Get ready to read my dudes.
So, I’m new to the game, and already I see a lot of work and things that need changed. Being the odd man out I am, I figured I’d just list them all out in one huge thread,So if you don’t wanna read all my long argumentative reasons, here’s a TL:DR. They’re mostly gameplay wise. If the Devs show interest, I’m always willing to debate and elaborate my ideas, ideas are easy to create for me, but refining them is a little more difficult.
The ability to paint blocks
A chiseling preveiw
Stacks based off of tool type, not their material
Death Penalty Adjustments(Moved Topic)
Trees with no roots(Claimed roots) Don’t regenerate/go away
Mastery with tools based on how long you have used that type of tool
Complete Rework of skill point mechanics
Pick up liquids
Edit 2 Ideas:
New Liquids for Planet Climates
Better Gem Effects
Edit 3 Ideas:
Ready to read? Good.
The Ability to paint blocks
I mean come on, having a different color for each block of the same type? Why not a cooler lore piece? Maybe when picking up blocks the essence of life within them,color, is lost, thus a special tool is needed to extract said essence. Said tool would be kind of like a vacuum, sucking up the color from blocks and storing the color from them inside. The block in the world would then become “bleached”,as if you had picked it up and placed it again. The vacuum could then invert this state by expelling the color it had taken, painting the block again. This could be accomplished by giving blocks in the world each an RGB value, that the vacuum then takes, and can expel in paint mode.
If that’s too hard to program, Why not just a brush and pallet? Get dyes from plants, grind them with (Sap,tallow,wax?) to make paint. Done.
A Chiseling preview
Too many times have I started to chisel and it CHISELS THE WRONG PART. Some way to preview what we’re doing would be much appreciated. A simple hologram would be good for this purpose, highlighting the part of the block that will be deleted/stick around.
Stacks based on the type of tool, not the material.
Let me stack my Iron hammers and stone hammers. That is all.
Death Penalty Adjustments(Moved)
Go check out Len's List 2: Electric Boogaloo
Trees with no roots decay
Been said before, if you claim a trees roots the top of it decays, it’s annoying.
Mastery based on time of tool used
This is part of the next point a bit, but let me explain. The current way of gaining tool mastery eats up valuable skill points, which desperately need reworked in my opinion.
Instead of spending points to master a tool, simply using it should give mastery, the more you use a tool correctly, the more EXP you gain towards that tools mastery, allowing you to use All variations of that tool faster and more effectively, so that they use less durability.
Ooooh boy, here comes the long one.
Complete Skills rework
Here’s where one of my main philosophies come into play. “Why try something new/unorthodox when you know of something that will work better?” I know that there are many arguments against doing everything the same, but for the base of something, its best not to stray from what works. You wouldn’t build a house with a balloon for a base because “No one has tried it yet” Would you? This is what I see in the skills system, it seems to push people towards having multiple characters all specialized in something different, without allowing people to have one character that can do everything. Here is my system that allows for both play-styles to be viable.
I suggest replacing all skill points with EXP bars for each different activity, and reserving skill points for Skills, like return to death point,temporary double damage, emit light, ect.
For example, you can gain Health EXP (and some dmg EXP) by eating foods with meat,Strengthening your body against blows.
Health regen XP from staying at near full HP(<90%) as your body learns to repair damages
Stamina XP by running, building cardio
Using a (Tool here) for (Tool here) Expertise EXP.
(I will be honored to think of a nice system for any type of XP if the devs show interest in this idea)
This, combined with a skill-point cap High enough to have all skills at max level Would allow for multiple play-styles.
Those who enjoy the current system of having many characters could do just that, train each character to be the best at one thing, like hunting, mining,gathering, etc., and move on to the next, always able to use them, whereas those like myself could simply have one character good at everything, and should I ever need something I can’t yet make, I could simply hire someone who can do it, or grind myself up to the point I can by doing that task more.
However, to balance the fact you only “Need” one character, **the more skills a character learns, the less EXP they gain for new/non-mastered XP, or maybe just less XP overall, this would be balanced so that it would be easier to simply make and level new characters, however, those more stubborn could simply continue to level their normal character.
If you accidentally leveled a skill you didn’t like, a mid game tonic (Maybe elixir of Forgetfulness?) Would allow you to reset certain skills (Better alchemists may even be able to make some that refund some of the XP to put towards something of your choice!)
End Edit #1
This would allow more people to play an enjoy the game longer While still keeping the theme that players should be interdependent on each-other.
More for when the game is more developed, just something to encourage exploration.
Everyone makes mistakes, and its really annoying to have to dig the block back up. Maybe a special “Restore Cube” Chisel, or just an “Undo” button when holding a chisel.
A great compliment to any voxel game, the ability to just sit back and nurture your crops. Maybe some could make new food with new effects, ward off wildstock, or some other thing.
Pick Up Liquids
'Nuff said, waterfalls are cool. Maybe make them only place-able in a claimed area, and they wont exit claimed areas.
Planets atmospheres are coming, so why only have Lava and water? I propose two new liquids: Liquid Nitrogen and
fluoroantimonic Acid is found on ACIDIC planets, and is basically green lava, It could be used in machining, perhaps being used to make special fancy Etched Blocks
Liquid Methane is found on COLD planets, and is Blue lava, what a shock. Perhaps it could be used to make machines faster, as your machines wont overheat under this!
Better gem effects
They just don’t feel right to me, Diamonds should have MASSIVE crit chance, topaz should do AoE damage, as the lightning hops from enemy to enemy, Sapphire should slow enemies down, Emerald should Erode enemies armor, making each hit do more and more damage,Amethyst causes a deadly plague to whittle down enemies health massively over time, Rubies should ignite Hellish fires that deal damage very quickly, and I propose a new tool, the Opal tool, acting as a father to all gem tools, using one of these could do anyone of these effects, at random, including a chance to Cause a Sparkling Mote to appear, distracting enemies or weakening blocks around you. Perhaps these effects could ONLY be triggered when Fully Charging the tool and having the proper mastery,as they all invoke powerful magics from the tools. For the non charge tools, a small chance would suffice (Or maybe a very small stacking debuff?)
Do I really need to explain this? Maybe more when the devs are closer to that kind of stuff.
End Edit 2
Grenades. like bombs, are explosive and damaging! however, due to their smaller size, they cant quite damage blocks.
They are made similarly to bombs, except with some sand/gravel (and gem dust for added effect!)
Cryo(Sapphire) grenades freeze enemies, making them slow and more susceptible to damage
Incendiary(Ruby) grenades light things on fire!
Toxic(Emerald) grenades leave a toxic cloud, damaging anything inside and poisoning them
Shock(Topaz) grenades zap enemies,stunning them and dealing minor damage
Caustic(Amethyst) grenades leave a cloud of acid in the air, dealing medium damage and eroding the armor off of enemies, lowering their max health and making them slightly more weak to damage
Shrapnel(Diamond) grenades do Massive damage, ignoring the armor of enemies,because whats harder than diamonds?
Because Ice is more slippery/faster than the block called S L I D E, and the texture looks like fresh baby vomit.
New Mob: Healer/armorer
Hunts are kind of one sided at the moment, the mobs stand no chance because any damage delt stays, so what if there was a certain mob that looked like a plant/crystal that healed/gave armor(less damage to armor than health) to mobs nearby? This would also add some more rock/paper/scissors to the game,which I like, as fire could do more damage to flesh, while acid does more damage to armor, and poison does less damage than most, but ignores armor(And stacks!)
Maybe something similar to this enemy from Dungeon Defenders 2
Or maybe a bulbasaur looking thing. Or both! One for armor, one for health.
End edit 3
If you read all this, Congrats! Tell me what you think, debate with me on discord(V2_Len_Kagamine#3723) and maybe spread my ideas around the community. I see a lot in this game and if I knew how to program, I’d likely ask to join the team for an internship.