Brash_Endeavors

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Viewing 15 posts - 1 through 15 (of 23 total)
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  • in reply to: Screenshots! #1265
    Brash_Endeavors
    Moderator

    This one of you and the imp,  I think Vaughn should consider for part of an official gallery ^_^

    View post on imgur.com

     

    in reply to: Screenshots! #1229
    Brash_Endeavors
    Moderator

    140,000 Talent points, nice job Jenkar ^_^

    in reply to: MUSIC for RPG style games #1089
    Brash_Endeavors
    Moderator

    Oh yeah ^_^ My original experience with “RPG” games was all stuff like Lufia, Ys, Mana, DragonWarriors etc, in the late80s/early90s starting on the original NES. I remember crying so hard over Palom and Porom (hard to explain today the emotion some of those games used to evoke even with 8-bit music and graphics). I don’t think any modern 3D games have ever provoked that kind of emotional response for me.

    I have a folder full of FF OST music too — at least for the early games (think I discovered PC online games on 1999 and that was the end of console gaming for me…)

     

     

     

     

    in reply to: Bug Report #1078
    Brash_Endeavors
    Moderator

    Ok I can see now  😀  Set charcoal free of the “entry level” fuel category and make it more useful (AND more rare as a result). But it wouldn’t make sense then to let charcoal be something you can churn out in huge quantities to avoid hunting for coal.  I guess I have to agree with all your points now  🙂

     

    in reply to: Bug Report #1076
    Brash_Endeavors
    Moderator

    Well most of the “simple” fuels like charcoal or peat or logs really don’t have much purpose anyway besides crafting a campfire. It’s not like they can be used for making iron or steel, only coal works for that.  So essentially charcoal and peat are just substitutes for regular logs, and of course unless you want to make trees more rare as well, logs are not exactly scarce anyway. So about their only use (aside from a onetime component to make a furnace or forge)  is for spamming multiple campfires around as a nighttime light source, and I am not sure simple campfires are enough of a high-ticket crafting item to require making charcoal and peat much more rare (since you still have the problem of logs too)

    Sorry I think I probably am overlooking your intent and you mean something different than how I am reading it?

     

    in reply to: Bug Report #1074
    Brash_Endeavors
    Moderator

    Personally I find digging peat in swamps to be an easier source of “cheap fuel” than charcoal from grassland fires (since you have to wait on fires to burn out and not always get charcoal), and I seem to always be able to find plenty of swamps around. So I never found charcoal to be overly easy since peat is even easier. Destroying items via campfires is also supposedly in the works.

    I think there are some future plans for all that animal fat … hopefully leaves too since I have mountains of those as well :p

    The upcoming new version is supposed to be completely revamping iron items, with pig iron used for poor iron items (with the exact same stats as current iron) and iron items upgraded to a new higher tier. I think there is also plans for a steel tier after that too.  Much tougher mobs (demons, lizardmen, mages, stuff with range attacks etc) are in the plans though I don’t know if he plans to link any of them direct to treasures. Those might not be in the next update though, maybe Vaughn will  tell more soon …

    I am pretty sure that conditions for “winning” the game are getting tougher as we progress to future versions (not everyone though is chasing after ‘winning’ though so there is some more sandboxy stuff too with agriculture , beekeeping & spinning wheels, lots of construction, other stuff to keep players busy with projects ..)

    I think what we have seen so far ingame is pretty much just the tip of the iceberg for what is ahead ^_^

     

     

    in reply to: Wayward Round The Web (reviews etc) #1061
    Brash_Endeavors
    Moderator

    Updating the original post with an article from IndieRPGs.com:

    http://indierpgs.com/2013/02/wayward-announced-playable/

     

    in reply to: Bug Report, Armor not equiping properly on reload #966
    Brash_Endeavors
    Moderator

    It’s a current known bug where the armor ends in inventory after loading a saved game:

    http://www.unlok.ca/wiki/wayward/bug-list/

    When I had the error with stats not updating on equipping gear, I found equipping then resting the character updated it fine.

    However I had a game where I had used the BullBoat, ended teleporting to a random new island, and after that got error messages with nearly every action I took. The game was still playable as the error messages were only “distracting” and I could play fine ignoring them, but they were very annoying and the only way I could find to make the messages stop, was to delete the save and start a fresh game. Hopefully you do not have that same issue (fixed I think in the upcoming Beta 1,1 version, though reequipping gear after loading a saved game is something he is still working on).

    In your case, had you used the Bull Boat at all? That’s the only time I really had a bad bug with the game, ever since restarting, everything has worked great (except needing to reequip everything after loading a save)

    in reply to: Wayward Round The Web (reviews etc) #957
    Brash_Endeavors
    Moderator

    Archaic Zeus, I love watching Lets Plays so am looking forward to seeing your upcoming sries 🙂

    in reply to: Let's Play Wayward with Christonian #950
    Brash_Endeavors
    Moderator

    Nice! When I first heard of Wayward I had googled for any gameplay videos and yours came up. Since I always enjoyed your Unreal World series, I was delighted to learn you were just starting a new series for Wayward 😀

     

     

    in reply to: Bug Report? #803
    Brash_Endeavors
    Moderator

    Check Official BUG LIST in Wiki first, see if its been reported already

    You can probably just consider this thread to be a semi-official bug report thread ^_^ that way they all stay contained in one place and Drath knows where to find them, plus players can see which ones were already reported (but not yet added to wiki).

    in reply to: A friend's trailer for Wurm Online (crafting/survival MMO) #802
    Brash_Endeavors
    Moderator

    Yes it did, there was a major update on Dec 12 to the “official” Wurm 1.0 release. Finally took off the “beta” tags.

    in reply to: We need a "Suggestions" thread #794
    Brash_Endeavors
    Moderator

    I think doors are coming very soon 😀 many of us are eager for a simple door!

    I would also like (once saw/nails/boards and other construction are in) to be able to build wood platforms over the -deeper- water to form floating bridge-pier-boardwalk-jetty structures that we can use to bridge large islands or even to create our own “waterworld” style sea base.

    in reply to: Suggestion – Co-op #778
    Brash_Endeavors
    Moderator

    Personally I’d much rather see the required dev time go into more singleplayer content. The idea of 5 turns per second alone makes my head spin. It starts becoming all fast-action and no puttering around immersion, and to me that is a completely different game. Can you imagine a bear charging at you and attacking at 5 turns a second while your attention was diverted by a friend’s chat messages?

    My vote is to stay singleplayer and concentrate instead on turn-based gameplay with depth and complexity.

    I think co-op with friends can add a lot of fun to many games but I am not sure Wayward is the best choice for that.

     

    in reply to: some sample 1.5 plays from me #774
    Brash_Endeavors
    Moderator

    I love watching Lets Plays on the game, hope we see some more members making these soon!

Viewing 15 posts - 1 through 15 (of 23 total)