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PLEASE READ BEFORE WE GET STARTED
INTRO
this is something i've been thinking about recently as well, with the way the current state of resource acquisition is this game has absolutely 0 chance of having realistic "survival gameplay" mechanic.
I am going to relate a couple things to minecraft because its of a "similar style" and they do some things with their survival aspect very well as well as do some things fairly poorly with their survival aspect. I may also relate to both terraria and starbound which also both have fairly good "survival elements" as well as some poor "survival elements" although their gameplay isn't really relevant.
On a side note a "tier system" something no one is a fan of is also almost required for their to be actual "progression" because progression is indicative of using something to build up to something better and then for the most part discarding the tool, weapon, farm, building, design, food, etc you were using before.
Lets talk about first why this game (right now) has no chance of having a meaningful survival aspect.
(for everyone talking about not wanting tier systems you literally can't have that without being in "creative mode" in a survival gameplay setting) For example in Minecraft in order to progress you need wood tools then stone tools then iron tools then diamond tools then you can go to the nether to gather blaze rods which you need to make eyes of ender which you need to go to the end where you kill the nether dragon and its GG survival mode "albeit a crappy one but" that is the progression.
In terraria you start out cut down some trees make 2 houses accumulate 50 silver get merchant buy shurikens cause all pre demonite crimtane weapons suck anyways kill eye of Cthulhu and (eater or brain of cthulhu) make enough demonite stuff for you to survive desert jungle pick a path (mage, melee, ranged) aquire stars health and a weapon skeletron, (optional dungeon for loot) mine hellstone wall of flesh - hardmode break alters with pow hammer mine crappy hardmode ore with hellstone pick or skip it and just start with the destroyer of worlds cause ez mode finish off 3 starter hardmode bosses hallowed gear underground jungle for plantera lizhard temple golem (optional boss fishron optional events pumpkin moon and whatever the winter one is) cultists then lunar boss GG each tier of armor, each boss you beat and get new loot from represents "progression" and since each boss is harder than the last you need better gear aka tiering up the reason tiering is a thing is because stuff is balanced around getting stronger (ala if enemies didn't get stronger you would never need new gear meaning you aren't actually (surviving as you start with all the tools you will ever need / get) or you don't get any stronger and the game continues to increase in difficulty meaning that bosses need to have mechanics that are abusable to beat them meaning that even if that game has combat its more akin to a puzzle / platform game than a survival game)
Now lets see how this relates to starmade I ask if all you people against tiering would like survival implemented how would it be done? maybe some materials are farther out guarded by harder pirates ( in this scenario you need a bigger ship and if you need a bigger ship to beat new harder pirates than guess what you just "tiered up" just because you didn't ugrade your silver ams to a gold ams doesn't mean there isn't a tier system)
Or maybe Like in Starbound there will be some resources you need special equipment to get to like a special breathing mask to go to a poison gas cloud planet news flash you just tiered up you got new equipment that allowed you to go to someplace you were previously blocked from going aka progression by tiering up.
The alternative to this is to have everything in one place or accessible without new tools or new gear aka not tiering up which like i stated before isn't actually survival.
Of course there are always the alternatives to the tier system not every fight is a slug fest that is only accomplished with the best of the best gear in a slug fest style of battle even if there were better pirates guarding specific "tiers" of resources chances are you could fit a smallish ship with tons and tons of pd turrets to counter their heavy missiles or anti punch through defense to counter their cannons and beat them with something that wasn't intended to actually be able to fight them just as you can skip all the pre boss ore armor in terraria and just use shurikens instead because once you know how something works you can create innovative solutions or easier workarounds to the "obstacle"
In the second example of starbound and needing specific items to go to specific places thats not actually tier gear so much as it is gated content but they fall under the same general principle and to be quite honest i'd rather have a well thought out tier system than a gated content system.
Now lets discuss another issue preventing actual survival gameplay what is there to actually survive?
In terraria minecraft starbound no matter what class you pick how good the enchantment or how great ur rolls were you can still only have one weapon one piece of armor one pair of boots limited inventory space x amount of potions.
This is not the case in starmade the solution is always make more make it bigger 50 guns not enough to kill this pirate how bout 500? still no ok how bout 5000 still no omg shit why not 5000000 thats gotta be enough guns right and since weapons are made with mats that are harvestable there is no limit.
This brings me to my point without limits there is no real "survival aspect" imagine if in minecraft you could spend the first day harvesting dirt and you harvested 2000 and then you went to your crafting table and made a "dirt sword + 1000) and this dirt sword + 1000 did 1001 damage and had 1001 uses but all the mobs still only had 20 health even if they had 500 armor (haha not possible) you would still one shot them and it would completely remove any actual "survival" aspect of the game because of the way starmade works there isn't really any viable way to implement a true survival setting there are no limits in starmade and honestly i'm not sure how you could add in any limits and have them be impactful without crippling the basic gameplay. ( for all you survival enthusiasts this should scare you i have been racking my brain to come up with some kind of gameplay mechanic to limit people without being arbitrary you can only make ships of 50k blocks or less in "survival mode" and i can't you need to seriously think about how this would work and if you can't come up with something reasonable i think we are in trouble.)
I have more but I think this is a long enough read and to spur on some discussion for now.
I realize this is an incredibly long read there is no tldr because without context the things i'm saying have no value.
If you don't want to read this I don't mind but i will ask that you don't try to add anything to the discussion without at least reading what has been written first, it devalues both the time i spent on this post and the possible discussion that is taking place so please and thank you in advance.
I realize that there are other threads about survival elements but without going through each and every one of them from months and months ago as well as the fact that there is alot covered in this I believe it is worth its own thread.
Finally This has been on my mind or a quite a while if you are here looking for answers this is the wrong thread for you i don't have any this whole thread is about problems that need to be overcome in order for there to be a viable survival mode and I don't have any answers to the topics here in the op.
If you don't want to read this I don't mind but i will ask that you don't try to add anything to the discussion without at least reading what has been written first, it devalues both the time i spent on this post and the possible discussion that is taking place so please and thank you in advance.
I realize that there are other threads about survival elements but without going through each and every one of them from months and months ago as well as the fact that there is alot covered in this I believe it is worth its own thread.
Finally This has been on my mind or a quite a while if you are here looking for answers this is the wrong thread for you i don't have any this whole thread is about problems that need to be overcome in order for there to be a viable survival mode and I don't have any answers to the topics here in the op.
INTRO
this is something i've been thinking about recently as well, with the way the current state of resource acquisition is this game has absolutely 0 chance of having realistic "survival gameplay" mechanic.
I am going to relate a couple things to minecraft because its of a "similar style" and they do some things with their survival aspect very well as well as do some things fairly poorly with their survival aspect. I may also relate to both terraria and starbound which also both have fairly good "survival elements" as well as some poor "survival elements" although their gameplay isn't really relevant.
On a side note a "tier system" something no one is a fan of is also almost required for their to be actual "progression" because progression is indicative of using something to build up to something better and then for the most part discarding the tool, weapon, farm, building, design, food, etc you were using before.
Lets talk about first why this game (right now) has no chance of having a meaningful survival aspect.
Resource acquisition is both too easy and too fast, start a single player game sell ur starting cannons buy more salvagers find nearest asteroid mine it sell enough of the stuff to buy out all salvagers make some basic factories have them pump out more salvagers and more power do this till you have no materials left repeat on asteroids till you have about 20k salvagers takes roughly 15 - 30 minutes depending on how you manage your time. You now have enough salavagers to mine planets giving you virtually unlimited resources.
Because resource acquisition is so easy there is no way to add meaningful survival depth to the game in minecraft on your "first day" you are spending time cutting down trees for the wooden pickaxe you need to harvest enough stone to switch to "stone tier" tools (this leads to a sub point which will be discussed directly below this paragraph) and the first night you are hiding in your dirt house digging a small hole for stone "if you didn't manage to find coal on the first day" , in starmade as pointed out above you are literally "end game" harvesting 25 minutes into the game.
WHAT IS TIERING REALLY?Because resource acquisition is so easy there is no way to add meaningful survival depth to the game in minecraft on your "first day" you are spending time cutting down trees for the wooden pickaxe you need to harvest enough stone to switch to "stone tier" tools (this leads to a sub point which will be discussed directly below this paragraph) and the first night you are hiding in your dirt house digging a small hole for stone "if you didn't manage to find coal on the first day" , in starmade as pointed out above you are literally "end game" harvesting 25 minutes into the game.
In terraria you start out cut down some trees make 2 houses accumulate 50 silver get merchant buy shurikens cause all pre demonite crimtane weapons suck anyways kill eye of Cthulhu and (eater or brain of cthulhu) make enough demonite stuff for you to survive desert jungle pick a path (mage, melee, ranged) aquire stars health and a weapon skeletron, (optional dungeon for loot) mine hellstone wall of flesh - hardmode break alters with pow hammer mine crappy hardmode ore with hellstone pick or skip it and just start with the destroyer of worlds cause ez mode finish off 3 starter hardmode bosses hallowed gear underground jungle for plantera lizhard temple golem (optional boss fishron optional events pumpkin moon and whatever the winter one is) cultists then lunar boss GG each tier of armor, each boss you beat and get new loot from represents "progression" and since each boss is harder than the last you need better gear aka tiering up the reason tiering is a thing is because stuff is balanced around getting stronger (ala if enemies didn't get stronger you would never need new gear meaning you aren't actually (surviving as you start with all the tools you will ever need / get) or you don't get any stronger and the game continues to increase in difficulty meaning that bosses need to have mechanics that are abusable to beat them meaning that even if that game has combat its more akin to a puzzle / platform game than a survival game)
Now lets see how this relates to starmade I ask if all you people against tiering would like survival implemented how would it be done? maybe some materials are farther out guarded by harder pirates ( in this scenario you need a bigger ship and if you need a bigger ship to beat new harder pirates than guess what you just "tiered up" just because you didn't ugrade your silver ams to a gold ams doesn't mean there isn't a tier system)
Or maybe Like in Starbound there will be some resources you need special equipment to get to like a special breathing mask to go to a poison gas cloud planet news flash you just tiered up you got new equipment that allowed you to go to someplace you were previously blocked from going aka progression by tiering up.
The alternative to this is to have everything in one place or accessible without new tools or new gear aka not tiering up which like i stated before isn't actually survival.
Of course there are always the alternatives to the tier system not every fight is a slug fest that is only accomplished with the best of the best gear in a slug fest style of battle even if there were better pirates guarding specific "tiers" of resources chances are you could fit a smallish ship with tons and tons of pd turrets to counter their heavy missiles or anti punch through defense to counter their cannons and beat them with something that wasn't intended to actually be able to fight them just as you can skip all the pre boss ore armor in terraria and just use shurikens instead because once you know how something works you can create innovative solutions or easier workarounds to the "obstacle"
In the second example of starbound and needing specific items to go to specific places thats not actually tier gear so much as it is gated content but they fall under the same general principle and to be quite honest i'd rather have a well thought out tier system than a gated content system.
"BIGGER IS BETTER" (how to survive with no limits)Now lets discuss another issue preventing actual survival gameplay what is there to actually survive?
In terraria minecraft starbound no matter what class you pick how good the enchantment or how great ur rolls were you can still only have one weapon one piece of armor one pair of boots limited inventory space x amount of potions.
This is not the case in starmade the solution is always make more make it bigger 50 guns not enough to kill this pirate how bout 500? still no ok how bout 5000 still no omg shit why not 5000000 thats gotta be enough guns right and since weapons are made with mats that are harvestable there is no limit.
This brings me to my point without limits there is no real "survival aspect" imagine if in minecraft you could spend the first day harvesting dirt and you harvested 2000 and then you went to your crafting table and made a "dirt sword + 1000) and this dirt sword + 1000 did 1001 damage and had 1001 uses but all the mobs still only had 20 health even if they had 500 armor (haha not possible) you would still one shot them and it would completely remove any actual "survival" aspect of the game because of the way starmade works there isn't really any viable way to implement a true survival setting there are no limits in starmade and honestly i'm not sure how you could add in any limits and have them be impactful without crippling the basic gameplay. ( for all you survival enthusiasts this should scare you i have been racking my brain to come up with some kind of gameplay mechanic to limit people without being arbitrary you can only make ships of 50k blocks or less in "survival mode" and i can't you need to seriously think about how this would work and if you can't come up with something reasonable i think we are in trouble.)
I have more but I think this is a long enough read and to spur on some discussion for now.