New Trap Mechanics

OK, “rack” makes a lot more sense since (AFAIK) the two words share nothing in common other than starting with the same 4 letters (damn you, English language!).

Moving on, if it’s simply an external management interface for controlling inventories (a quartermaster if you will), then that doesn’t sound too bad. However, the benefit of not needing to code “individual externally managed inventories” isn’t actually a benefit since it’s already coded and in the game. As such, there’s no net savings in coding required as strictly more new coding would be required compared to what we have now. In fact, even removal of the current externally managed inventories would require additional coding to get it out of the game.

Perhaps you mean it would be less total code or less computational strain for the servers? If so, I have no way of being able to project CPU load, but I’d be interested to know how you’ve determined this to be the case…

(Your post keeps growing as I’m replying, so I keep having to add on as well. :sweat_smile:)

You’d totally have my support if we get something that lets us change the shabby clothes our esteemed crafters are forced to wear. BTW, what would happen when we tell our current follower to remain at base and decide to take one of our guards with us on a trip? Also, trading crafters to other players isn’t unheard of. I’m assuming their gear would return to the rack/quartermaster station once removed from their workbench, or did you have something else in mind?

BTW, I think the Vault would actually make for a logical rack or quartermaster station.

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IMEI system is, if my calculations are correct, a crude solution in comparison. It fits, that’s not the issue. It merely overencumbers our consoles needlessly.

Like I mentioned elsewhere, people making mistakes dig a deeper hole for themselves to climb from. We still have to climb from the pit no matter how deep it is. It’s just a matter of how we do it. Some droo their product only to make a new one in hopes that they succeed this time. Some keep building their product and revision it layer by layer.

Lighter and cleaner software takes less to process.

I start with reasoning by bringing an issue to my current level knowledge pool. Then I try adding at least two perspective pairs with opposite pairings to the equation (four perspectives in total). Usually solution surfaces at this point, but in case more pairs are needed, I double the initial total (eight perspectives). In case solution still doesn’t satisfy, I double the new total again (sixteen perspectives). In case the solution doesn’t benefit the way it should, I give up and I leave the world to burn. :joy:

Not only would this be possible, they would actually benefit from the crafting gloves and aprons we usually don’t bother crafting.

The respective follower log info is erased from your radial menu / quickbar and they return to the pot they are registered to (yes, it would be possible to have more than one follower with us). You assign the guard by registering their log info to your radial menu / quickbar just like you do now, except you don’t place them anywhere. When you assign them to your radial menu / quickbar, they now follow you already (yes, this means that we would have to sacrifice some of our gear to be the division commander some of us want to be).

Correct. When a thrall becomes unemployed, they return to the rack and unmark the gear they utilised, thus making them unable to spawn them. Thralls could only spawn items they mark for themselves to utilise.

Trading crafters is something I didn’t focus on much. In my version however, the thralls wouldn’t have preset classes or names (no name plates whatsoever). They would simply become better at their assigned job (single one; assigning to a different post overrides the effort). When they get to level four, we are prompt to acknowledge their effort in a gesture of naming them.

Great observation! Passed my awareness so thanks for bringing it up. :smile:

Maybe an Improved Rack?

Multiple perspectives… wait, you must mean multi-threading, yes, that’s the ticket! Time to throw off our Unreal Engine overlords and demand the inclusion of all our valuable cores! The codebase shall be purged by the fires of justice and we shall create new engine, a better engine, a perfect engine! :smiling_imp:

Also, I think we may have totally derailed the original thread now, oops! :sweat_smile:

LOL :joy:

I edited my reply again. I think it suffices now.

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At this point, you’d be radically altering core gameplay design, which means that we’re entering mod or even total conversion territory.

If thralls no longer have specialties or even names, then I’d estimate you would have just eliminated 80% of the PvE endgame. I’ve literally got several 1000 hours on the server I play on, and I only just this past weekend finally captured the last armorer I need to make every armor in the game in flawless epic. Heck, until 3 weeks ago, our server didn’t even have a single purge alchemist. Every action I’ve done in-game for the past several months has been centered around trying to capture the best & most diverse crafters possible, including the construction/demolition of 4 different purge bases until I finally got the right purge type to attack me.

Making all crafters generic just makes most of that effort pointless. I’d have gotten bored and likely quit playing by now if that was the setup.

Similarly, being able to have multiple followers would radically alter the balance of gameplay. PvE combat would be a farce. I can already kill each of the UC bosses in under 2 minutes with just a single Captain accompanying me. If I can have multiple followers, then it would be even more lopsided like when my clanmate and I each bring a captain — we barely have time to stop for picking up loot the battles go so quickly. And if I could bring more than that, it would be even more absurd than when I lure world bosses into my archer-filled kill pits.

Of course, this is to say nothing of how multiple followers would affect PvP balance, nor server strain.

Sorry, but I think the game would have to have been envisioned with an entirely different paradigm for this to be viable. But perhaps (given a modding team) you could make a compelling small server or single-player total conversion to compete with Calamitous.

Best of luck.

Thrall feature is indeed core gameplay design. A vague one at that though. Because it is one of the game’s cornerstones, this is why it is so crucial to redesign the basics. Players wouldn’t necessarily spot the differences at first glance, but the added benefit would slide in smoothly.

I hope you are incorrect in two ways; that this vague pokémon collector feature is the endgame and that it encompasses around 80 % of gameplay. :worried:

If you are indeed correct… sigh… my sincere condolences.

Thralls still come with recipes, yes. However, they would develop them in time. These recipes would be dictated by thrall’s culture, biome, personality and race, but otherwise given in a random fashion. Gotta catch 'em all.

Since I thought the thrall feature would work like this to begin with, I was disappointed that it worked the way it did. To me it’s designed to bloat gameplay. We are talking about thralls here after all. If I break their sense of will, why would they have any sense of will left to dictate anything. My order is their life and death; I am their morning sun and evening star. To me the design choice was a mistake of stretch in nature; one that wasn’t thoroughly enough thought.

Being generic isn’t always a bad thing. Deep in it lies truth (simplicity in action). However, there is a way to develop this generic nature. For example, I didn’t specify how exactly they would gain levels. We can fill in content for this purpose.

Better to quit due boredom than disappointment.

I love boredom and here’s why. It tells me that devs did something they believed in, even though it is generic. Something that they didn’t stretch. They could have bloated it, but they didn’t want to lie about their simple truth like many other teams nowadays do. Yes, they say they believe in their game, but their actions tell a different story; story that is inevitably reflected from their product. I like teams that provide the truth and nothing, but the truth. Truth is a firm foundation to build upon. From there we can always arc from feature to feature and be happy with the product, unlike those who stretch and bloat their products. The unnecessary disappointment of their lack of devotion can be heard and seen from their face and eyes. I feel empathy for these people and wish they do better next time around.

Teams stretching gameplay nowadays is mostly our fault, as customers. Our vague enough demand is reflected to the companies and they reflect the same mentality back to us.

If this was all there is, then you would be correct, yes. However, this is a question of balance. The follower limitation and IMEI system were put in place to balance it all out, but the cost is too high for immersion. Hence the new pot mechanic, the radial menu / quickbar limitation and the rack block came to be. They serve as a relatively intricate network down the hood, yet fluid and simple on surface.

I don’t know what a captain is, but from the feedback I’ve received, bosses in this game are boringly indifferent. Just mere bullet sponges with low tactical intellect. One more reason to stay in my cozy treehouse and fish.

With no doubt in my mind it would. Since I already had mass-combat in mind, I also came to this notion while designing the concept. Issue is not necessarily the feature were talking about here anymore, but the bosses instead. There’s only so much that a single network of features can solve. In case the bosses are indeed as weak as you lead me to believe, I believe they need to be updated as well. In the meantime, I won’t leave my treehouse.

Don’t be sorry. It’s not your burden to apologise someone else’s choices; only your own, to those related to them. :hugs:

Like I said before, mistakes make a deeper hole for us to climb from. I tolerate the current system to a point and then leave it for good coz it doesn’t fit my standards after all. In case it is developed closer to my standard of quality, I may return, but I rarely do so due the level of disappointments given when first met (or due changes made down the line).

I believe that the vision was at least a bit different, but since I don’t know their actual ideas, I cannot tell in an absolute certainty (yet) if they could do this or not. There are implications that let me believe both yes and no, but I’m lazy enough not to make the effort to know since it doesn’t reassure a change would take place here.

Actually… Not a bad idea.

Sidenote: I’m designing a board game so technically I am inevitably forced to compete with some sweet board games out there. If any modding team is interested about my ideas though, I would be glad to help them out.

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Floor Traps!!

@Necro I meant to give you a shout out on this one a while ago now. As a man who shares my own tastes, what do you say?

Well @Croms_Faithful my friend, the traps does sound very interesting to me. But I think we both agree that if the kick mechanic is not added as we both would love, it will not be half as cool as it could be!

But as you mentioned earlier in this thread, this stuff MUST be included in a dungeon. You can even go so far as to make it the only way to obtain the recipes for said traps. No guards. No monsters. No nothing! Just a brutal insidiously constructed dungeon where the master trap maker’s workshop is the prize with his or her dried pile of bones to greet you, still clutching the leather bound collection of notes divulging the secrets of his/her dubious art…
:metal::smiling_imp:

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In this case, it seems that the master trap maker made their dungeon a little too… compact, so to speak. :joy:

Then again when we get to the end, this would imply that the master trap maker wasn’t as clever as they seemed to be and this means that the insidiousness of their framework design becomes definitely questionable (if we can get out, that is).

If we can’t get out either, the dried bones of the master trap maker would indeed be a notion of inevitable peril, but also imply of a reason why no one else would have the schematics; perhaps for the best. Unless we discover the same thorough reasoning or that they had an accomplice, we would never get our hands on them.

Then again why make your own tomb deliberately? Unless there’s an associate involved, thus the deceased master trap maker is actually an unfortunate decoy of a person and the real one is still around (or their progeny is).

So instead of going in and dying, it would be relatively safer to find the associate who could have kept the copies of the schematics to themselves. The question is: Are we after the master or the apprentice?

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Or…maybe the master trap maker sealed himself off from the world intentionally to live out his last days in peace and keeping his secrets hidden from the world?
And of course you forgot, he knows his own designs…he can slip by unscathed or he just built a super secret back door which, if you read the notes, will then not be so super secret anymore.

Come come now…you can probably think up an even better story! :rofl:
I must admit, I enjoy your master and apprentice betrayal situation…
:metal::smiling_imp:

That’s great if you enjoy your game and your playstyle, tha’t it’s made for at first, fun and enjoyment.
So never forget that there are different communities around, all worth to live and like the same world.

But i imagine, all or most all players love traps. And play around with them. Also applications are multiple, and could be very fun.

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Exactly what I meant with the following part:

But not his apprentice’s necessarily…

One would hope this isn’t the way in too. :joy:

Usually the best idea. To make the best trap though, one is such that has no way out. As a master trap maker, this would be my goal. To make this, one needs an apprentice; preferably the kind that can be sacrificed. They place the last piece to the puzzle and that’s it. Perfect moth trap.

How about a tale of a broken thief who stole the heart of their beloved maharadja, to sealed it away in a tomb with themselves, to sacrifice himself to save the maharadja from dying in the hands of his nemesis; and with the heart safe, he would have a slim chance to save their people from tyranny… and if blessed, the heart of his dear thief as well.

You’re welcome. :grin:

Maybe have it “Autofill” with Gruel when manned by a cook or taskmaster, with the players able to add other foods to buff their thralls if they feel so inclined? (With pet food containers functioning the same but autofilling with fibers and feral flesh instead?)

Yeah, that would work, though since changes are still coming in, I guess we’ll have to wait and see what end game the devs have in mind…

Sounds all cool, but same as secret chambers and hidden chests, its kinda useless when bases don’t load right. Just log off and on to spot all traps immediately.

This is on PC platform?

Incorporate something like the FoP, but the trap makers is still alive and is a “boss” you defeat and harvest a trap scroll to be used in the unnamed city library (recipe for trap scrolls are one scroll from the trap maker, and an FoP combined together) to unlock a rng recipe. Maybe the master trap maker has a library as well, thus making the dungeon re-playable and sticks with Conans random spawn for most high end items.

Well that just sounds like dirty cheating cheaters then… (Though perhaps trap placement should be the last thing to load in period? Same for chests perhaps…)

Though that does give me another idea for a trap type… Booby traped chests. (Even if players do the log in log out trick to find your chests they won’t know if the chest/crate/container is a trap or not until they try to crack it open… and by then it’s too late. :smiley:

I mean it wouldn’t be beyond our in game tech level right? We can already rig up mines that go off when stepped on… It really wouldn’t be much harder to rig up a box that blows up when opened right?

i would prefer it shoot 100 arrows like a frag, less damaging your own base lol.

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