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Dubious Mushrooms


Marlin
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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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