Roland
Community Moderator
Sometimes they are actually warranted. Today is such a day.cue more git gud comments and....obviously you play the game wrong comments.
Sometimes they are actually warranted. Today is such a day.cue more git gud comments and....obviously you play the game wrong comments.
To be fair if it's not fun it's not fun.No, just standing there waiting for it to come back up is not good or smart gameplay. I never do that and I don’t have the problem the OP describes.
This is a classic git gud situation. It’s also one in which turning down the difficulty can help if necessary.
Not how it works roland.Apples are fruit! Tomatoes are fruit. Apples are sweet. Therefor Tomatoes are sweet.
To be fair, it’s not fun for him. I think that combat is more fun with stamina management that actually is meaningful. I think the game is more fun if I can shift from weakness to strength. I’d be willing to try his suggestion to see if it was more fun for me but his whole philosophy reeks of “ I want zero consequences”.To be fair if it's not fun it's not fun.
Games are supposed to be fun. Vik's suggestion would be fun.
I want consequences.To be fair, it’s not fun for him. I think that combat is more fun with stamina management that actually is meaningful. I think the game is more fun if I can shift from weakness to strength. I’d be willing to try his suggestion to see if it was more fun for me but his whole philosophy reeks of “ I want zero consequences”.
Play Dwarf Fortress casual!Maybe slightly off topic, but no more than the rest of the replies.
I've been playing Rimworld a lot lately and I have to say that it handles the challenge the right way.
For those unfamiliar with the game, Rimworld is an insanely challenging base builder. Its learning curve is beyond what human beings should be subjected to. You can't avoid death and destruction. Period. It is unfair, brutal and stupidly random. Just when you thought you got your defenses set, your enemies drop in the middle of your base and start tearing it apart. Just when you thought you had enough food to last a few weeks you get hit with a solar flare and it all rots in your freezer. And so on.
And yet after all is said and done and half of your colonists are dead or dying, your base lies in ruins and chances of recovery are slim, you don't think "this game design is a stupid, I quit", you think "where did I screw up and what should I have done differently" as you start your base from scratch.
It is how it works. You can stock up on stamina to the tune of 200 stamina points and huge gains in stamina regeneration and huge reductions in stamina costs. You struggle and survive in the game to earn the stockpile of stamina that makes you feel unstoppable. Some people will want to spend their points on this first and some will be fine with spending their points elsewhere and getting to the point of "fully loaded" stamina more gradually. But most would agree that in a game that is not Serious Sam, that takes longer than Day 1.Not how it works roland.Having a gun ammo/dukes/food/building materials are all things you can stock up on.
On day 14 I usually have near endless ammo/food/building materials (dukes are now harder to get by but can be shached as well)
Stamina doesn'T work like this.
Back in the day medkits needed blood which you could remove from yourself making health one of those ressources you could stock up on.
But there is no way to do the same if I am not mistaken, Can I? Can I still get instant stamina from drinking goldenrod and so on?
If so my point is somewhat (not completely) mute. But I feel like this got removed as well. The only thing is coffee but that only increases staminaregen but if you are "blocked" due to heavy swing...
Again roland: there is a difference between rewarding challenges and punishing ones.
If I stock up on 14000 dukes I can get that AK with 6 mods on day 7. This is rewarding.
If I fall down in a seemingly stable concrete building for no reason without a warning, losing 70 hp and breaking my bone, that is punishing.
There is a difference Roland I am sorry.
Excellent. Exactly what I suggested.THAT stamina management implementation isn't fun. Vik's sounds great.
Was just chatting with Haid'RGna about it and we think it's doable.
Now to just find an XML guru with free time...![]()
Perhaps.... But don't be so sure you have me completely pegged. hahahaOh, and Roland, you suffer from what Jax does... You see only on or off. You don't see "could be this way".
Best...post...ever..It doesn't feel good when I run out of bullets. It's so punishing to have to sit and wait and not use my rifle until I can get more bullets in my inventory. TFP should introduce good game design by letting us fire our rifles even without bullets but just for less damage. Plus, to have to wait and repair a rifle that is broken is such a punishment-based design. Once rifles break and are out of bullets we should always be able to continuously fire them and at least do a little bit of ranged damage to zombies because anything other than that is UNFUN!
It feels so terrible when I'm out of Dukes and the trader is showing me all this stuff I want. When we are out of Dukes we should be able to still buy stuff from the trader if we want to so we don't have to wait until we get more Dukes. Maybe it is just low quality stuff but we should get it for free because waiting for stuff just sucks and games are meant to be fun.
Man, when I'm out of food it really is a tedious process to wait until I get more food before I can eat. If TFP knew what they were doing they would let us eat even when we are out of food. Maybe our fullness just goes up by a little bit but at least we can keep it moving up and have the rewarding feeling of seeing our max stamina increase all the time instead of having to wait to be able to do it until we have more food. To punish us by making us stop doing what we want to be doing and go out and either scavenge, or farm, or hunt is just an incredibly punishing design.
Come on Madmole! I'm a builder and I want to be able to constantly feel the fun and rewarding gameplay of building but sometimes I am out of materials and then I am forced to stop the gameplay I love. That is real bad game design. We should be able to continue to make blocks even when we have no materials left in our inventories. Why should I be punished to go spend tedious amounts of time gathering more materials when all I want to do is build. And don't tell me to use the creative menu. That is just a super mean thing to say on the forums. Maybe it could just take a bit longer to craft or maybe the blocks are weaker until you upgrade them later but to just make us stop crafting when we are depleted of mats sucks and if anyone tells me that I'm not playing right or should learn more about how to play they are just a spiteful troll and a TFP fanboi!
<looks around and sees all the Millennials nodding excitedly....>
To be fair again this IS an interesting suggestion. But I'm not sure I would like it if it was implemented and it wouldn't stop posts by others who are NOT-VIK who would complain that zombies feel like damage sponges again because the reduced hit damage makes every battle drawn out and long. People would keep swinging and swinging and never take time to recover because they can just keep swinging and they wouldn't be appreciative that they could keep swinging they would want zombie hp reduced and be annoyed at the slower swing speed.My opinion:
Damage and swingspeed should coinside with stamina. (scaling and not instanced)
>75% full dm
>50% 3/4 dmg
>0% 1/4 dmg
0% 1/5 dmg and swingspeed and no heavy attack
This way even when you are out of stamina, you are not completely helpless and stamina perks do more than just "okay you can hit one more heavy swing before beeing useless"
Yeah. I agree. Not that hard to fix though: simply scale the stamina usage along with the damage output so you use less stamina when at low stamina.To be fair again this IS an interesting suggestion....
Agreed... but I feel (and maybe I have too high of an opinion of myself) that my suggestions are based less on what I would find fun and more a general baseline of gamedesign.[...]
Dammit Roland Im SUPPOSED to be troll/bitter Jax now a days.Sometimes they are actually warranted. Today is such a day.
One day when I actually care Ill ask you what this means. Ravenhearst is literally a mod full of "could be this ways".- - - Updated - - -
Oh, and Roland, you suffer from what Jax does... You see only on or off. You don't see "could be this way".
Agree that it could be an interesting change - for some people - and agree that if it is done, it will be Stamina Wars II: Revenge of the Pickaxe. Especially since, in theory, the decrease in damage would affect gathering as well - less damage per swing = less resources per swing = people will now feel like they have to micromanage to stamina to maintain above 75% at all times when doing p. much anything.To be fair again this IS an interesting suggestion. But I'm not sure I would like it if it was implemented and it wouldn't stop posts by others who are NOT-VIK who would complain that zombies feel like damage sponges again because the reduced hit damage makes every battle drawn out and long. People would keep swinging and swinging and never take time to recover because they can just keep swinging and they wouldn't be appreciative that they could keep swinging they would want zombie hp reduced and be annoyed at the slower swing speed.
Isn't this the behavior we see with the Near Death Buff? It reduces the player's ability to less than full strength and do we have people thanking TFP that at least they can go out and do some stuff but with less ability? No, we have people going AFK for 30 minutes to get an episode of The Tick in before coming back to play at full strength again.Agree that it could be an interesting change - for some people - and agree that if it is done, it will be Stamina Wars II: Revenge of the Pickaxe. Especially since, in theory, the decrease in damage would affect gathering as well - less damage per swing = less resources per swing = people will now feel like they have to micromanage to stamina to maintain above 75% at all times when doing p. much anything.
"Inside of five seconds, I'm running slower and I'm tired of having to stop every five seconds to wait to get back that 25% stamina to run at top speed again. It's stupid I can't use my whole stamina bar at the same speed."
"Gathering from rocks/trees/etc takes so long now if I don't keep my stamina over 75%. This has ruined base building."