118 lines
4.7 KiB
Plaintext
118 lines
4.7 KiB
Plaintext
========================================================================
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ISSUES-GAME: Gameplay-affecting issues
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------------------------------------------------------------------------
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- Buff lux burns significantly when touching lux.
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- Change lux burn model to operate like radiant heat instead?
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- Genericize radiant damage check to check a hook for damage
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applicability from nodes found
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- Maybe retire classic damage per second entirely
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- Maybe replace all normal damage with lux burns?
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- May need a hack to play damage effects when not altering hp.
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- Set hp lower and use 1+ delta, then let damage normalizer
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reset it?
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- Consider largely retiring offline time-integral mechanics
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- Keepers:
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- Tree growth
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- Compost
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- Losers:
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- Sponge expiration
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- Torch expiration
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- Leaching
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- Repacking
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- Concrete
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- Lux renew
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- Logic: Action by a living thing (i.e. presence of player or
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microorganisms) is what keeps time ticking...?
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- Be more consistent with some non-offline mechanics like
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fire fuel consumption
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- "Fairness" issues, e.g. when sponge expiration happens before
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squeezer DNTs have had a chance to fire.
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- When we did torches via expiration metadata, the reason at the
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time was that there was no way to get them to tick reliably like
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we can with nodes; with AISMs this is no longer the case.
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- Repose changes
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- Staves/rods should repose a lot less or not at all.
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- Rework repose to be based on amount of loose material below, not
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amount of distance available to fall? repose only needs to have a
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particular angle as measured on flat land?
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- Hint system
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- Updates for everything since renewable ores (read changelog)
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- Agg may have been broken by concrete overhaul
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- Consider removing redundant or reverse paths, i.e. recycling
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or artificial resource recipes.
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- They complicate maintenance.
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- They are distracting for players (e.g. Emerald feeling
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COMPELLED to chop up a lode crate unnecessarily for the
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hint completion)
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- Hints could be re-expanded by 3rd party mods
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- Consider doing looktips and using a custom HUD to force crosshair
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for mobile as well.
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- Looktips can re-show any time lookdir changes, not just on
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change of target node name, so rejiggling the view can
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give more time to read tip.
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- Don't allow looktip if the "above" node is below a certain
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light level
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- Consider separating wieldtips and punch/looktips again.
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- falling_node pillars settle out of order!
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- Also anectodal issues with falling nodes sometimes
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tunneling WAY upwards now, as observed with BXS's
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mine on NCC where gravel tunneled all the way up
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the ladder
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- Tote issues:
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- Consider updating tote recipe.
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- Totes should do face-connected search for totables; don't pick up
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shelves only touching via a corner.
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- Flammables should respond via AISM when bathed in fire or igniting
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liquids like molten glass or rock.
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- Import YCTIWY as part of the base game.
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- Setting to disable entirely
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- Setting to disable compact mode
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- Setting for fresh/stale like bones; items become accessible
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only after time has passed since last login
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- Make the priv just to override any protections
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- Shelf recipe reform
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- Add a "shelf frame" node made from wooden frames
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- Add appropriate material to shelf frame to make shelf
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- 2-stage construction should make it easier to discover
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- Shelf frame can gain its own distinct uses
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- e.g. some things can fall through it but not others.
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Items? Players? Fluids?
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- Should there be pockets of softer stone at depth, like there is gravel?
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- Register ores for softer stone of each level
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- Maybe some ores for cobble and/or loose cobble?
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- Make stone brick more easily crafted by chiseling with a high-tier
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pick, e.g. tier 7+
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- Consider checking for a nearby active player before running
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"fast-evolving" ABMs that don't normally work offline, like fire
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extinguishing/spreading?
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- This would make gameplay more fair for those who tend to
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go AFK suddenly and can't return for a long time.
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- This would reduce the gap between things that support the offline
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mechanic and those that don't between MP and SP.
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- Make separate walkable/non-walkable stack nodes.
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- Should sticks and eggcorns be non-walkable?
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........................................................................
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========================================================================
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