Board Thread:Suggestions/@comment-24304663-20140217232502

Fire, Magma and Oil
I really do not like the concept that magma, being hot enough to instantly disintegrate you, does no damage at all. I also do not like that fire does no damage either.

I think that fire should do 5 damage per second (the same rate as rain) This would make it better for the effects of raiding, as it would make it considerably more difficult to waterproof burning forts. They not be retoolable when bursting in flames.

Magma should be able to do 50 damage upon contact, but it will take three seconds to damage again. It should be able to instantly heat things, except the fact that it will not cook meat, but it will burn it instantly. It would make it useful for heating metals.

Oil should burn forever. It would justify for being so small, meaning that you can't use it to ignite a flame on a settlement, or refine ores as well as other natural things such as Large Leaves. It would be good for miners living in Magma, especially with no farm, meaning they can confortably survive on the evil cave lynx.

Ranged Weapondry
I think that ranged weapons should be rescripted. It would not detect if the target is a human or not, but would fire it's arrow/bolt and upon contact, it would have a tiny radius such as 1 stud, or smaller. It could also have different bows varying the radius (meaning the accuracy) It would mean that hats would grant no advantages over people with no hats, restoring the aspect of ranged weapons in Survival 303.

I'm getting fed up with the fact that mithrilites can destroy people who use steel. It blurs the advantages of steel, power and being mass produceable and mithril, rare but more powerful, as crossbows (which are one of the primary ways to destroy a mithril/bluesteel sword user) have no advantages by people with mithril, and father of time hats, or hats covering their entire head. 