Stejer Posted November 26, 2024 Report Posted November 26, 2024 A nice feature that would be interesting if added would be that with each generation of domestic animals they get visual modifications, for exemple the sheep get fluffier, the boars become pigs becoming pink etc (Lets say if they are completelly domestic by fith gen then by gen tenth of that animal is when it happens, that way it doesnt happen the moment the animal is domesticated, giving a feeling like you are breeding favorable traits like more wool etc). As an added feature it could make so when said transformation happens they also give more resources (chickens lay more eggs per day, pigs have larger litters and a higher chance for more meat and the sheep are able to produce more wool faster, more milk and slightly more meat). Maybe making so the appearence (in other words the breed of the animal) can change depending on diet/climate/space/population etc, with certain breeds having slight buffs and debuffs compared to others (some might defend themselves from predators and even attack drifters, the ones in harsher climates may take longer to feel hungry or not need to eat as much or be able to eat the grass on the ground etc. Those that live in places with less closed places with small space based on population or size may become small breeds allowing you to carry them or to put more of those creatures in boats for travel). Bargaining with traders. When I say bargaining with traders I dont mean making so it costs less gears or you get more gears but instead, depending on the type of trader you can suggest items related to them that are not in their "wishlist" for slightly less gears than it would be worth if he wanted that item. The ability to deconstruct or move boats. That way when there is some land between the bodies of water you can take apart the boat to move it near the other body of water or put many logs on under the boat to allow it to move on land to the other body of water. (You could make so if you take apart the boat there is a quite high chance that the part might break or get demaged, that way people would be encouraged to try to use the logs in their voyages). Improving in the boat sistem so you can create cannal/ connect two bodies of water. Make so when you connect two large enough bodies of water up to a specific depth and width the water stabilises (as the two bodies of water stop changing amounts) allowing for easy artificial transportation. Waterfalls. We obviously know that at some point they will add rivers into VS, plus there is already a great mod adding exactly that, however I think as an extention to that the generation of waterfalls as a way to continue one body of water to the other in different heights would at the very least be pretty. Repairing tools. It would be good if it were possible to repair tools or even improve tools that are near the end of their endurance. Lets say your axe is low on health, you could be able to fix it with maybe half the materials (or something similar) so you dont need to just make another. When I say "improve" I dont mean things like enchanting or the like but for exemple adding as blade sharpener or stonewheel that gives a "sharp" modifier to the tool, making so it breakes blocks faster (you could make so with use the buff is removed as your blade gets dull). Traps. We all know you can just make a pit and make the wolves fall, classic, and yes, I know that the mod primitive survival adds traps. However what Im talking not only includes the traps that the mod has but also things like paths that animal or signs that animals go around the place (like broken branches, poop, fur, half eaten leaves etc) so you can set a rope trap that makes so the animal gets stuck in place for a few hours (depending on size and type of animal, plus making them break free after some time thanks to their struggle). Being able to wrestle certain animals down making them "follow" you. I mean if I got close enough to a wild chicken I should be able to try and grab it by the neck or I should be able to pick a goat by the horns and so on. It would be less effective than using a leash as you would be slowed down, the animals would struggle giving a quite high chance of going free and they would both deal damage to you and sometimes deal damage to themselves (like some recoil). That way you could be able to separate animals that arent yet domesticated, being able to capture an animal for yourself or separete it from a group. Herd behaivior. I know we all hate the wolf packs hunting us down for miles, but in this case Im talking about the other creatures like goats, deer and sheep. They frequently spawn between 1-5 if Im not mistaken, genarally with a male, two females and their off spring. Some might say making so the amount of creatures spawned at once would make hunting way too easy and allow you to get way too much meat, for me you could balance it out by giving some buffs to the creatures that a close to a high number of members of the same species (maybe if there is more than 5 adult individuals with the buffs raising depending on the size of the group?) the buffs could be things like: A higher detection area to run away (they would obviously run away together once one runs away) if one member gets too injured (with less than a certain percebtage of health) some (not all) could go defend them, they could be faster, give more damage/or be able to give damage from a larger distance (depending on species, for exemple deer that have large antlers could be able to deal damage outside the range that a meelee attack with spear can deal damge, while goats could have a larger knockback), they could heal health faster etc. That way not only it would be quite realistic (imo) but also challanging enough as to be an investment. Monsters and predators in the water. With the addition of boats (and I wish to assume that in the future you could advance to ever larger boats up to the point of a ship etc) being able to use weapons while sailing would be quite good (not only for naval combat in servers but also for fighting against said monsters), it could be done by making so the animals put in the ship are unable to be dealt damege/have their hitboxes be heavelly reduced while in the boat, and make so while holding certain weapons (spear, swords, bows etc) you are unable to open storage or hit blocks that are connected to the ship. Adding water monsters not only would make so water exploration to be more dangerous, with the monster being able to demage or even destory parts of the ship (maybe make so if you have space in a storage connected to a boat and you die whithin a certain distance of your boat your items are put in said storage. so that way even if you try to retrieve the items there is less chance of the items to be lost in the water or currents or to get stuck in the middle of the water and boat phisics). I would like if there was an item that allowed you to make so drifters dont spawn within a certain area (at the very least the lower leveled ones except during temporal storms). I always hate when I find drifters in the middle of my animals or whithin my walled city. It could be a late game item that cant be put down in some place (for exemple caves/mines/over certain depth, near underground ruins, story-related places etc). That way it would at the very least be more immersive the fact that your base should feel more secure. Maybe as a way to balance it during temporal storms more drifters (mainly high level ones) and other monsters appear in the affected radius. Another addition to the boats that would be cool would be a "cargo vessel" essentially its an extention of the ship that just adds more places you can put creatures and storage, as a drawback it makes so the boat becomes slower due to weight. Those are just a few suggestions of features that would be nice to be added to the vanilla game. Of course someone can also take one of these ideas and turn them into a mod, Id would love to play it. Let me know your opnions and if you would add, remove or change anything. Mind you I wrote all that without knowing a thing about how to make games or how possible or how difficult the suggestions would be to implement. Those are just random Ideas I got and wrote as I thought. 2
Thorfinn Posted November 26, 2024 Report Posted November 26, 2024 (edited) 2 hours ago, Stejer said: domestic animals Cool. Maybe not terribly realistic for it to happen in months instead of decades at the very least, but hey, a game doesn't have to map into reality too closely. Should be a relatively easy mod, for anyone with artistic talent. What are you suggesting mechanically speaking when you say, "fluffier" wool? More? A different grade of wool entirely? 2 hours ago, Stejer said: Bargaining with traders. Good idea. Maybe half of what they would pay if it were on their want list? Should be relatively easy mod, too. Might end up making trading a little more dominant than the game intends, though. 2 hours ago, Stejer said: Repairing tools. https://mods.vintagestory.at/show/mod/15312 Post a comment at his mod about, say, putting tools in a firepit to remove their handles, and repair worn tool heads instead of having to wait for them to break? 2 hours ago, Stejer said: drifters dont spawn within a certain area https://wiki.vintagestory.at/index.php/Rift_ward 2 hours ago, Stejer said: predators in the water There are several of those. There's something screwy about shoreline, though. No one seems to be able to stop sharks (for example) from attacking seraphs one or two blocks on land. Edited November 26, 2024 by Thorfinn
Stejer Posted November 26, 2024 Author Report Posted November 26, 2024 57 minutes ago, Thorfinn said: Cool. Maybe not terribly realistic for it to happen in months instead of decades at the very least, but hey, a game doesn't have to map into reality too closely. Should be a relatively easy mod, for anyone with artistic talent. What are you suggesting mechanically speaking when you say, "fluffier" wool? More? A different grade of wool entirely? Good idea. Maybe half of what they would pay if it were on their want list? Should be relatively easy mod, too. Might end up making trading a little more dominant than the game intends, though. https://mods.vintagestory.at/show/mod/15312 Post a comment at his mod about, say, putting tools in a firepit to remove their handles, and repair worn tool heads instead of having to wait for them to break? https://wiki.vintagestory.at/index.php/Rift_ward There are several of those. There's something screwy about shoreline, though. No one seems to be able to stop sharks (for example) from attacking seraphs one or two blocks on land. 1- When I say "Fluffyer Wool" I mean visually in the creature, not an entire different item. If there were a new item it would be a pain for modders to have to update their crafting recipes, so its better just leave it as normal wool however with the sheep being able to drop way more wool when fully domesticated. 2- Im no good at balancing things in game however taking into account that traders not only are pretty much useless in the stone age and even by the cooper age I think it would be worth it (maybe make so its a quarter instead of half or something if trading gets too dominant?). Not to mention that taking into account that the lore is supposed to take place in some kind of post-apocaliptical world making so trade becomes more and more usable as you advance the game would make an interesting dynamic of "rebuilding society". 3- similar but not quite. Im thinking not only the basic "fix your axe that is about to break" by using less materials but also being able to sharpen the tools, giving a temporary buff to mining speed that reduces with use. Im thinking pretty much exactly that (I havent being able to advance too much in the game because of potato PC, hardly got to bronze age) 4- I know there are many that add animals like sharks in the water, however Im thinking more like "water drifters" that would break the boats or try to drag you underwater to drawn you. Its mostly to make so water exploration with the boat introduced in 1.20 to be more dangerous and interesting since you could tecnically just live in the boat since drifters cant get you in deep water
LadyWYT Posted November 26, 2024 Report Posted November 26, 2024 3 hours ago, Stejer said: A nice feature that would be interesting if added would be that with each generation of domestic animals they get visual modifications I agree, this would be cool. Though I'm not sure that they necessarily need to produce more product, except in the case of wool. Wool ought to be one product that the animal doesn't really produce much of until later generations(5+); meat and fat already feels like it's in a good spot. As for the visual changes, maybe a small change once you hit generation 5(when animals really start calming down), and then implement the proper "domesticated" model at generation 10. The one exception I can think of here though--chickens. I don't think they really need a model change, but having more meat drop from higher generations of birds would be nice. The one drawback I could see to this though is that chickens are probably the easiest to domesticate, since they breed and mature rather quickly. They also already produce protein in the form of eggs. However, sheep are still needed for milk, and hogs are good sources of fat, so I might just be overthinking it. 3 hours ago, Stejer said: Bargaining with traders. When I say bargaining with traders I dont mean making so it costs less gears or you get more gears but instead, depending on the type of trader you can suggest items related to them that are not in their "wishlist" for slightly less gears than it would be worth if he wanted that item. I actually disagree here. It's a neat idea in theory, but I think it would make gears too easy to acquire if you could just sell whatever whenever to the traders. 12 minutes ago, Stejer said: 2- Im no good at balancing things in game however taking into account that traders not only are pretty much useless in the stone age and even by the cooper age I think it would be worth it (maybe make so its a quarter instead of half or something if trading gets too dominant?). Not to mention that taking into account that the lore is supposed to take place in some kind of post-apocaliptical world making so trade becomes more and more usable as you advance the game would make an interesting dynamic of "rebuilding society". Actually, I've found some traders to be quite useful in the early game, although it does depend on your start conditions and which traders you have access to. I've bought bronze picks before, in order to have something more durable in the copper age and save on materials. I've also bought salt to preserve food and save myself the trouble of locating a salt dome, as well as bought tree seeds(oaks are harder to find on colder starts, and some trees like redwood I want for decoration). As for the post-apocalyptic setting and rebuilding society, I do believe 1.20 will be touching on that subject. 3 hours ago, Stejer said: The ability to deconstruct or move boats. That way when there is some land between the bodies of water you can take apart the boat to move it near the other body of water or put many logs on under the boat to allow it to move on land to the other body of water. (You could make so if you take apart the boat there is a quite high chance that the part might break or get demaged, that way people would be encouraged to try to use the logs in their voyages). I disagree. Boats should stay put where you build them, unless you go to the effort of building a canal between two bodies of water. That's also the advantage of using a raft over a boat--you can take the raft with you. 3 hours ago, Stejer said: Improving in the boat sistem so you can create cannal/ connect two bodies of water. Make so when you connect two large enough bodies of water up to a specific depth and width the water stabilises (as the two bodies of water stop changing amounts) allowing for easy artificial transportation. Technically already a thing, given that boats seem to be able to sail up waterfalls. 3 hours ago, Stejer said: Waterfalls. We obviously know that at some point they will add rivers into VS, plus there is already a great mod adding exactly that, however I think as an extention to that the generation of waterfalls as a way to continue one body of water to the other in different heights would at the very least be pretty. Technically already a thing, though if rivers were added it would be awesome to have proper waterfalls and rapids. Of course, I'd also expect those to make water navigation rather difficult in some cases. 3 hours ago, Stejer said: Repairing tools. It would be good if it were possible to repair tools or even improve tools that are near the end of their endurance. Lets say your axe is low on health, you could be able to fix it with maybe half the materials (or something similar) so you dont need to just make another. When I say "improve" I dont mean things like enchanting or the like but for exemple adding as blade sharpener or stonewheel that gives a "sharp" modifier to the tool, making so it breakes blocks faster (you could make so with use the buff is removed as your blade gets dull). Two different ideas here, really, but I like them both. We can already repair armor, so it only makes sense to be able to repair tools and weapons as well. That being said, allowing that would probably remove the need to make more tools, so I could also see that not making it into the game. The grindstone though, that's great! It would allow players to invest a little more time into the appropriate tools/weapons to get better performance out of said items. A whetstone could be used in lieu of a grindstone, though would be much slower. 3 hours ago, Stejer said: Traps. We all know you can just make a pit and make the wolves fall, classic, and yes, I know that the mod primitive survival adds traps. However what Im talking not only includes the traps that the mod has but also things like paths that animal or signs that animals go around the place (like broken branches, poop, fur, half eaten leaves etc) so you can set a rope trap that makes so the animal gets stuck in place for a few hours (depending on size and type of animal, plus making them break free after some time thanks to their struggle). We already have basket traps in the vanilla game for small animals. What you're suggesting here sounds like a rope snare, which does similar but for larger animals. In my opinion though, a better option would be bear traps. Craft them with iron, bait with meat, and use them to snare those pesky wolves and bears so you can thin their numbers more easily. 3 hours ago, Stejer said: Being able to wrestle certain animals down making them "follow" you. I mean if I got close enough to a wild chicken I should be able to try and grab it by the neck or I should be able to pick a goat by the horns and so on. It would be less effective than using a leash as you would be slowed down, the animals would struggle giving a quite high chance of going free and they would both deal damage to you and sometimes deal damage to themselves (like some recoil). That way you could be able to separate animals that arent yet domesticated, being able to capture an animal for yourself or separete it from a group. Basket traps for small animals. I think rope leads are also being developed, though I disagree with being able to grab/rope a wild animal like that and lead it around. Wild animals, at least the bigger ones, should be relatively difficult to capture. That's also one of the valuable qualities of domesticated animals--they're much easier to handle. 4 hours ago, Stejer said: Herd behaivior. I believe this is already on the roadmap. I think if/when it's added though, herd animals should possibly be a bit harder to find, in return for there being more of them in one spot when you do find them. 4 hours ago, Stejer said: Monsters and predators in the water. I would presume that eventually there will probably be some sort of aquatic enemy. Sharks could go after players that aren't in a boat. In regards to supernatural mobs...I could see it going either way here. On the one hand, it would be interesting to have a couple to spice things up. On the other hand...I don't think it's really necessary given that it's highly impractical for a player to stay at sea trying to avoid enemies. Almost all player advancements are land-based. Perhaps a deep sea monster would make the most sense, but in that case it would require a reason(as well as ability) for players to be diving that deep in the first place. The reason I say "deep sea monster" for drifter-esque enemies...they don't like bright light, hence why they don't spawn in daylight or other brightly lit areas, barring a temporal storm. The monsters also get worse the deeper down you go, so it makes more sense to have a water monster be deep down where there's little, if any, light. 4 hours ago, Stejer said: I would like if there was an item that allowed you to make so drifters dont spawn within a certain area Good lighting already accomplishes this, outside of temporal storms. And as @Thorfinn said, rift wards are thing, though they are a late game item. 4 hours ago, Stejer said: Another addition to the boats that would be cool would be a "cargo vessel" essentially its an extention of the ship that just adds more places you can put creatures and storage, as a drawback it makes so the boat becomes slower due to weight. Already a feature of the boats; mount storage and more cargo. I don't think it affects boat speed though. Those are the main reasons to sink the resources into building a boat, instead of just using a raft. The drawback, of course, is that the boat is confined to the body of water that you build it in. 1
Thorfinn Posted November 26, 2024 Report Posted November 26, 2024 I agree with most of that @LadyWYT, at least the parts I'm competent to have an opinion, and I'll defer to you on traders. About all I use them for is dairy, an early lantern, a mid-game pick, and tin, if I've been shorted completely by the RNG. Blasting powder, when they have it. I do think one could (and probably should) take the sails from a ship, but the ship and the rigging should remain at anchor. 1
LadyWYT Posted November 26, 2024 Report Posted November 26, 2024 1 hour ago, Thorfinn said: I agree with most of that @LadyWYT, at least the parts I'm competent to have an opinion, and I'll defer to you on traders. About all I use them for is dairy, an early lantern, a mid-game pick, and tin, if I've been shorted completely by the RNG. Blasting powder, when they have it. One thing I forgot to touch on earlier, is that when village(s) are added to the game, those would be much stronger trading hubs than what we have now. A proper settlement is going to have multiple trade options available in one spot, and is going to have many more things that they are willing to trade for. Of course, such a settlement is also going to require a lot of effort from the player to actually find and travel to/from, so it's not going to be an addition that makes the early stages of gameplay irrelevant. And that would be my main concern about making the current traders we have stronger; if trade is too strong, then more of the early game becomes irrelevant given that it's much easier to buy/sell whatever from traders. It would also likely mean that players will start feeling shafted if they don't have access to specific traders at the start of the game. 1 hour ago, Thorfinn said: I do think one could (and probably should) take the sails from a ship, but the ship and the rigging should remain at anchor. True, I didn't consider this, although I would think you'd just pack extra linen into the cargo hold in that case.
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