And then maybe make it a logarithmic scale? So for every tier it takes makes maybe 5 times as much damage as the previous related tier.
Also i think there should probably be some upper limit for example that you can’t destroy things that would damage the tool more than the tool have in durability.
I like this idea. But add to it that mining might take longer and that successful extraction of some ores requires a higher level tool. The last two are consistent with the precedence set in MC and many players will just expect it to work that way.
However, using a higher level tool does not necessarily require a higher level avatar. For example, if a player gets their hands on a diamond pick, they can use it.
So it looks like you guys want tiers in all your materials, but that isnt very realistic to expect the devs to accomplish that… Depending on how many tiers there are, they would have to make different versions of each block a number of times, and that could add up to tens of thousands of extra block designs.
I’d rather there just be a large number of materials in place already with a slightly more complex version of the MC material hierarchy. More diverse and less linear material strength paths as opposed to just a TON of linear material progression.
where do you get such insane numbers and ideas from? if we assume that something like tier 10 - 20 is the max and there are 2 types of each material at every tier it would be 40 different minerals, 40 wood types and so on. not tens of thousands wherever you get the number from
Minecraft has nearly 200 block types (counting just the natural ones), and oort is fixing to have more than that. In fact we already do with the many colors of each block. If you have about 200 new blocks to create (consider that oort is higher def than mc and thus requires more work per sprite) for every tier, and lets just say 8 tiers as a start, you end up with a LOT (1600) of new blocks, where the devs could be adding new features instead of a block tier system.
Tens of thousands was a bit of an exaggeration though… you’re right.
However, You could accomplish the same thing without this whole complicated mess in probably less than half the block types (if not a quarter).
And if we’re going with the 2 new sprites to be made per material, and 20 tiers (omgosh) you can get a nice 8000 blocks which doesn’t seem all that necessary. This is not even mentioning all the time it would take to code in the differences.
so you count all of the different grass colors as seperate blocks? then you do get quite a high amount, but whatever, then try to put it up for us to understand because i must admit im really grumpy but every single argument is always ‘‘but minecraft does it in this way, oort should do the same’’ so instead of saying ‘‘do like minecraft’’ then try to put it up so moron like me who never got into the game could understand it.
Also if you want all of the tiers to be on all worlds then try to explain HOW you should show progressions, cause higher tiers means higher stats and more damaging mobs, so there needs to be a progression system, this time not a discussion whether or not there is gear, just imagine it and try ot explain how your system could make proper progression possible.
If you paid any attention to what I’m saying you would see that I’m arguing for a more complex material system that what MC has, but I’m saying that it’s impractical to make a tiered material system for everything.
Mc had a pretty simple material hierarchy
Wood < Stone < Iron = Gold < Diamonds < Obsidian
There are some anomalys and such, but It’s very simple.
I’m saying Oort should go for something that looks more like a tree of DIFFERENT materials, because oort is more complex than that. I’d like to see some ironwoods and other bio-materials make an appearance higher up on the tree too, because that would be very neat.
This way we might clock in at around 400 Different Blocks, but still have about the same gameplay as a tier system that would clock in over 600 easily.
Again, this is just your continuation of what I’m saying, but it isnt what I’m arguing for.
Essentially having a much larger number of materials means that we can make some materials only found above a certain Tier of worlds. They aren’t buffed up versions of materials before them, they’re different and unique materials that have a special place in oort. Certain materials are more rare, so you might only see them in high tier worlds, other ubiquitous materials can be found everywhere, even on t1 works. It really is quite similar to what you want, just a more efficient and more entertaining way to execute it in my opinion.
so if we for fun assume that the max tier is tier 10, you would want tier 10 materials to be put on low level worlds? allowing low levels to become virtually invincible if they make it progressively harder the further you get up the tiers?
and no. it is not what i would want, please do try to keep opinions seperate
Ok bud, since you clearly aren’t reading here I’ll spell it out very simple like-
Having different materials doesn’t mean that every material is in every world.
Do you get that? Basically some materials would be specific to higher tier worlds. Got it? We’re not arguing the same thing but we’re pretty damn close here. It’s just the way in which this system is implemented. Functionally Our plans are fundamentally the same with a few differences. K?
I’m just arguing for it to be implemented and designed in another more efficient and more enjoyable way m8 >:L
Read some fricken english!
It’s not just the idea, but how said Idea is accomplished and how said idea works with every other aspect of the game!
Would it be possible to put tiers on the different blocks in the different worlds? so say palckn is the tier 1 world and selta is the tier 2 world, could make adjustments in the world creator to pick the tier of the worlds so all of the blocks although look the same as the previous worlds are tier 2?
so like all palckn’s stone is called T1 Stone when you have it in your inventory, but on selta everything is just called T2 Stone. they look the same, but if used in crafting you get stronger items from it and you need and that way we would be forced to upgrade our tools as time goes along with a system as mentioned above, that if your tool is tier 1 on a tier 2 world you would lose 5x the amount of durability and it would take twice the amount of hits or something
That would be such a mess. What would speak against one version of the same material but some materials can only be found on higher/lower tier worlds?
Sure with that tier system you’d have a huge variety of blocks with nearly no work. But what would it help? Clogging up my chests with 20 versions of the same block? no thanks.
it was a way to suggest having a proper scaling progress system while not forcing them to keep making up new material types and looks on blocks for every single tier
so how would it work? they could either make entirely new materials for every world tier or allow the same materials be spread over all tiers, which would mean you could go farm tier 10 materials in a tier 1 world.
Or they could do it as we suggested in the last ~30 posts! Man learn to read it’s really annoying.
You have say 30-40 Minerals. You decide wether they are rare or not. You put the rare ones into higher tiered worlds. The lower ones into lower tiered worlds. Can you still follow? And for the last 10 minerals which have medium rarity you make it so they are only on certain worlds regardless of tiers.
That way you have a reason to revisit worlds.
You could even mix the rare and common materials because you wouldn’t have medium materials to process/mine/eat them.