Re: Friday Facts #386 - Vulcanus
Posted: Sat Nov 25, 2023 12:42 am
Hopefully they are already ahead of us on that, but nonetheless, there's still time for that.Tertius wrote: ↑Fri Nov 24, 2023 12:40 pmThe pretty new graphics raise a question: will the new planets look nicer than Nauvis? Just because you have more experience and more time to develop? In many games, areas and buildings and features added by expansions are more detailed and more fleshed out than in the original game. I wish you revisit the existing graphics as well and check if they could be improved and make it as detailed and sophisticated as the new graphics.
Maybe different graphics/looks, but I do find it believable that something for life would exist (though I suppose that could just be the sci-fi side of me speaking ).
It does feel as though many of these cliffs, especially the ones for the mountains, should not be disableable.
That sounds like an awesome idea!kpreid wrote: ↑Fri Nov 24, 2023 8:09 pmIt'd be neat if Nauvis crude oil patches got new artwork with these principles and capabilities, so that they looked like liquid oozing out of stone and flowing, instead of blobs of tar lying on top of the ground.Finding the right spots is also made easier by these resource nodes having yellow smoke (yes, we can have animated resources now). Jerzy has made the acid puddles of this section in a couple of ways, earlier on we had puddles filled with liquid acid, but we moved to dried up puddles to keep the planet feeling drier (also building on shallow liquid acid puddles didn't look right).
This also could have just been them manipulating the daytime to show off what it all looked like at night. That was my initial thought/impression, anyway.
I feel the same way on this.computeraddict wrote: ↑Fri Nov 24, 2023 10:18 pmI think one of the bigger annoyances with current cliffs is there's no density difference depending on where you go. You either have few enough cliffs that they aren't a pain or you bump into them everywhere. Being able to go to a mostly flat area to avoid them should go a long way towards making the areas dense with them more bearable.
I second this. For very new/casual players, it makes sense and I understand why. But beyond that, it seems like unnecessary training wheels. I think it would be much more impactful if the player has to venture out and explore the surrounding area, and through that form associations that w resource is generally in x biome, y resource is in z biome, etc. It'll make the initial experience feel more "real."Dmytrozern wrote: ↑Sat Nov 25, 2023 4:14 pmAlso, I am unsure how I feel about the starting area on Vulcanus. Can we get an option not to generate a starting area on a new planet? I feel like having a starting area forces you to build everything in one spot and then just bring in resources from mining outposts…just like back at Nauvis. I would rather have the need to explore the planet to find the patches in different places and have the need to establish logistics between several local systems. (It’s not like we are running “naked” at this point, right?).
Dmytrozern wrote: ↑Sat Nov 25, 2023 4:14 pmAlso, I am unsure how I feel about the starting area on Vulcanus. Can we get an option not to generate a starting area on a new planet? I feel like having a starting area forces you to build everything in one spot and then just bring in resources from mining outposts…just like back at Nauvis. I would rather have the need to explore the planet to find the patches in different places and have the need to establish logistics between several local systems. (It’s not like we are running “naked” at this point, right?).
I had gotten the impression that the "starting" area was more so for biome location than either starting resources or clear area of enemies, though I could be wrong. Either way, if you think about it, if you're able to take the time to survey a planet from above before landing, you're obviously not going to just throw a dart at the board to choose your landing spot....Neutronium wrote: ↑Sat Nov 25, 2023 4:48 pmI second this. For very new/casual players, it makes sense and I understand why. But beyond that, it seems like unnecessary training wheels. I think it would be much more impactful if the player has to venture out and explore the surrounding area, and through that form associations that w resource is generally in x biome, y resource is in z biome, etc. It'll make the initial experience feel more "real."
This is a missing puzzle piece that will likely be a future FFF episode, how planet generation with the new planets work. We have so little to work with here, all we can do is speculate, and speculate on our speculations. Nonetheless, I hope there is some control that removes guaranteed zones around you. Provided you don't have extreme generation options, a given resource wouldn't be terribly far away, and if you do, well thats the challenge you accepted.FuryoftheStars wrote: ↑Sat Nov 25, 2023 5:13 pmI had gotten the impression that the "starting" area was more so for biome location than either starting resources or clear area of enemies, though I could be wrong. Either way, if you think about it, if you're able to take the time to survey a planet from above before landing, you're obviously not going to just throw a dart at the board to choose your landing spot....
It’s not too late to change it to Vulcanos or Vulcanis!computeraddict wrote: ↑Sat Nov 25, 2023 11:02 amVul-can-us. Don't let the A be long or let the c get grouped with the first syllable
Ahem. Please read that first line, near the end.Qon wrote: ↑Sat Nov 25, 2023 12:32 amWrong.RocketManChronicles wrote: ↑Fri Nov 24, 2023 7:27 pmIf you read ALL of the post, you CANNOT landfill lava. Lava is permanent. Which is good.