Starbound

Starbound

Alpha Elements
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Alpha Drako  [developer] 11 Nov, 2022 @ 1:37pm
Any ideas to improve the mod? Amazing, thanks!
Send here anything that you believes that can make that mod even better, I'm always here to listen, and promise that will give a reason to accept or decline any idea, I'm honored to listen your ideas! =)
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Showing 1-10 of 10 comments
Kavaline 1 Dec, 2022 @ 1:34pm 
sugestões;
-criar um item de cura que cura debuffs
-criar um augment/skill passiva que dê imunidade a um elemento, e/ou reduza a duração de todos esses debuffs pela metade
-criar uma tabela que alguns monstros são mais afetados por um elemento, e menos afetados por outros; apenas não colocar valores irrelevantes, como de 100 de dano ir pra 110 ou 90, mas ir pra 125 ou 50, tornando uma aposta ter armas elementais, com o risco de ter uma luta com muita desvantagem (assim, fica interessante andar com duas armas elementais, ou carregar uma arma neutra pra qualquer ocasião)
-da mesma forma que o anterior, o player ter augments de elementos de armadura, e também sets de armaduras que naturalmente tenham um elemento, para ataques de inimigos causarem mais ou menos dano (assim, uma luta contra um oponente resistente ao elemento da sua arma, e sua armadura sendo vulnerável ao elemento dele, será uma morte quase certa, sendo melhor fugir ou trocar de equipamento; as explorações ficam bem mais interessantes com esse risco)
Alpha Drako  [developer] 1 Dec, 2022 @ 5:50pm 
Originally posted by Kavaline:
sugestões;
-criar um item de cura que cura debuffs
-criar um augment/skill passiva que dê imunidade a um elemento, e/ou reduza a duração de todos esses debuffs pela metade
-criar uma tabela que alguns monstros são mais afetados por um elemento, e menos afetados por outros; apenas não colocar valores irrelevantes, como de 100 de dano ir pra 110 ou 90, mas ir pra 125 ou 50, tornando uma aposta ter armas elementais, com o risco de ter uma luta com muita desvantagem (assim, fica interessante andar com duas armas elementais, ou carregar uma arma neutra pra qualquer ocasião)
-da mesma forma que o anterior, o player ter augments de elementos de armadura, e também sets de armaduras que naturalmente tenham um elemento, para ataques de inimigos causarem mais ou menos dano (assim, uma luta contra um oponente resistente ao elemento da sua arma, e sua armadura sendo vulnerável ao elemento dele, será uma morte quase certa, sendo melhor fugir ou trocar de equipamento; as explorações ficam bem mais interessantes com esse risco)

Olá Kavaline! Sobre a primeira sugestão, temos antídotos, e o tratamento anti-chama, acredito que só precisaria criar um para eletricidade e para frio. Sobre a segunda sugestão, já existem augments que dão imunidade aos status nativamente no jogo. A terceira sugestão é muito boa, e está inclusa em um outro projeto em que estou trabalhando, o Alpha Worlds, que realmente vai modificar bastante esse tipo de coisa. Sobre a última sugestão... Eu realmente gostei desse conceito, de armaduras com elementos. Só me preocupa que muitos dos monstros não possuem ataques elementais. O que eu penso em algum momento é em tornar o dano de contato de alguns monstros elemental também. Como o Wisper ser sempre dano de gelo, ou o Oculob sempre dano de veneno. Obrigado pelas sugestões, acho que vais gostar do próximo projeto em que estou trabalhando =)
kaminari 22 Dec, 2022 @ 9:46am 
acid
___________________________________________
DISENTRGRAT
cause damege over time and upon death = more acid
LuVenBen 11 Jun, 2023 @ 11:05am 
could you make players immune to the burst flame effect? i can't use any melee with the flame element anymore because i keep setting myself on fire.
Last edited by LuVenBen; 11 Jun, 2023 @ 11:05am
Alpha Drako  [developer] 12 Jun, 2023 @ 2:11am 
Originally posted by LuVenBen:
could you make players immune to the burst flame effect? i can't use any melee with the flame element anymore because i keep setting myself on fire.
Oh, that was actually a feature for players to be worried about the power of fire, specially using the burn spray, and stuff like that! So I tought that a good immersive character who would use a sword of fire could also be fire resistant and be like a pyromaniac or something like that. I will take a look at the code and see what I can do for that to be a little less annoying for people who wants that kind of character, promise!
LuVenBen 12 Jun, 2023 @ 8:58am 
if you could also nerf the length of poison (and increase the it's damage OFC) that would be great.
it's annoying in the early game when i don't have access to antidotes and i have to listen to my character grunt every second. :aground_pie:
Alpha Drako  [developer] 12 Jun, 2023 @ 12:44pm 
Originally posted by LuVenBen:
if you could also nerf the length of poison (and increase the it's damage OFC) that would be great.
it's annoying in the early game when i don't have access to antidotes and i have to listen to my character grunt every second. :aground_pie:

Oh, that make sense, I guess I could also make new ways to deal with poison which wouldn't be antitodes... Maybe make a tiny antidote with plants or something like that, because the idea of the poison is indeed to be something extremely durable that you need to find a cure and not just ignore and heal the HP later, you know? So I guess I made it annoying indeed LOL. I'll think about a way to early game players to cure the poison then!
LuVenBen 12 Jun, 2023 @ 12:58pm 
Originally posted by Alpha Drako:
Originally posted by LuVenBen:
if you could also nerf the length of poison (and increase the it's damage OFC) that would be great.
it's annoying in the early game when i don't have access to antidotes and i have to listen to my character grunt every second. :aground_pie:

Oh, that make sense, I guess I could also make new ways to deal with poison which wouldn't be antitodes... Maybe make a tiny antidote with plants or something like that, because the idea of the poison is indeed to be something extremely durable that you need to find a cure and not just ignore and heal the HP later, you know? So I guess I made it annoying indeed LOL. I'll think about a way to early game players to cure the poison then!
maybe have the weaker cure lower the duration of poison when you drink it?
Alpha Drako  [developer] 12 Jun, 2023 @ 2:44pm 
Originally posted by LuVenBen:
Originally posted by Alpha Drako:

Oh, that make sense, I guess I could also make new ways to deal with poison which wouldn't be antitodes... Maybe make a tiny antidote with plants or something like that, because the idea of the poison is indeed to be something extremely durable that you need to find a cure and not just ignore and heal the HP later, you know? So I guess I made it annoying indeed LOL. I'll think about a way to early game players to cure the poison then!
maybe have the weaker cure lower the duration of poison when you drink it?


Originally posted by LuVenBen:
Originally posted by Alpha Drako:

Oh, that make sense, I guess I could also make new ways to deal with poison which wouldn't be antitodes... Maybe make a tiny antidote with plants or something like that, because the idea of the poison is indeed to be something extremely durable that you need to find a cure and not just ignore and heal the HP later, you know? So I guess I made it annoying indeed LOL. I'll think about a way to early game players to cure the poison then!
maybe have the weaker cure lower the duration of poison when you drink it?


Yup, that would be very interesting! I know how to code comsething that take your actual effect duration, clean your effect, and put a new effect with a duration like... 60% less than original, for example! That would be pretty interesting mechanic =)
Alpha Drako  [developer] 12 Jun, 2023 @ 2:45pm 
This is actually one of those situations where we feel a little bit frustrated because we would LOVE that Starbound could handle really complex stuff, like imagine a disease system with specific cures that you would need to synthesize with fruits and veggies to get proper cures!
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