![]() (You might need to add a /suicide type command) Visitor: can not build or demolish or dig or fight - cant be targeted by monsters.ĭont drop resources on death, cant collect monster drops. Originally posted by Dyex:So I am just putting this out there for possible authority priveledge levels. Would let the list be more pleasing to the eyes.Ībout protection: I don't get it? Are you saying you set the priveledges in the world creation and alter them for each individual player after it is created? I'd like for it to be that way if it were added. On a somewhat unrelated note: I wish the title of "disables achievements" was a warning sign in the actual game as well instead of the achievement list, like creative mode. Even if it were only done for some achievements, it will still, no matter what, give easy access to them too. "Brutal escape" is a rare achievement, re-enabling achievements on multiplayer would ruin the challenge completely. That's why they were disabled in the first place. Your friend starts a game, you let them do all the work, and then tell them to let you duplicate the crystals, explode the rock hearts, etc. So players can still play with friends in co-op to get the Achievements - since this was a pretty big thing people wanted. ![]() Originally posted by Dyex:Also If this "protection" feature is added to the multiplayer - maybe re-enable Steam Achievements back to multiplayer (that don't beak the game) when not using this game mode. I like the challenge of having to keep up with everyone, which means both of these settings should be OPTIONAL as well as not be able to work together. what if the host never places it? However, I personally wish this was also optional. This also should not require a block to place, as. However if inventory sharing is disabled in a server, there would also be a setting like yours, but instead of the host being the target for duplication, players should get copies of the strongest things EVERY player has, so if the host has dweller armour but another guy has ant, the new players (and the host) would get ant. It would allow players to share an inventory without needing to place a new block down. I'd say a shared inventory would be better. This would feel more realistic then players just getting free gear when entering the game and help flesh out a "home base" feel, as it could be the client death spawn point and where new clients enter the world. It has free recepies for any item the host has built that is a gun or player gear so clients could always go and collect the gear they need, or if they mistakenly threw something out. Give a host in addition to the original one, leave on the ground a new kind of builder that is green that is called a "replicator" at start of game when the host create the world. Originally posted by Dyex:Here is an idea. I would also very appreciate any experience you would have with other crafting games ![]() And also if you see other problems that happen, too. Please let me know what would you suggest, any combition of those solutions, or other ones. New species killed by clients don't attack at night, and don't give loot (with a warning message) Clients are not able to dig the walls & items (only minerals) ? Clients & host share the same inventory Clients are not able to use (or remove) autobuilders Clients get a copy of anything the host build (problem: too many resources ?) Clients that join late get (once) a copy of the stuff of the host (autobuilder, miniaturizor, guns) Possible solutions that would be activated with this "protected" option (some works only if active together) Clients can attack a new species and make the next night impossible Clients can destroy the base and everything other players built When clients quit, they take with them their inventory (when playing with friends it's fine, so they can keep it when they come back later). Late clients have low tech and have a very hard time to catch-up The idea would be to add an option at game creation, something like "protected game".īelow I'll always talk about "host" (player creating the game) and "clients" (players joining it) Here is a topic to discuss what could be done to improve the issues that occurs when you play with unknown and/or late-joining players.
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