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    posted a message on [1.6.X]Natura
    My motherboard died last week, as such I am on a borrowed computer for the time being. This situation has had a side-effect of me discovering a pretty significant performance impact in your mod, as this computer has much less muscle than mine did.

    I noticed stuttering in the Nether, in areas that weren't the usual culprits, meanwhile the usual culprits performed just fine. I investigated in Creative and found that I suffered severe stuttering any time I drew near to Thornvines, and my performance was restored when I destroyed them. I'm not sure why that would be. I hope this is something you can fix and a problem that can be resolved for anyone who unfortunately has a lower performance computer.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from mDiyo
    Zratrek: Hard mode is something that comes up every so often. Some people want it, other people hate it. In order to do hard mode effectively, I would have to overwrite a lot of vanilla mechanics like tool crafting and enchantments.
    As long as it's a config option and doesn't muck with the compatibility of other mods, I don't see how there would be a problem. Well, besides the extra work of making sure everything worked both with it on and with it off...
    (I'm one of the people that would be interested in something of the sort depending on how it's done.)
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Thank you for so quickly addressing my points. I'm glad to hear you were already considering how to address these issues. Others have suggested quite a few ways to test Rapiers versus other weapons, so I think that's covered and I should just leave you to it. Thanks for the quick fix to the water bug as well. I'll go back to waiting and eagerly watching your development in quiet now.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    I think the heavy material costs in exchange for the time, luck, and exp investment does a fine job of being an alternative to vanilla enchanting. The only balance problems I see are the Rapier, maybe the Dagger, and overabundance of materials due external influences. Quarries and Frame Bores can make ANYTHING feel cheap... except for enchanting since automation usually robs the player of sources of exp. For anyone using these (Feed the Beast IS really popular right now), of course the Tinkers' tools are going to feel dirt cheap compared to enchanting, and pre-established worlds are going to make them feel dirt cheap as well. That's improper use of the mod, the fault of the player, not some inherent flaw in the mod.

    To clarify my two other points though... I really can't think of a situation in which the Dagger would be useful. Someone explain to me what I'm missing here, perhaps? As for the Rapier, it's the combination of armor piercing and the complete lack of a hit cooldown.

    It's a pretty safe assumption that players will at least be wearing Iron Armor, though in any modded game, Diamond is probably the better assumption. Even more so considering Manyullyn armor is a strong likelihood. Ignoring enchantments, Iron reduces incoming damage by 62.5%, and the full bar from Diamond reduces incoming damage by 83.3%. (At least according to the wiki.) With the assumption of Diamond Armor, other weapons would have to do 5 times the base damage of the Rapier to come close to evening out. Yeah... under no circumstances does that come about (the Iron assumption isn't much better), nor would that be a scale that would be very feasible to pull off in a rebalance. Armor ignoring is an issue at its core. Now, one might argue that these weapons are not designed for PvP and thus should not be coming up against such high armor values, but why cut out such a chunk of the potential demographic of the mod? And what about mods that add creatures with higher armor, such as bosses? The point of this mod is variety, is it not? So no one weapon should be ideal, else it hurts that variety.

    The lack of a hit cooldown is far less of a problem where any PvP is concerned as other sword users will be capitalizing on knockback and thus help neutralize this advantage. This one is more of a "PvE" or general gameplay concern, and it's a glaringly obvious one to boot. Consider for a second that one can easily attack a mob three times in the time they would normally be invincible from the previous attack. Consider further that even five attacks in that time is feasible. Rapiers when spam attacked can thus deal 3, 4, even 6 times the damage. Are Rapiers 3 times less powerful than the Broadsword? ...nope. This design scales damage to an out of game factor in how fast a player can spam the mouse button, rather than cutting the period of invincibility down to a particular fraction and balancing accordingly, and even if the faster players are ignored, the number of attacks are enough that other weapons just cannot keep up. Again, one could argue that the damage boost from sprinting with the Longsword is a rather tempting option since it is more defensive as well (unless your target happens to be a Skeleton, Witch, Wither, or any other ranged or immune to knockback enemy...), however the Rapier happens to have that very same bonus and of course can squeeze in multiple hits in the moment before the mob flies back. (I do this even with normal Broadswords; it is a simple thing to do.)

    But what about the defensive option of the Broadsword? Surely one would still want to use that. You'd think that, but no. In PvP, the enemy's Rapier doesn't care about your attempts to block, and in most melee scenarios, hopping back and just not getting hit is preferable to attempting to halve the damage you're guaranteeing you will take. If there's something hazardous behind you or if you can't time it with a Skeleton's shot, sure, you could get use out of a Broadsword by... using it solely as a shield rather than a weapon, but the Rapier has by far the most powerful defensive ability of all. No, I'm not referring to the hop back this time. I'm referring to the lack of an attack cooldown. In combination with Necrotic Bones, specifically. Unless you're entering a place where there will be predictable volleys of ranged attacks that you won't be able to avoid, you are far better off using a Paper Rapier with 1 Diamond and a bunch of Necrotic Bones as your "defensive weapon" than a Broadsword, because you will be landing hits as fast as you can click, and you will be healing 5 "hearts" with every one of those attacks until the enemy keels over. 6 with a Diamond and Gold Block thrown on, 7 with a Nether Star added as well. Who needs blocking when you get the equivalent of a healing potion with every click of the mouse?

    I love this mod, I'm excited at its growth, and I can't wait to see how its features evolve... but something aught to be done differently about the Rapiers. No other choice compares to a Manyullyn Rapier and Paper Rapier on your hotbar, and that's not speaking from preference. mDiyo, in your excitement to give them unique mechanics, you went overboard, plain and simple. Can you perhaps rein them in a bit, please? Give it a far smaller percentile boost in both effects, perhaps? Maybe put a cooldown on how frequently Necrotic Bones can trigger?

    And if anyone wants to pipe in that it's about fun and not mathematics, and that "balance" is a fictional construct, and people shouldn't dictate how others play the game: let's try something, hrm? Go watch Direwolf20's and SOTMead's videos on Forgecraft 2 and tell me what weapons you see the various testers and the like use.
    Then explain to me how absolute supremacy and nigh universal preference is a good thing for a mod that otherwise tries so hard at providing variety, options, and customization.
    I'm sick and tired of such literally thoughtless arguments whenever/wherever someone brings up a balance concern. (This segment is obviously not directed at anyone who doesn't present such a viewpoint, of course.)


    I apologize for the extreme wordiness of my post, but I did not want to make a balance "complaint" without making sure to thoroughly back it up. No one wants a crash report without the log; why should I bring forth a complaint without all the relevant details. ...right?


    Oh, and you seem to have made grass spread under relatively shallow water with your "clear water" change, even with making it client only. That's definitely effecting how light behaves with water mechanically, rather than just a visual tweak. Unless this is intentional, you've got a bit of a bug there. Personal preference to me, though, would just be to get the visibility bonus from a helmet modifier equivalent to the Respiration Enchantment and have it serve as a proper parallel, as the weapon and tool modifiers tend to be.
    Posted in: Minecraft Mods
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    posted a message on Acatalepsy [Puzzle & Custom Texture]
    Quote from Phi_NES

    I lost inspiration and I was considering giving up on this map, but your change in rating has really motivated me to finish this thing!
    Oh no! We can't have that! I'll have to pick up my slack.
    Posted in: Maps
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    posted a message on Acatalepsy [Puzzle & Custom Texture]
    My first episode of this map is now up.


    I also ran into a few problems with the final stage. I'm not sure whether to try to list everything, or just have you wait and watch my recording of it.
    Posted in: Maps
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    posted a message on Acatalepsy [Puzzle & Custom Texture]
    Either they're just being stubborn about loading, or you removed the screenshots since I last loaded the page. Oh well, I did manage to save the first one, which is what I wanted to ask about. Would you mind if I used that image in a thumbnail for a video series of the map? It would save me the trouble of finding a good screenshot location myself.
    Posted in: Maps
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    posted a message on UPDATED [1.7.2] ★ LuclinMCWB's Forgotten Christmas ★ [ADV] [CTM] [PUZ] [PARK]
    I don't recommend using version 1.03 of this map. It looks like Luclin overlooked some things when editing, so it's kind of bugged... I'm sure he'll fix it quickly once he learns about it.
    Posted in: Maps
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    posted a message on UPDATED [1.7.2] ★ LuclinMCWB's Forgotten Christmas ★ [ADV] [CTM] [PUZ] [PARK]
    One more episode before the finale of the map. This one is mostly just checking out the factory design, but it should be interesting for anyone that likes aesthetic designs.


    Edit:
    Here's the last episode:
    Posted in: Maps
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    posted a message on UPDATED [1.7.2] ★ LuclinMCWB's Forgotten Christmas ★ [ADV] [CTM] [PUZ] [PARK]
    My fourth episode is uploaded now. Only two more to go:
    Posted in: Maps
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    posted a message on UPDATED [1.7.2] ★ LuclinMCWB's Forgotten Christmas ★ [ADV] [CTM] [PUZ] [PARK]
    My third episode of this is uploaded now:
    Posted in: Maps
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    posted a message on UPDATED [1.7.2] ★ LuclinMCWB's Forgotten Christmas ★ [ADV] [CTM] [PUZ] [PARK]
    My second episode is uploaded now.


    I do have a few criticisms, now that I've completed the map. A bunch of minor stuff, really. I want to make it explicitly clear that I really enjoyed the map, even despite this list of stuff that could potentially be better.
    1.) Incentive to explore. The level of detail is awesome, but there are a lot of areas that seem to be just for depth. When it comes to exploration, players are conditioned to look for the carrot on the end of the stick, so to speak. Now, this map is not one with any kind of gear progression, but the extra books (of which I only found one) manage to be a suitable incentive for exploration... but there were very few hidden books.
    2.) Teleport timing. In the second cooling area, I wanted to look at the water start to flow for a moment after the puzzle ended. I did not have time to. In the Iron Works, I was teleported and then had to stand around for several seconds until the beacon finally activated. After that, I was teleported outside to the entrance of the town, and THEN it was set to night. I feel the first and last teleports could have their timing adjusted.
    3.) Missing context 1. The Iron Works teleport exit is unused. You could actually take advantage of the delay in the beacon activation by teleporting the player to that exit instead and having a command block message urging them to hurry to the generator to see the result of their actions. It uses the exit, makes the segment more dynamic and interactive, and makes the activation delay less jarring.
    4.) Missing context 2. The lack of closure. Nothing gets said of why or how the generator fixed everything. What happened to the villain? Perhaps activating the generator could be made to open a door to a final activation switch with signs detailing what it all actually does, giving the player a final, central action with which to set everything right as well as explaining the why and how of it.
    5.) Potential gamebreaking issue. It seems like it is entirely too easy to get outside of the intended area for the player in the Iron Works, even by accident, and become stuck with no choice but to intentionally starve to death or use the /kill command.
    6.) Slight fireworks tweak. The fireworks were fine, but they would be even better if angled to explode over the tree rather than the sides of the gate.
    7.) More cowbell. Next map you guys do, I would love to see bigger and better rollercoaster reflex puzzles and the minecart navigation puzzles.
    Posted in: Maps
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    posted a message on UPDATED [1.7.2] ★ LuclinMCWB's Forgotten Christmas ★ [ADV] [CTM] [PUZ] [PARK]
    My first episode of playing this map, for anyone interested:

    I have to say, Luclin, you or one of your team members put some evil jumps in the mine section of the map.
    Posted in: Maps
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    So... am I the only one guessing the tentative fourth tier is going to be gated by an Eldritch Theory, needing research in malice, alien, flux, permutatio(sp?), and the other more "unstable" aspects?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from raa1337

    Hahaha... Ha... Ha...

    No. He likes to blow everything up. The normal attacks cause explosions as well. The 'Bunker Bomb' (blue projectile) is fired when he's not aggroed, and that breaks everything but bedrock (including obsidian).
    Considering I said "destroys explosion resistant stuff", the latter half of your answer is telling me the first half of your answer should have been "yes." Or maybe I should have specified I meant things immune to creepers.
    Posted in: Minecraft Mods
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