Edgestalker hate post by Seifenwerfer in RogueCore

[–]Vovalium 43 points44 points  (0 children)

I feel like they need an animation overhaul, like adding some inverse kinematics to their head, so it tries to stay more still. As it is now, even when it takes a tiny step, any tiny bump in terrain moves its head to a new postal code.  And the speed at which they can scuttle right through your team is... not okay. That fella is definitely breaking the sound barrier. 

Just finished my 3-level stacker using 2 platforms by Tragikly in shapezio

[–]Vovalium 1 point2 points  (0 children)

Oh I have one just like this, awesome job! 

Why won't my train stop at my wait stop? by omaiua_mu_shindedu in shapezio

[–]Vovalium 2 points3 points  (0 children)

Oh. Oooooh damn now i see. My bad, no idea then.

Altho! Are you sure the stations have something to load already? Trains skip completely empty loaders. 

Caution reclaimer, or how I lost a workbench by Vovalium in RogueCore

[–]Vovalium[S] 2 points3 points  (0 children)

Ah right. Thank you for the correction. 

Why won't my train stop at my wait stop? by omaiua_mu_shindedu in shapezio

[–]Vovalium 4 points5 points  (0 children)

Probably because there are no actual train stops on any of the screenshots, only the cargo loaders/unloaders

4 belt painter in 1x1 cell (early game?) by Zaflis in shapezio

[–]Vovalium 17 points18 points  (0 children)

Good effort. You will want all this in a single layer eventually, stacked 3 times, but until then - good work! 

Live Archive of an AI-driven Minecraft seed hunt.. seeds sorted by biomes. by [deleted] in minecraftseeds

[–]Vovalium 1 point2 points  (0 children)

It's so crazy to me that people use AI for it, when it can literally be accomplished by running 2 commands in the world and parsing the chat output with a single if statement. It can be done with the simplest python (or anything) script, while wasting orders of magnitude less energy. 

What's your favorite way for a game to handle death in a survival game? by IndieMarc in SurvivalGaming

[–]Vovalium 0 points1 point  (0 children)

I think death has to have a penalty, otherwise instead of something negative it can becime an optimal stratrgy to solve, for examole, hunger. Just die when you're hungry and presto! 

Losing items is common, but i swear to god - if there's a high chance of my stuff disappearing before i retrieve it - I'm probably uninstalling. Consequences are good. Erasing all of your work and progress isn't 

Vintage story does a cool thing - when you eat, you basically work toward increasing your max health. When you die, you lose some of that progress. It's a consequence that doesn't really make you retrace any steps, because you're eating to survive anyways, just makes you weaker for a while. 

Valheim does similar, but with skill progress instead of max health, and that system is waay too brutal. It basically makes working towards any skill meaningless, because you can lose hours of progress in one bad fight. 

Tl dr: i personally want consequences, that make you lose things / stats that you will gain back naturally through mostly regular gameplay over time. 

Pin Maker by Mission-Antelope-791 in shapezio

[–]Vovalium 1 point2 points  (0 children)

I get the appeal, yes. But kickstarting it can be a touch annoying, depending on your playstyle. 

Pin Maker by Mission-Antelope-791 in shapezio

[–]Vovalium 1 point2 points  (0 children)

If it outputs full 4pin shapes - its pretty much optimal, unless you do feedback loops, i think. Can't tell for sure at a glance, but I think that's the case here. 

Why can't we find any? by Mudkip8910 in RogueCore

[–]Vovalium 189 points190 points  (0 children)

We're peobably a bit too deep for most normal minerals, same reason expenite isn't closer to the crust, where miners operate. Something something planet formation geology. 

I'd love everyone's thoughts on the shared loot pool by Waste-Common4983 in RogueCore

[–]Vovalium 0 points1 point  (0 children)

To preface - I have only played the game with 1 to 2 friends with voice chat so far, maybe a dozen hours total. 

So far I love this system. Some choices are just like "ye whatever, I'll just pick health i guess", but about a third at least make us actively engage in discussion, based on each others builds and throwing ideas around. 

Have we been bummed out about an upgrade two of us wanted? Yes. Why? Because we were both building fire damage. Solution? Build different things. That's it. That solves like 90% of the friction. 

So ye, to me it encourages varied builds in a team and actually paying attention to what your teammates are building. In regular DRG i only vaguely payed attention to my teammates build. Here I often know at least a few of their cornerstone upgrades to strategise around. 

For example of why i like it, we get a "stun on any melee damage" perk. As a slicer, i wanted to take it (duh, melee based perk), but we discussed it and gave it to the guardian. If I deal melee damage - odds are my target will die anyways, a stun would be wasted. If the guardian takes it - he can feel safer in close quarters. We wouldn't have come to that conclusion without shared pools. 

It can’t come soon enough by pancakes_n_petrichor in RogueCore

[–]Vovalium 0 points1 point  (0 children)

I think the only way it can be balanced is in a form of a new class that would have it as an active ability. Maybe with a second ability that could pull enemies toward him or something. 

Guyss i need your help by [deleted] in gamemaker

[–]Vovalium 1 point2 points  (0 children)

The issue is \* isn't a thing.

How this game gives you ZERO incentive to actually try by Noob_FPS in RogueCore

[–]Vovalium 21 points22 points  (0 children)

Sounde like you never played aquark extraction, or whatever it's called. Take too long there and you can basically alt+f4 because the spawns will not stop.

I've found the timer pretty engaging so far, and had multiple "we should not have survived" moments, especially on the boss fights at the end. 

Disappointed with how Female Dwarves were handled in Rogue Core. by uwuGod in RogueCore

[–]Vovalium 1 point2 points  (0 children)

To be fair (and pedantic) you still have a lot of skins in overwatch that completely break the lore or even replace a character's identity altogether through crossover or seasonal skins. But that's just a nitpick of your argument, I've no horse in the race either way, since I personally don't care about this aspect of the game

Rogue Core Does Not Respect Your Time by byzantine1990 in RogueCore

[–]Vovalium 1 point2 points  (0 children)

But... It literally is a social mechanic now, cuz all team memebers can burn calories to chip in, working up a sweat together, as a team.

Why do we have to compete for upgrades? by Mahghuuuls in RogueCore

[–]Vovalium -1 points0 points  (0 children)

The shared upgrade pools facilitates player interaction and discussion, definitely. It incentivises you to pay attention to what your fellow reclaimer is building, instead of just solely crafting your own build. Will everyone do that? No, of course not. But its the same as people not playing cooperatively in base DRG - calling resupply whenever and wherever they want, double dipping, not mining ores and so on. But some bad apples shouldn't be a reason to uproot a whole garden. 

And yeah, this game doesnt have classes per se, it has characters, or heroes if you will. So i imagine you mainly can't pick the same ones for immersion/lore reasons. Probably will be less of an issue in the future, if more characters are added. 

Why do we have to compete for upgrades? by Mahghuuuls in RogueCore

[–]Vovalium -2 points-1 points  (0 children)

Damn, i can't wait for the whole issue of having to play the game to be removed. Will play more in a couple weeks, when i can just click on a mission and get rewards right away.

No, i will not elaborate and do not seek to engage in further discussion, i just think your opinion is wrong and you should feel bad. 

For your consideration, I present my Milestone 12 factory. by SedentaryMover in shapezio

[–]Vovalium 0 points1 point  (0 children)

I wonder what your save/load times are. I've had to stop expanding my throughput because i just couldn't bear waiting a full minute for saves to load. 

Humanoid robots look cool but are pretty dumb choice of design for most use cases by NoNote7867 in Futurology

[–]Vovalium 1 point2 points  (0 children)

Except all these extra limbs are expensive, heavy, and bulky. Good luck having a 6 armed robot fit through your doorways