Noportal transition traps
For those of you who play No Portals (via /noportals or house rules); what stumbling blocks did you hit when moving away from the 'all portals all the time' playstyle?
For me the biggest one, and the one I still occasionally fall into is the "Main Base" trap - especially overbuilding. Like while still limited to Karve for sea transport and prior to killing the Elder, after scouting I made a 'the ground shakes' proof base near a large swamp I scouted the fringes of. That part was, I think, all well and good, trouble is... I not only made the basic base, I threw in.. well everything.. even a farm on a nearby ancient stone circle, and a 'boat-in-box' port almost within sight.
Why do I think this was a mistake? I mean eventually most of that would've ended up there right? Well yeah.. but I haven't even forged a path to getting in strike range of the Elder yet, and if I'd not rushed it I could've just fleshed it out enough to make a Longship and saved myself a bunch of Karve trips.
So the biggest stumbling block for myself that I've discovered so far is a tendency to over build. What stumbling blocks have you found?
PS: Also, recently discovered that shooting a Troll with a fire arrow and the doing the atgier dance quickly results in dead Troll.. so.. wondering if I even needed a 'the ground shakes' proof base!
For me the biggest one, and the one I still occasionally fall into is the "Main Base" trap - especially overbuilding. Like while still limited to Karve for sea transport and prior to killing the Elder, after scouting I made a 'the ground shakes' proof base near a large swamp I scouted the fringes of. That part was, I think, all well and good, trouble is... I not only made the basic base, I threw in.. well everything.. even a farm on a nearby ancient stone circle, and a 'boat-in-box' port almost within sight.
Why do I think this was a mistake? I mean eventually most of that would've ended up there right? Well yeah.. but I haven't even forged a path to getting in strike range of the Elder yet, and if I'd not rushed it I could've just fleshed it out enough to make a Longship and saved myself a bunch of Karve trips.
So the biggest stumbling block for myself that I've discovered so far is a tendency to over build. What stumbling blocks have you found?
PS: Also, recently discovered that shooting a Troll with a fire arrow and the doing the atgier dance quickly results in dead Troll.. so.. wondering if I even needed a 'the ground shakes' proof base!
11:13 pm, June 28, 2022
Fzanco replied to Noportal transition traps June 28, 2022 @ 11:51:09 pm PDT
It's just a more roleplay like way of playing imo. You pack for a voyage ready for adventure, you start out healthy full to the brim with good foods, as you explore supplies dwindle, you have to take advantage of the local ingrediants and make do, then when you return with the plundered goods while running on berries and grilled meat it feels that much more of an acheivement, home chores become your new adventure, in the meantime you feast filling your bellies until your ready for another voyage
8:13 am, June 29, 2022
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ddpaule replied to Noportal transition traps June 28, 2022 @ 7:26:17 pm PDT
You do need a main base kind of and a place to store back up gears I tend not to make dirt walls when i can just raise a hill top and then steepen the outside of it it's how I built my plains base.
5:13 am, June 29, 2022
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anthony replied to Noportal transition traps June 28, 2022 @ 10:05:26 pm PDT
Forgetting to bring my extra pickaxes or forge materials... so I get stuck with one pickaxe worth of mining.
And as someone else said: food. I usually remember to bring extra, but even then it's often my limiting factor for excursions. I had developed "lean inventory" habits due to portals, and now try to work against them.
I'm playing nomap, noportal, permadeath... and overall it has been surprisingly liberating. No map means I don't feel compelled to expose every bit of fog-of-war. No portal means no more "oh, I forgot this... voom -- voom... oh ♥♥♥♥, and that..." -- I think ahead instead of being a stupid monkey running on impulse. Permadeath means no need to worry about spare equipment/food or even a spawn-bed (though I do this when far from home, due to possible crashes, which have screwed me when I didn't set my spawn nearby). I feel more nomadic -- build/live where needed... ultimately I have a main home, but I'm not so anchored or dependent on it. I'll get back eventually... with a longship full of resources.
And as someone else said: food. I usually remember to bring extra, but even then it's often my limiting factor for excursions. I had developed "lean inventory" habits due to portals, and now try to work against them.
I'm playing nomap, noportal, permadeath... and overall it has been surprisingly liberating. No map means I don't feel compelled to expose every bit of fog-of-war. No portal means no more "oh, I forgot this... voom -- voom... oh ♥♥♥♥, and that..." -- I think ahead instead of being a stupid monkey running on impulse. Permadeath means no need to worry about spare equipment/food or even a spawn-bed (though I do this when far from home, due to possible crashes, which have screwed me when I didn't set my spawn nearby). I feel more nomadic -- build/live where needed... ultimately I have a main home, but I'm not so anchored or dependent on it. I'll get back eventually... with a longship full of resources.
5:13 am, June 29, 2022
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Faceplant8 replied to Noportal transition traps June 28, 2022 @ 4:21:16 pm PDT
For me it is the same issue I have with portals, food. Farms are not easily relocated (or, do I really want to set up a farm here for the short time I will be getting materials here?). Boars for sausage are either in Meadows or a boar farm I have set up, both possibly a long way away from my current material farming location. The difference is, with portals I can get back to Meadows/Farm/Etc very quick to restock food items (and later meads). Not so much without them.
I haven't tried playing with no portals yet, but I'm thinking about trying it. If I did try it, I would look for base locations that are within reach of all, or at least many of the biomes. In my experience, that's not hard to find, and where I tend to place my main bases anyways.
I have one large base that sits on the intersection of meadows, black forest, and plains. Swamp is just a 30 second walk away, and mountain is maybe a couple of minutes.
2:13 am, June 29, 2022
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blprice61 replied to Noportal transition traps June 28, 2022 @ 4:38:25 pm PDT
For me it is the same issue I have with portals, food. Farms are not easily relocated (or, do I really want to set up a farm here for the short time I will be getting materials here?). Boars for sausage are either in Meadows or a boar farm I have set up, both possibly a long way away from my current material farming location. The difference is, with portals I can get back to Meadows/Farm/Etc very quick to restock food items (and later meads). Not so much without them.
I have, what I think is a fast and cheap approach to meadows farming. Maybe I've just been lucky with maps but I almost always find meadows relatively near that have one or more ancient stone circles. The area inside those is pretty much guaranteed to be flat, and usually at least some of the nearby land will be flat enough to be usable without hoe work.
I cultivate the area, stick a workbench in the center and a cheap pole fence connecting the stones. Usually put a chest or two next to the workbench too. I bring an initial stock of say carrots and three times that number of carrot seeds. Then I use a technique I read about somewhere - might have been here some time ago - about spiral planting. No grids, and most of the ones that are too close will grow in an extra day once their neighbors have matured - so basically just stand in one place, spin around, and plant in a spiral from outside in.
I stick my beehives in the farm too, and while I'm building up stock I hunt game. After a few weeks I just stash all that I can't carry (or just process the food nearby), mark it on the map and go back to what I was doing before I ran low on food.
2:13 am, June 29, 2022
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ddpaule replied to Noportal transition traps June 28, 2022 @ 5:23:33 pm PDT
No difficulties at all as it's pretty much the same as traveling with a portal since you really only need surtling cores to build smelter or charcoal maker the rest of the problem had been long circumvented by piling carts on your long ship and leaving the rest of easy to farm materials like wood and stone behind. For me it is the same issue I have with portals, food. Farms are not easily relocated (or, do I really want to set up a farm here for the short time I will be getting materials here?). Boars for sausage are either in Meadows or a boar farm I have set up, both possibly a long way away from my current material farming location. The difference is, with portals I can get back to Meadows/Farm/Etc very quick to restock food items (and later meads). Not so much without them.
I like the no portal idea but I wish there was an easy to make tent that gives you more rested bonus based on it's upgrade level which is a good way of progress.
2:13 am, June 29, 2022
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Eightball replied to Noportal transition traps June 28, 2022 @ 6:42:16 pm PDT
I still tend to make one 'main' base near the standing stones since I know I will be returning there and the first few bosses tend to be close, but beyond that I reclaim abandoned buildings.
The only other big base will be in the Plains just because of the specific requirements of the plants.
Beyond those I usually just reclaim ruins as I go. I can almost always find a ruin next to or very near mining and logging sites. And it is easy enough to up the comfort level with some basic furniture, Plus a few tin and you have your cook pot.
I will still, once I feel I have gathered enough of whatever I was out gathering, make a trip back to whichever 'main' base is active to stockpile. Just something about coming to dock at home base after a long trip.
But if you are merely playing linearly with the sole goal of beating all the bosses and no intention of using the same seed for the next biomes then I think you could get away with just reclaimed ruins.
As for raids I always sally out for combat in the field so I tend not to use moats and earthen walls and such so no concern for stomp proof buildings.
Agreed-fire arrows are underrated, but so is beating things to death with a torch.
The only other big base will be in the Plains just because of the specific requirements of the plants.
Beyond those I usually just reclaim ruins as I go. I can almost always find a ruin next to or very near mining and logging sites. And it is easy enough to up the comfort level with some basic furniture, Plus a few tin and you have your cook pot.
I will still, once I feel I have gathered enough of whatever I was out gathering, make a trip back to whichever 'main' base is active to stockpile. Just something about coming to dock at home base after a long trip.
But if you are merely playing linearly with the sole goal of beating all the bosses and no intention of using the same seed for the next biomes then I think you could get away with just reclaimed ruins.
As for raids I always sally out for combat in the field so I tend not to use moats and earthen walls and such so no concern for stomp proof buildings.
Agreed-fire arrows are underrated, but so is beating things to death with a torch.
2:13 am, June 29, 2022
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Grailoch replied to Noportal transition traps June 28, 2022 @ 3:59:10 pm PDT
For me it is the same issue I have with portals, food. Farms are not easily relocated (or, do I really want to set up a farm here for the short time I will be getting materials here?). Boars for sausage are either in Meadows or a boar farm I have set up, both possibly a long way away from my current material farming location. The difference is, with portals I can get back to Meadows/Farm/Etc very quick to restock food items (and later meads). Not so much without them.
11:13 pm, June 28, 2022
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