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Re: Lavaland

Posted: Fri Apr 08, 2016 2:50 pm
by LordZalgo

Bottom post of the previous page:

It'd be a nice little feature if you could change the GPS name of the new survival shelters. I tried and it was stuck at COM0; it'd be neat to name them so if a couple of miners needed to meet up for a tendril hunting party, they could just say the name of a designated shelter and show up there no problem.

Not that people other than me actually use the GPS. Also, there should probably be a third available there, just in case all of the miners are feeling cooperative. That or they could be added to the mining supply lockers. Then if they wanted to, they could take a spare from one of the backup lockers and leave it at a ruin to mark its location if they plan on going back later.

Re: Lavaland

Posted: Fri Apr 08, 2016 5:05 pm
by onleavedontatme
The pod name issue has been fixed by Joan, but not merged yet.

I'll try and remember to add one to the map as well.

Re: Lavaland

Posted: Fri Apr 08, 2016 5:11 pm
by Wyzack
Can you make it so we can store items in the survival lockers as well as take stuff out? I like to use them as semi permanent field bases and the table gets a little cluttered storing food, booze, cigarettes and the like

Re: Lavaland

Posted: Fri Apr 08, 2016 5:24 pm
by onleavedontatme
Wyzack wrote:Can you make it so we can store items in the survival lockers as well as take stuff out? I like to use them as semi permanent field bases and the table gets a little cluttered storing food, booze, cigarettes and the like
You can already? Just hit the storage unit with your stuff. I just tested again by shoving an L6 and bag of holding in, worked fine.

Re: Lavaland

Posted: Fri Apr 08, 2016 5:35 pm
by LordZalgo
Noice.

Sentient Minebots could probably use a bit of an overhaul. I know you played as mine at one point, so you probably remember, and I haven't played one personally yet, but this is what I've gathered from others playing as them:
  • Minebots do not have mesons or scanner vision, therefore unable to see ores or anything in general without a light source.
  • Minebots cannot toggle their own mode from ore collection to combat/mining mode and vice-versa.
  • Minebots do not have Mining access.
  • Minebots do not have radios to remain in contact with the miners.
You could argue that these could all remain because the minebot should remain with their miner, which is fair enough, but it'd make them at least much more efficient to have these aspects implemented so they can act less like a blind pet with a gun and more like an effective mining companion that still has the gun.

Re: Lavaland

Posted: Fri Apr 08, 2016 5:50 pm
by Wyzack
Oh is that what the Ai upgrade does? That is rad as fuck. Also i thought I was not able to put stuff in the locker but i was probably just being retarded

Re: Lavaland

Posted: Sat Apr 09, 2016 3:39 pm
by confused rock
all the mobs spawning in biodomes are annoying as fuck. not to mention that theres no way to attack the mobs in pressure besides a mining drone with a drill upgrade (not that robust, just 22 brute) and the ripley drill. also, I kind of miss the old abandoned crates. they should be brought back in space ruins.

Re: Lavaland

Posted: Sun Apr 10, 2016 6:48 pm
by Drynwyn
I think that in general the mob spawn rate needs to be ticked down a bit. Old Mining had the same mob spawn rate afaik, but it did not have mobs from necropolis tendrils, and it had no lava, which meant fewer open spaces, and therefore fewer places for mobs to spawn and wander from.

As-is I feel like there just a few too many mobs.


Also, I've said this before, but chasms need to be changed. Just make tendril collapses generate lava.

Re: Lavaland

Posted: Sun Apr 10, 2016 8:09 pm
by Ezel
Drynwyn wrote:I think that in general the mob spawn rate needs to be ticked down a bit. Old Mining had the same mob spawn rate afaik, but it did not have mobs from necropolis tendrils, and it had no lava, which meant fewer open spaces, and therefore fewer places for mobs to spawn and wander from.

As-is I feel like there just a few too many mobs.


Also, I've said this before, but chasms need to be changed. Just make tendril collapses generate lava.
No just keep it on chasms and make it just space you like a rip trough the asteriod better then a deleted body
Also make a more hinting message

THE TENDRIL IS ENRAGED AND THE GROUND AROUND THE TENDRIL START SHAKING ETC ETC

Re: Lavaland

Posted: Sun Apr 10, 2016 8:17 pm
by Drynwyn
Spacing would also be okay.

Re: Lavaland

Posted: Sun Apr 10, 2016 8:24 pm
by LordZalgo
Drynwyn wrote:I think that in general the mob spawn rate needs to be ticked down a bit. Old Mining had the same mob spawn rate afaik, but it did not have mobs from necropolis tendrils, and it had no lava, which meant fewer open spaces, and therefore fewer places for mobs to spawn and wander from.

As-is I feel like there just a few too many mobs.


Also, I've said this before, but chasms need to be changed. Just make tendril collapses generate lava.
I find that I can generally handle a tendril just fine solo, whether it be Legion, Watchers, or Goliaths. You just have to apply somewhat different strategies to each of them is all, and with what some of the necropolis chests offer, I believe it to be a sufficient amount of difficulty as it is. If it happens to be too much at the moment or I need to get to shelter, I can fairly easily get out of aggro range and set up shop.

As far as chasms go, it's not like you're falling through the separate lava planet entirely; you're falling into its deep cavern system, which will replace the body deletion in good time. The message that the tendril puts out when its been killed (which you know you've done when the chest spawns on top of it) is fairly descriptive, along with the fact that the tendril itself gains a prefix adverb of 'collapsing' when you do kill it. No matter how you phrase the death message when it's getting ready to collapse and create a chasm, chances are a miner is going to fall in their first time. It's just kind of a learning experience, dark souls style. Happened to me on my first day, now I know.

Re: Lavaland

Posted: Mon Apr 11, 2016 1:01 am
by Drynwyn
The spawn rate around necropolis tendrils is fine, it's outside of them that mobs get tediously and annoyingly frequent.

Re: Lavaland

Posted: Mon Apr 11, 2016 1:12 am
by TechnoAlchemist
Mob spawn rates are pretty decent I'd say, most one on one fights shouldn't pose a real threat to you as long as you don't get snared, but when you encounter a watcher and a Goliath or some combo you have to be really careful, and sometimes it's best just to avoid a group fight if you're alone

Re: Lavaland

Posted: Mon Apr 11, 2016 1:40 am
by Drynwyn
It's not that they pose a huge threat, it's just that fighting them takes a while and quickly becomes pretty boring.

Re: Lavaland

Posted: Tue Apr 12, 2016 5:03 pm
by LordZalgo
Please consider reverting KA's to being one-handed. At the very least, make the super and hyper accelerators one-handed so the super accelerator would actually be somewhat worth the points to buy. Honestly, them requiring both hands still does not create any conceivable difficulty; just annoyance

Re: Lavaland

Posted: Tue Apr 12, 2016 5:09 pm
by onleavedontatme
It's next to impossible to balance around dual wielding KAs though

Re: Lavaland

Posted: Tue Apr 12, 2016 5:30 pm
by Davidchan
Kor wrote:It's next to impossible to balance around dual wielding KAs though
Some people like to use a teleshield, or carry the ore satchel for quick and easy mining work. The 'no one handed firing' is annoying, and dual KAs are just a valid strategy as dual wielding any ranged weapon. If you wanted to give KAs a two handed mode for faster reloading or something that'd be one thing, but taking away one handed KAs because small chunk of miners dual wield isn't a good reason.

Re: Lavaland

Posted: Tue Apr 12, 2016 6:33 pm
by stiph
Hello, earlier in this thread, I saw someone mention the Listening post, or black market ship as being a z layer, I was wondering about this, how does one get to them?

P.S. first post

Re: Lavaland

Posted: Tue Apr 12, 2016 7:42 pm
by Ezel
Just make holding a second KA knock you down

Re: Lavaland

Posted: Tue Apr 12, 2016 7:57 pm
by LordZalgo
I honestly never even considered carrying two KA's at once. but yeah, if you are holding two KA's and try to dual wield them, I like the idea of them knocking you on your ass. You could make it about as long as a goliath tendril grab stun if you really wanted to avoid it. I just like holding an ore satchel in my off hand for quicker material acquisition with less button pressing and inventory management.

Re: Lavaland

Posted: Tue Apr 12, 2016 8:02 pm
by Wyzack
The fact that miner jumpsuits are now tactical turtlenecks makes me feel like this job was tailor made for me. So much fun.

Re: Lavaland

Posted: Tue Apr 12, 2016 8:27 pm
by confused rock
LordZalgo wrote:I honestly never even considered carrying two KA's at once. but yeah, if you are holding two KA's and try to dual wield them, I like the idea of them knocking you on your ass. You could make it about as long as a goliath tendril grab stun if you really wanted to avoid it. I just like holding an ore satchel in my off hand for quicker material acquisition with less button pressing and inventory management.
Add a lightweight version of the kinetic accelerator that allows for dual wielding that you need to buy with mining points
Wyzack wrote:The fact that miner jumpsuits are now tactical turtlenecks makes me feel like this job was tailor made for me. So much fun.
Oddly enough, the turtlenecks lack armor.

also

>use prides mirror
>teleport into the listening post asteroid

Re: Lavaland

Posted: Tue Apr 12, 2016 8:28 pm
by onleavedontatme
stiph wrote:Hello, earlier in this thread, I saw someone mention the Listening post, or black market ship as being a z layer, I was wondering about this, how does one get to them?

P.S. first post
Space travel is randomized, so mostly down to luck.

Also I get to post my own feedback for once:

The updates to the golem ship are great. RD and construction are a ton of fun when you start from basically nothing. Good job RandomMarine.

Re: Lavaland

Posted: Thu Apr 14, 2016 3:14 am
by Gamarr
I don't know why, but taking away the two whetstones was damaging to Ash Walker play. They already have zero armor barring killing a miner and taking their stuff, atop of you making them entirely unable to use any kind of ranged weapon (Which I'm fine with because Walker lore, except you nerfed their own weaponry via whetstone removal and they've yet to get any kind of meaningful crafting or armor, or any hint that they may).

Re: Lavaland

Posted: Thu Apr 14, 2016 7:34 am
by Grazyn
Isn't the spear itself a ranged weapon (except against goliaths)? Besides, you're supposed to attack mobs in group, not alone, just remember to gib any mob you kill at the nest so you always have an egg ready when one of your tribesmen die

Re: Lavaland

Posted: Thu Apr 14, 2016 7:05 pm
by Ezel
Aka lavaland swarmers

Kill gib replicate

Re: Lavaland

Posted: Thu Apr 14, 2016 7:44 pm
by Ivan Issaccs
Speaking of... Where are all the damn ruins. What did you break and when will it be fixed.

Re: Lavaland

Posted: Sat Apr 16, 2016 4:01 am
by onleavedontatme
I may have gone a bit overboard in nerfing ash walkers, but it has to be kept in mind that they're a respawn role, so miners have priority as far as fun and balance goes.

Re: Lavaland

Posted: Sat Apr 16, 2016 2:55 pm
by Incomptinence
So are xenos, let the blood bath be. Maybe make them an event thing so people don't get gibbed early.

Re: Lavaland

Posted: Sat Apr 16, 2016 6:53 pm
by Gamarr
One solution to cut down on the random closeness of said spawn ruins might be to make the spawning ones limited to 1 or 2, in a handful of Distant, but set, spots along the opposing corner of the mining outpost? Because commonly, if you have a golem free ship, there is not going to be enough ghosts early on for it to do much, and the longer the round goes the more chance you have a shorter experience too with shuttle call increasingly more likely by virtue of round length, despite typically having more ghosts. This can be said for any of the spawns probably. Given each ranges in 3-8 immediate spawns, some with a renewable resource, only a handful are needed rather than pure rng.

With ash walker nerfs, I can understand this, especially the gps removal though honestly I don't think it makes a lick of difference given we allow ghost observation of lavaland, negating the reason/logic of its removal imo. I still can understand that. As it is, Ash Walkers will continue to be wonky hoewver until the yget some kind of crafting/ability to do something with the lavalands environment and resources (Land Claim and primitive crafting!).

Re: Lavaland

Posted: Sun Apr 17, 2016 5:44 pm
by BananaSenor
Prisoners are lacking tongues. Could be made a nice feature, give all the lavaland races their own set of tongues/ears (especially the lizards) to hamper their use on the station and make them more outlandish.

Re: Lavaland

Posted: Sun Apr 17, 2016 9:15 pm
by Lumbermancer
Put the station on the lava planet. Ash Walkers instead Syndicate Operatives.

Re: Lavaland

Posted: Mon Apr 18, 2016 12:33 am
by Zilenan91
Ever since the change where miners have to gib dead mining mobs to get their loot Ash Walkers have been having a hard time finding corpses to get started. I think a good buff for them would be that they don't bleed since they seem quite weak now.

Also tendrils can spawn inside their spawn ruin and spawn-camp them and their tendril which is pretty stupid

Re: Lavaland

Posted: Sun Apr 24, 2016 2:08 am
by Zilenan91
Miners should be able to use their voucher to spawn a special ID thing that when swiped on people's ID gives them full mining and cargo access to get into the mining station. The purpose of such a thing would be to allow for mass expeditions into mining or to conscript a few assistants to take down the megamobs when those finally get in the game.

Re: Lavaland

Posted: Sun Apr 24, 2016 2:38 am
by Zilenan91
Also there needs to be a faster way of removing lava than RCDing everything and then destroying the RCD walls

Re: Lavaland

Posted: Sun Apr 24, 2016 3:04 am
by confused rock
Jesus fuck no miners get mats any more give more rewards to the vendor or something

Re: Lavaland

Posted: Sun Apr 24, 2016 9:05 am
by Ezel
Zilenan91 wrote:Also there needs to be a faster way of removing lava than RCDing everything and then destroying the RCD walls
LAVA BOAT EXISTS

Re: Lavaland

Posted: Sun Apr 24, 2016 9:05 am
by Ezel
Zilenan91 wrote:Also there needs to be a faster way of removing lava than RCDing everything and then destroying the RCD walls
LAVA BOAT EXISTS

Re: Lavaland

Posted: Sun Apr 24, 2016 5:28 pm
by Zilenan91
>be a faster way of removing lava
>removing lava

Not going over it

Re: Lavaland

Posted: Sun Apr 24, 2016 5:35 pm
by TrustyGun
uhh i don't think you are supposed to be able to remove lava

Re: Lavaland

Posted: Sun Apr 24, 2016 5:39 pm
by Zilenan91
It's intended that you can make an RCD wall over it and the lava dissapears.

Re: Lavaland

Posted: Sun Apr 24, 2016 9:33 pm
by TechnoAlchemist
I don't think removing lava should be an easy task

Re: Lavaland

Posted: Sun Apr 24, 2016 11:21 pm
by PKPenguin321
1. make liquids a subsystem like gasses
2. make lava a liquid
3. require lava pumps and lava canisters to remove lava from the lava lakes
4. ???
5. open lava canister on the station
6. ???????
7. fun

Re: Lavaland

Posted: Mon Apr 25, 2016 12:15 am
by InsaneHyena
Ashwalkers should be kobolds (manlet lizards), not simple lizardpeople. Make it happen, Kor. You know you want it.

Re: Lavaland

Posted: Mon Apr 25, 2016 2:21 am
by ShadowDimentio
I have PTSD about kobolds, don't do it you'll trigger me

Re: Lavaland

Posted: Mon Apr 25, 2016 2:34 am
by Anonmare
ShadowDimentio wrote:I have PTSD about kobolds, don't do it you'll trigger me
Terror PTSD or lewd PTSD?
Because I'm pretty sure most of /tg/ have both.

Also fucking manlet Lizards never learn, and since they have no technology it's perfect.

Re: Lavaland

Posted: Mon Apr 25, 2016 2:40 am
by TechnoAlchemist
The new mining station needs at least two more medkits, having just one really is a pain in the ass.

(also a coffee machine)

Re: Lavaland

Posted: Mon Apr 25, 2016 3:07 am
by ShadowDimentio
Terror PTSD

Re: Lavaland

Posted: Mon Apr 25, 2016 5:19 am
by Zilenan91
There should be two medkits in the room with the oxygen tank, but anonus might have forgotten to add them back in there when he redid the mining station.

Re: Lavaland

Posted: Tue Apr 26, 2016 1:08 am
by yackemflam
Don't like the all black that mining has become.
Why give the miners tactical turtlenecks anyhow?

Doesn't that go against lore?

Re: Lavaland

Posted: Tue Apr 26, 2016 4:14 am
by InsaneHyena
> ss13
> lore

Yes, that's funny.