting.  For instance, you can set beacons on the map to establish teleports to important locations, and when you approach the other colony you are recognized as an enemy and the defenses open fire automatically.  Honestly, I think that's how it should be in other game modes -- unless you team with someone they should not be allowed inside your colony shield.  What's the point of defenses if they are only used for shooting random stags?

EDIT: I forgot to say, there is no in-game information for VS mode that I can find.  The Help screen is the same as the one for other modes.  I think if you are playing VS mode you don't need the basic help screens, you need help screens specific for VS mode.  You should already know how to play if you are on a VS server.  There needs to be information about the goals and victory conditions for the VS game.

The thing that I would like to add would be a VS variant that was skill tree enabled and scripts locked, so that you really had to work to build up your position and find all of the scripts that you need.  it would also make the colonies more defensible if it took longer to get things like aircraft (which can demolish a colony from a safe distance).  Or, possibly even disallow the aircraft scripts entirely.

I have notice a few times that the dungeon generator has added inaccessible rooms.  I haven't commented before, but I can't help but wonder if it is a bug, or if it is/was intended for there to be secret (hopefully treasure) rooms to add a little depth to dungeoneering.  If there is some kind of trigger to open these sealed rooms, I haven't figured it out.  If it is just a glitch in the dungeon generator, I think it would still be great to have secret rooms with extra boss treasure if you figure out how to open them.

Anyway, I just wanted to put a word in the developers' ears:  food for thought.  Also, if it can be verified that these are treasure rooms, I might try a little harder to figure out how to access them... especially if it can be confirmed that they can be accessed somehow and aren't just a glitch.

Planet Explorers General Discussion / Revisiting Glass Blocks
« on: August 12, 2018, 05:28:45 AM »
I know that glass is tricky, and there is probably nothing that can be done about the faceted patterns that appear in complex shapes.

However, I find it exceedingly difficult to craft using glass because of the optical illusions and distorted patterns that appear at various times of the day (most of the time).  I am not really complaining because the crystal patterns are interesting in their own way, but I have given up on my build (dome) because there is only about 1 hour during the day that I can actually see what I'm doing.  It is simply too hard to see the shapes the rest of the time.

What I would like to suggest is that when you go into BUILD mode, the glass blocks become an opaque shape so that they can be manipulated more easily, and then when you leave Build mode they become transparent again.  That would make working with glass SO MUCH easier.

I don't know how complicated this would be, but it would be a huge help.  Thanks!

Another method would be to have a replacement feature like the one in the creation editor.  If I could build it using, for instance, wood, then select and replace all wood in the selection with glass, that would work also, and might be an easier implementation.  Also, one of the corner shapes still seems to be a different texture from the rest of the glass, so it looks like there are holes in the glass even when the piece is in place.  The piece is more transparent than the other pieces of glass, and so it basically disappears when you fit it into place.

I can't seem to make a screenshot that is small enough to be uploaded, but you can see my build on the Survival_Ad2_Skill server northwest of Markham Village, if you need to see what I'm talking about.  It is especially noticeable on the inside shell.  It's the one that kind of looks like a space station.  I would like to finish it, but honestly it hurts my eyes and gives me a headache.

My Time At Portia Bugs / Re: Dee-Dee Stops Quest
« on: August 12, 2018, 05:07:11 AM »
That's odd.  Nothing in your mailbox?

I keep both the glider and jet pack on a hot key, so I can swap them quickly.  Usually I'll climb to the top of a mountain, take a sprinting leap, jet pack as high as I can get going forward, then quickly swap to the glider.  It would work great if the chunks loaded quickly enough to not interfere with the glide, but I usually end up losing most of my altitude dropping down whenever the chunks load.  When you freeze in the air, the AI closes the glider, then you drop about 20 feet before it opens again, losing both height and momentum (which makes the glide drop even more).

Anyway, what I'm saying is that the jet pack is only good for one boost.  When you swap it, the pack has no charge left and doesn't recharge unless it is slotted.  If it had its own charger, you could continue to swap them to regain altitude with the jet pack, and just keep going until the battery charger ran out.  It would let you glide a decent distance over rough terrain, even starting from the ground.

I'm not sure about trees and plants, but you can turn off the grass and that will make it easier on the graphics.  It also makes it easier to spot stumps, canisters, and resource piles from a distance.

I agree to an extent.  I think the only thing that is really needed is for the glider to open as soon as you start freefall, without any delay at all.  If you jump with a glider, you will glide from that height.  If you hit a "wall" while gliding, you continue gliding without losing any altitude, instead of dropping like a stone before the glider opens again.  The only real problem I have is that the glider collapses when the chunks stall you while they load, so you lose all of your momentum and a good portion of your altitude.  Very frustrating.

If the glider opens immediately, then the problem is more or less resolved and I don't mind it being unpowered flight.  It just peeves me to drop like a rock for no good reason.

An alternative solution would be for the jet pack to recharge automatically even if it is not being worn.  That way you could quickly switch to the jet pack, gain altitude, then switch back to glider to continue your glide, as often as needed until your battery wears out.  Then you could probably switch batteries in flight and let the jet pack charge up again... assuming your glider doesn't collapse when you open inventory and make you fall to your death.

agreed.  I always have to make an adjustment when I go back to story mode.  I forget how annoying it is.  I'm honestly not sure why they did it differently there... perhaps it is more stable.  Now that you mention it, I don't think even the thrusters can get you higher, they just get you there faster so navigating mountain ranges is a little smoother.  You still have to rise and fall with the range.

It may have to do with the visibility range at higher altitudes: running into walls in your aircraft is just as annoying as having a low ceiling, especially when it still eats up your fuel while you are waiting for chunks to load.  They may have forced the low ceiling so that chunk loading would be smoother in story mode.

Anyway, my best aircraft can only just clear the treetops in story mode.  You can build higher than the ceiling... you just have to be innovative to get that high.  That's why I said that the ceiling is higher in story mode.  I was talking about the stability of building at high altitude without breaking the game.  Then of course you will need to glide back down, since your aircraft won't take off above the flight ceiling.  That's one of the reasons people like to build the sky cities:  they are difficult to get to, so are pretty secure from tampering.

Planet Explorers Suggestions / Re: Heat Packs instead of Torches
« on: July 06, 2018, 04:10:33 PM »

That's true, and I may be wrong about the way it works.

They have to have collision in order for the player to be able to interact with the plants.  It is not just the colonists who can take care of plants.  The colonists plant the crops as close together as possible in order to save space.  That is desirable for most people.  If you want the colonists to be more fluid in their motion, you simply have to plant the crops with space between them to move.  You would have to plant them yourself as you see fit, then have the colonists tend and harvest.  That would alleviate a lot of the immersion-breaking teleportation to their target.

You also could not remove the collision because when you have crops queued up, if the boxes were removed they would end up planting on top of each other, or even worse, everything in one spot.

I'm fine with it the way that it is.  It may seem clunky and annoying at times, but the farmers do get the job done eventually.  The alternative would be worse, not better.  The only way you could do what you are asking would be to have two boxes for each plant... one for collision and a larger one for spacing.  That is more trouble than it is worth, I think, and most people want to go the other direction... planting closer together, not farther apart.

Planet Explorers Suggestions / Re: 100% recycling for undamaged ISO's
« on: July 03, 2018, 06:46:03 PM »
Totally agree.  EDIT:  this is especially important if you are creating things in-game instead of in a build world.  If you have to go back to the drawing board and aren't able to get all of your resources back after testing something, then it is really extremely disappointing and potentially game-breaking expensive.  For new people who don't know to go to a different world (unlimited resources) to create and test things before importing them into the story or survival game, this could be enough to discourage playing entirely.  (Aside from the impact of starvation while you are in the editor, wasting resources that you worked hard for is really demoralizing.)

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