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Dubious Mushrooms


Marlim

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It may, possibly (though I have doubts), improve immersion but it would really suck from a gameplay perspective, as it is the dumb kind of gotcha that only works on newbies and even then only the first time and can only help turn people away from the game, as dumb gotchas are wont to do.

Also hiding this kind of information from the player goes against the design philosophy of Vintage story.

 

TLDR: if you like the idea so much make a mod for it.

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Would be neat if it was like Project Zomboid's mushrooms, in which at the game start, all mushroom effects are unknown, having to figure them out through experimentation, or learning from skillbooks. In the case of this game, perhaps learning through experimentation and new tapestries/books found in ruins?

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Zomboid's mushrooms are all just called "mushroom" with a different sprite and just materialize when you're foraging. 

Hells Razer is correct, this goes against the core design of VS and needlessly kicks new players in the 'nads for no reason. You can't randomize the poison because that's not how mushrooms work. Death caps will always kill you. Once you know that, you will never eat it unless it's as a joke. Reducing this player-facing information from mushrooms but not other food would be inconsistent and stupid. 

VS does not have skill books and you certainly don't want to start gating basic information like this behind getting lucky and rolling good on a ruin's loot table, because that introduces an avalanche of further issues. "Experimentation" in this instance means "eat them and find out if they kill you"... which can only happen once. So what's the point of any of this? What is the goal behind doing this?

Edited by l33tmaan
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On 11/15/2022 at 1:41 PM, l33tmaan said:

Zomboid's mushrooms are all just called "mushroom" with a different sprite and just materialize when you're foraging. 

Hells Razer is correct, this goes against the core design of VS and needlessly kicks new players in the 'nads for no reason. You can't randomize the poison because that's not how mushrooms work. Death caps will always kill you. Once you know that, you will never eat it unless it's as a joke. Reducing this player-facing information from mushrooms but not other food would be inconsistent and stupid. 

VS does not have skill books and you certainly don't want to start gating basic information like this behind getting lucky and rolling good on a ruin's loot table, because that introduces an avalanche of further issues. "Experimentation" in this instance means "eat them and find out if they kill you"... which can only happen once. So what's the point of any of this? What is the goal behind doing this?

Definitely fair here, wasn't really thinking right there, coffee clearly didn't kick in yet hahah. Was going to write some snarky response about wolves also needlessly kicking new players in the 'nads for no reason, but they always stay as an issue throughout the game, regardless of skill level. Hidden mushroom stats though? Like you said, the new players would be the only ones dealing with that problem, the experienced ones having already memorized which ones are poisonous and which ones aren't.

It'd be immersive, but gameplay definitely takes a priority over realism.

Edited by maibock
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  • 2 months later...

If they do decide to remove the details about mushroom types maybe they could add the option to chop it up and make feed out of it. Give the feed to a boar or chicken and if they start getting hurt then its poisonous, if not then its safe to eat. This could help keep the realism of VS in terms of survival without making it entirely the games fault for eating a bad shroom. 

Either you can wait a bit and feed an animal to find out of its toxic, or you could just eat it right away. Could even see about soaking the toxic shroom in a bucket of water to get toxic water and put poison on your spear and arrow heads.

Makes for some interesting results but this is really the only way I can find them removing the finder details of mushrooms. The solution, giving the player an option to test the poison of a shroom without direct harm but still giving them the option of just being an idiot and eating it.

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Mushrooms are pretty worthless already. There are so many types that you can easily fill your inventory in no time flat. Berry bushes can be transplanted, crops can be harvested and the seeds planted wherever you like, but mushrooms you have to go to where they spawned at mapgen. Their only advantage is they have a long "sell by" date, but if you have to get animals up and going before mushrooms are useful, there is no point to them at all. Might as well grow veggies in your garden.

[EDIT]

Now if there were something like a food bag, where you could store a plethora of mushrooms, maybe even berries and other food, that might work. It would have to be something available fairly early, or, again, you are better off relying on farming. And better than just the generic hand basket that can hold anything. But so long as inventory spots are as limited as they are, it's really hard to justify multiple stacks of something that's going to go bad before you can figure out whether or not it's safe.

[/EDIT]

Edited by Thorfinn
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