Please don't talk to others in this fashion. It is unacceptable to attack people like this on this forum.Really sucks when you consider the fact that the mod isn't ing done yet dip
Please don't talk to others in this fashion. It is unacceptable to attack people like this on this forum.Really sucks when you consider the fact that the mod isn't ing done yet dip
Please don't talk to others in this fashion. It is unacceptable to attack people like this on this forum.
Over the span of more than two years, Calamitas is still the final boss of the mod with nothing added past it. There hasn't been any actual progression.Really sucks when you consider the fact that the mod isn't done yet
Over the span of more than two years, Calamitas is still the final boss of the mod with nothing added past it. There hasn't been any actual progression.
Some extra worm bosses have been added, which all function much the same due to their limitations, and exploits regarding teleporters were removed. Since the very beginning it's been my opinion that Cryogen is the best, most interesting boss in the entire mod, and I've only grown to like the post-moonlord bosses less and less as each update adds superfluous mechanics, boss invulnerability, and 4th wall breaking message prompts.
Calamity has been done for a long time, you just don't realize it. Whenever I check on the mod I'm always disappointed to see the latest update was another balance shuffle to protect DoG or Calamitas from being floored by a skilled player.
Subnautica is a separate mod being shoehorned into Calamity because it won't get many downloads otherwise. Planetoids is the same. Fabsol is also adding some kind of class and experience mechanics, which is likewise a separate mod. In fact Calamity is now trying to compete with some mods I already have made by other modders. But we've cut Dokoro's music and no matter what you say about the advertising push, the numbers don't lie and it's clear from download numbers that something in the range of 40% of Calamity players won't have Dokoro's music now.
don'tOver the span of more than two years, Calamitas is still the final boss of the mod with nothing added past it. There hasn't been any actual progression.
Some extra worm bosses have been added, which all function much the same due to their limitations, and exploits regarding teleporters were removed. Since the very beginning it's been my opinion that Cryogen is the best, most interesting boss in the entire mod, and I've only grown to like the post-moonlord bosses less and less as each update adds superfluous mechanics, boss invulnerability, and 4th wall breaking message prompts.
Calamity has been done for a long time, you just don't realize it. Whenever I check on the mod I'm always disappointed to see the latest update was another balance shuffle to protect DoG or Calamitas from being floored by a skilled player.
Subnautica is a separate mod being shoehorned into Calamity because it won't get many downloads otherwise. Planetoids is the same. Fabsol is also adding some kind of class and experience mechanics, which is likewise a separate mod. In fact Calamity is now trying to compete with some mods I already have made by other modders. But we've cut Dokoro's music and no matter what you say about the advertising push, the numbers don't lie and it's clear from download numbers that something in the range of 40% of Calamity players won't have Dokoro's music now.
I didn't say you were angry, and it seems to me you've presented your point(s) and he acknowledged them. Perhaps he even appreciated them.I'm not angry, and I don't dispute the choice is ultimately up to him. But I do think a valid argument is liable to affect him even if he doesn't acknowledge or appreciate it. It's clear there are a lot of people here on this forum, and probably on his Discord, that will congratulate him for anything - I'd personally be pretty embarrassed by that. It's useless at best and actively distracting at worst.
My understanding is that the composer of the music wanted to monetize it, and that Re-Logic said no if it were part of the mod. I may be wrong about that or about some aspects of it, but I don't think this was entirely up to Mountain Drew.Really, I'm just most motivated by having lost the music.
That's... odd, if true. I'll bet if you bought a license to use an Incomptech tune in a mod, there'd be no problems.My understanding is that the composer of the music wanted to monetize it, and that Re-Logic said no if it were part of the mod.
100% in support of your ideaUnless I'm misunderstanding something here... The question is however: Why would they monetize the music they have provided for Calamity mod for free? As far as I know, This music provided was made by the composer specifically for the calamity mod and therefor should be kept free. that seems a little like "Oh, let's just use the popularity of a mod to make money." - Which feels a little bit weird IMO. The better question is, what would the monetization look like? Having to pay for the mod or what? No offense but even if that would happen, a download for free would be provided somewhere faster than the creator of the music could count their money.
Well, moving on from that. I've actually came up with a semi-complicated idea about how we could make life-steal work without making it either overpowered or useless. Every weapon that possesses lifesteal has 2 new stats coming along with it: Health transfer and health deterioration
To put an example:
- Health Transfer: Determines the health you will get back, either percentage or flat. I would recommend flat as this could solve potential issues with crits, DPS builds etc.
- Health Deterioration: The amount of lifesteal possible before the efficiency of said lifesteal weapon deteriorates.
Vampire Knives:
31 melee damage
4% Critical strike chance
Use time of 15
Knock-back of 2.75
Health Transfer: 2 for each knife.
Health Deterioration amount: 50%
Health Deterioration Trigger: 200
Health Deterioration cooldown: 30 seconds.
TO explain this. Vampire Knives can steal 2 health per knife. Which basically sums up to 8 - 16 health per volley (4 - 8 knifes) and about a total of I believe 24 - 48 health per second. Sounds like a lot, it is. The Health Deterioration sets in once 200 health have been healed within a short period. I consider the short period as 10 seconds in normal, 15 seconds in expert and 20 seconds in revengeance. Once the first heal has been applied, the debuff "Vampire's limit" appears. There is no way to protect against this debuff. Within this debuff span, any healing is summed up. So, if your weapon as example reaches 200 healing now, it's efficiency is reduced by 50% for 30 seconds. This would mean it's now only 4 - 8 health per bullet, or 12 - 24 health per second. In normal mode, this debuff should only apply once and only refresh itself if the player heals said amount again within another 10 second span. In expert and revengeance, this debuff could stack diminishingly. So that would mean 50% reduction, then 75% reduction, then 82.5% reduction and so on.
That way: you could add even more healing weapons with even higher healing effects. Hell, even a weapon that leeches like 100 health per shot, and one shot every 2 seconds, but deteriorates by like 80% after 200 health has been reached, making this weapon only heal 20 health per shot, so only 10 health per second.
If you catch my point.
I'm sorry, but who are you again?
Please, TRY HARDER to be more respectful of the team's work, if you don't like it; go play Thorium or something.
If you don't like the mod then stop playing it, dude. Fabsol's not going to overhaul everything Calamity has just because you disagree with how good it is. Get over it, and either deal with it, or move on and play something else. It isn't up to him to make a mod that fits your standards.
If you want to talk , go ahead, but don't act like you know what you're talking about, or you can speak for other people and what they do for this mod. If you don't like the mod, don't play it, and go somewhere else.
Keep thinking that, I can't stop you. But I'm going to reiterate once more because I'm just... kind of done with dealing with you? There's no point in arguing with someone too thick to take in logic and reasoning over salt and fury. Nobody's getting the short end of the stick here, no matter how pissed you are about the mod not being what you want it to be. Again, If you don't like the mod, then stop ing playing it. Fabsol isn't going to change his mind on his decisions over the rage of a single person who doesn't like what this mod has to offer.
Go outside and do something else with your life. If you've got a response, I don't really care, I don't intend on responding.
If you want a different experience play something else.
Yhis discussion only recently escalated due to someone dragging the mod through the dirt.
If you don't like what's going on with this mod, why do you care about it?
If it's not to your liking, maybe you should move on.
It seems to me you've presented your point(s) and he acknowledged them. Perhaps he even appreciated them.
I don't have much to say in response to this. I feel you are wrong in pretty much every aspect of this post.
It's an unfortunate turn for anyone who got Piss Ocean instead of Dokuro's compositions.
@Technotoad64 Please don’t do this. It’s unneccessry and just keeps the drama alive. The situation has been handled and it’s time to move on.I'm gonna put everything in spoilers so as to not summon the Wall of Text.
(Fittingly, Rick's response to that is, "I know. Everyone wants people they like to be right. That's why popular people are ing dumb.")
I freakin' LOVE "Wasteland"; it's such a chill track. Like you said, there's not a lot of items worth getting from the Sulphurous Sea, but the music box is one! Or it would be, if my wimpy 350-dollar laptop could handle the mod with music...
Flamingo, I've got a mod of my own in the works, and I'd be honored to have you share your thoughts on it. PM if interested.
Kinda but not really, it was done since the music eat up so much memory it became impossible to run Calamity on 32bit systems. This was done to not gate the mod to 64bit systems only.The music is split off from the mod due to file size reasons, making it easier for us to build and test the main mod. It's in a separate mod now called Calamity Mod Music. Although DM Dokuro, the composer, is indeed monetizing the music, it does not have to be removed from the mod itself.
Unless I'm misunderstanding something here... The question is however: Why would they monetize the music they have provided for Calamity mod for free? As far as I know, This music provided was made by the composer specifically for the calamity mod and therefor should be kept free. that seems a little like "Oh, let's just use the popularity of a mod to make money." - Which feels a little bit weird IMO. The better question is, what would the monetization look like? Having to pay for the mod or what? No offense but even if that would happen, a download for free would be provided somewhere faster than the creator of the music could count their money.
Well, moving on from that. I've actually came up with a semi-complicated idea about how we could make life-steal work without making it either overpowered or useless. Every weapon that possesses lifesteal has 2 new stats coming along with it: Health transfer and health deterioration
To put an example:
- Health Transfer: Determines the health you will get back, either percentage or flat. I would recommend flat as this could solve potential issues with crits, DPS builds etc.
- Health Deterioration: The amount of lifesteal possible before the efficiency of said lifesteal weapon deteriorates.
Vampire Knives:
31 melee damage
4% Critical strike chance
Use time of 15
Knock-back of 2.75
Health Transfer: 2 for each knife.
Health Deterioration amount: 50%
Health Deterioration Trigger: 200
Health Deterioration cooldown: 30 seconds.
TO explain this. Vampire Knives can steal 2 health per knife. Which basically sums up to 8 - 16 health per volley (4 - 8 knifes) and about a total of I believe 24 - 48 health per second. Sounds like a lot, it is. The Health Deterioration sets in once 200 health have been healed within a short period. I consider the short period as 10 seconds in normal, 15 seconds in expert and 20 seconds in revengeance. Once the first heal has been applied, the debuff "Vampire's limit" appears. There is no way to protect against this debuff. Within this debuff span, any healing is summed up. So, if your weapon as example reaches 200 healing now, it's efficiency is reduced by 50% for 30 seconds. This would mean it's now only 4 - 8 health per bullet, or 12 - 24 health per second. In normal mode, this debuff should only apply once and only refresh itself if the player heals said amount again within another 10 second span. In expert and revengeance, this debuff could stack diminishingly. So that would mean 50% reduction, then 75% reduction, then 82.5% reduction and so on.
That way: you could add even more healing weapons with even higher healing effects. Hell, even a weapon that leeches like 100 health per shot, and one shot every 2 seconds, but deteriorates by like 80% after 200 health has been reached, making this weapon only heal 20 health per shot, so only 10 health per second.
If you catch my point.
100% with ya on this. Even in the base game I always felt that heal-on-hit weapons were OP100% in support of your idea
100% as well@Technotoad64 Please don’t do this. It’s unneccessry and just keeps the drama alive. The situation has been handled and it’s time to move on.
@Technotoad64 Please don’t do this. It’s unneccessry and just keeps the drama alive. The situation has been handled and it’s time to move on.
That was indeed the other reason. Building got immensely slow for us as well, though, due to the massive file size. The reasons together gave us more than enough incentive to split it off.Kinda but not really, it was done since the music eat up so much memory it became impossible to run Calamity on 32bit systems. This was done to not gate the mod to 64bit systems only.
Will you take the suggestion into consideration? Or would that be too complicated?Now that that's out of the way, I'll make some changes to the healing adjustments in Calamity that will hopefully help.