KrusteDE Posted March 15, 2025 Report Posted March 15, 2025 (edited) 1. Spawn at bed. I know you can create a spawn with the gears, but if youre off the start and travel for a nice location, it can be pain to get a gear first before you can actually spawn there. 2. All animals consume specific food which can be feed and breed after a while. Like fish and so on. 3. You get a specific amount of nuggets if youre working with a bar of metal on the anvil. for example you craft a knife or a chisel, there a so much waste of metal and u dont get anything back of it. so at least after a specific amount of how much you cut off, you get some nuggets back. 4. you get some broken metal or a broken tool head back if it brokes, which gives you everything back but about like 50% or maybe more of the metal you invested. i find it kinda unrealistc that its just gone (3+4 would improve the metal shortage on multiplayerserver a bit) 5. tree spreads for themselves 6. monster needing a lower darkness level to spawn, i just placed enough torches in my cellar but they keep spawning even if its bright 7. more vegetables like potatoes, beans, tomatoes, peppers, cucumbers + i kinda miss wheat 8. bloomerys with different tiers out of refractory bricks. so that the bloomery at tier 3 gives you all the bricks back, if you break it. 9. smoke development in air sealed rooms, so you need to make a chimney or something similar. 10. more clothing, or like leather clothes for crafting. 11. bigger ocean generation, so that its worth to build ships 12. repair options for your tools or clothes or armor 13. cats, because cats 14. a thirst bar. so you can use the juice more effective or just drink boiled water 15. smoker for bees, that you can harvest them more easy 16. more professions like farmer, cook, miner these are some ideas that came trough my mind. which some would maybe improve the game i hope so. i like this game and will gladly watch it grow and improve over time Edited March 15, 2025 by KrusteDE 1
LadyWYT Posted March 16, 2025 Report Posted March 16, 2025 First off, welcome to the forums! 2 hours ago, KrusteDE said: 1. Spawn at bed. I know you can create a spawn with the gears, but if youre off the start and travel for a nice location, it can be pain to get a gear first before you can actually spawn there. Best left as a mod. The temporal gears are more in line with the lore, plus it's more interesting than just "sleep in bed". I also agree with the design philosophy on making resetting your spawn more costly; resetting one's spawn point is a powerful mechanic, and one that shouldn't be treated lightly. The current gear method means that you'll generally need to put more thought into when you reset your spawn and how often you want to risk your life. 2 hours ago, KrusteDE said: 2. All animals consume specific food which can be feed and breed after a while. Like fish and so on. Somewhat already a thing in regards to domesticating animals. However, not all animals can be domesticated, nor should they. 2 hours ago, KrusteDE said: 3. You get a specific amount of nuggets if youre working with a bar of metal on the anvil. for example you craft a knife or a chisel, there a so much waste of metal and u dont get anything back of it. so at least after a specific amount of how much you cut off, you get some nuggets back. I think I'd rather have more efficient recipes in certain cases, such as being able to forge two knife blades from one ingot. Otherwise the metal waste isn't really that bad, at least in singleplayer, and gives the player more incentive to go searching for ore instead of finding one deposit and being set for the game. 2 hours ago, KrusteDE said: 4. you get some broken metal or a broken tool head back if it brokes, which gives you everything back but about like 50% or maybe more of the metal you invested. i find it kinda unrealistc that its just gone It's not the most realistic, but for similar reasons stated above...the material loss isn't that bad, and acts as incentive for the player to go interact with the world by seeking out more ore. 2 hours ago, KrusteDE said: (3+4 would improve the metal shortage on multiplayerserver a bit) True, but you can do that already via mods. 2 hours ago, KrusteDE said: 5. tree spreads for themselves Would be neat, but would also likely require too much processing power to be worth it. 2 hours ago, KrusteDE said: 6. monster needing a lower darkness level to spawn, i just placed enough torches in my cellar but they keep spawning even if its bright Lanterns. 2 hours ago, KrusteDE said: 7. more vegetables like potatoes, beans, tomatoes, peppers, cucumbers + i kinda miss wheat I think more crops is on the roadmap, but not a priority right now since we already have a good variety of food to work with. 2 hours ago, KrusteDE said: 8. bloomerys with different tiers out of refractory bricks. so that the bloomery at tier 3 gives you all the bricks back, if you break it. Now this idea I like, however, bloomeries also aren't that expensive either. 2 hours ago, KrusteDE said: 9. smoke development in air sealed rooms, so you need to make a chimney or something similar. Could be interesting for a small survival challenge, however, I could also see it winding up as more hassle than fun. 2 hours ago, KrusteDE said: 10. more clothing, or like leather clothes for crafting. Probably in the same vein as more crops--likely to be added later as time/resources permit, but not currently a priority. 2 hours ago, KrusteDE said: 11. bigger ocean generation, so that its worth to build ships You can have this, you just need to adjust the world settings when creating a world until you get the kind of generation you want. 2 hours ago, KrusteDE said: 12. repair options for your tools or clothes or armor Also already exists. Flax twine, linen, and sewing kits can all repair clothes. Armor you can already repair yourself. Tools and weapons can be repaired at the village(found by playing through the main story), as can armor, but it'll cost you some gears. As far as repairing tools/weapons yourself...eh...I'm fine with them breaking. Gives the player incentive to upgrade their equipment, as well as the need to seek out ore every once in a while. 2 hours ago, KrusteDE said: 13. cats, because cats Will probably happen at some point along with dogs. Until then, it's covered by mods. 2 hours ago, KrusteDE said: 14. a thirst bar. so you can use the juice more effective or just drink boiled water Better handled by mods for those wanting that kind of challenge. While I've enjoyed playing with thirst mechanics, I think for the general game it would end up being too much of a chore to keep track of for most players, and it's a significant enough mechanic that it would be a disservice to just have it toggled off by default. 2 hours ago, KrusteDE said: 15. smoker for bees, that you can harvest them more easy This idea makes more sense than the straw dummies, really, but both in tandem would be fine. 2 hours ago, KrusteDE said: 16. more professions like farmer, cook, miner I think Alchemist and Noble would be better fits, as those are both class types that were also allied with Falx but aren't represented properly by anything currently playable. Farmer and cook are already covered by Commoner, essentially, and mining bonuses are already covered by Blackguard. 2
ifoz Posted March 16, 2025 Report Posted March 16, 2025 2 hours ago, KrusteDE said: repair options for your tools or clothes or armor You can already repair clothes (drop click linen onto them in the inventory) and armour (check handbook) You can also repair tools, but it's really lategame and story-gated. 1
stabbedbyapanda Posted March 19, 2025 Report Posted March 19, 2025 Just because a Mod exist, doesn't mean it shouldn't be default behavior. We shouldn't use "Mods" as an excuse for fundamentally flawed game design decisions or missing features in the vanilla of the game. 1 1
KrusteDE Posted March 19, 2025 Author Report Posted March 19, 2025 1 hour ago, stabbedbyapanda said: Just because a Mod exist, doesn't mean it shouldn't be default behavior. We shouldn't use "Mods" as an excuse for fundamentally flawed game design decisions or missing features in the vanilla of the game. thats my point, thank you
Thorfinn Posted March 19, 2025 Report Posted March 19, 2025 1 hour ago, stabbedbyapanda said: We shouldn't use "Mods" as an excuse for fundamentally flawed game design decisions or missing features in the vanilla of the game. That logical fallacy is called "begging the question." Your initial assumption was your conclusion, that is, good game design includes easy-to-set spawn points, therefore the game should have easy-to-set spawn points. VS is not a cozy sim, but if you wish a cozy sim experience, you can do it through mods. 1
LadyWYT Posted March 19, 2025 Report Posted March 19, 2025 4 hours ago, Thorfinn said: Your initial assumption was your conclusion, that is, good game design includes easy-to-set spawn points, therefore the game should have easy-to-set spawn points. To be fair, easy-to-set spawn points would be a good game decision for an easy building/exploration focused sandbox game, which is a strong point of the other block game. However, that's not what Vintage Story is; it's a brutal, challenging survival game with eldritch horror elements and a story to tell. If the core spawn mechanic was changed and made easy, it would lose a lot of the challenges it presents the player with. Death is a steep penalty, in more ways than just potential item loss, and therefore something to be taken seriously and actively avoided as a result. 4 hours ago, Thorfinn said: VS is not a cozy sim, but if you wish a cozy sim experience, you can do it through mods. I'd also say it's possible to get the "cozy sim" experience without mods, but it does require turning pretty much all the settings to the easiest possible. 1
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