Crysta Posted June 1, 2025 Report Posted June 1, 2025 In my opinion making it harder to move your respawn point and it by default being temporary/only for a set number of times isn't a good choice. It kind of centers the world on the original starting point and makes it very risky to want to explore or go far away. It could provide a lot more freedom for players if they could by default have a way to move it permanently or for as long as they wanted. Also in my opinion having it be at a block you placed would make it feel more controllable and comfortable instead of it being a invisible spot you set with the gear at one point. Maybe a block could later on be crafted from temporal gears to give a permanent way to relocate it as long as the block in intact. While that doesn't solve it being a bit harder at the very start, it does give something else to work towards. 1
Maelstrom Posted June 3, 2025 Report Posted June 3, 2025 World settings has an option to make reset spawn points be permanent until changed again. Want a more convenient way to reset spawn? Command line changes give you that option. Want an inworld indication of where a spawn point is? I'm sure that could be modded. There might already be a mod for it.
Crysta Posted June 15, 2025 Author Report Posted June 15, 2025 On 6/3/2025 at 4:33 PM, Maelstrom said: World settings has an option to make reset spawn points be permanent until changed again. Want a more convenient way to reset spawn? Command line changes give you that option. Want an inworld indication of where a spawn point is? I'm sure that could be modded. There might already be a mod for it. Thanks for the reply but it was more of that I dislike the decision to make your chosen spawn location not permanent without the use of setting or command changes like those examples you gave. Command changes to me also just feel a little cheaty(guess immersion breaking?) along with not being default and would not be available on servers for example that you don't own. I think it is a bad design choice as it discourages exploration while conflicting with the design choice of how big and varied the world is. 1
Janeator Posted July 10, 2025 Report Posted July 10, 2025 I agree the current vanilla way is absolutely terrible. 100% centers your world on the original spawn. Personally I use this mod: https://mods.vintagestory.at/bedrespawnner You might find it a bit cheaty since it's easy to plop down a bed anywhere as you adventure with just some grass, but I mean... it's really part of a bigger question on the gameplay loops of a game like this. Constantly being able to respawn at your home and defend it without penalty (bar armor durability) when mobs don't do anything but hurt you might seem cheesy, but when the alternative is just reappearing at an arbitrary point fixed in the world...? Eh. In my opinion, the answer is to balance it around other types of penalty. To be fair the game already punishes you in some other ways I believe by removing your extra max hp and food bars balance, but it isn't really all that impactful. 1
Teh Pizza Lady Posted July 10, 2025 Report Posted July 10, 2025 I used to play the other block game and this was one of my first frustrations first coming to Vintage Story... that sleeping in a bed didn't set my spawn point. Setting it with a temporal gear gives you 20 respawns until it defaults to the world spawn. This didn't seem fair. But my friend explained to me that it requires a temporal gear to reset it. That's when it clicked for me that the game doesn't discourage exploration. It rewards forethought and investments. In this case, it's the forethought to take a gear with you on your travels and use it where you think you might run into trouble. And then you get 20 free respawns there before it resets to world spawn. I think that's pretty neat. 3
Janeator Posted July 11, 2025 Report Posted July 11, 2025 I think it's not, because usually you'll set the respawn at your home, but this game severely encourages building up your house over an extended period of time with new storages and technologies, which means you might need to place stuff where your spawn was or move it by 2 blocks. When this has a cost, it's extremely inconvenient and just gets in the way. If the cost of slightly moving it within a radius on a large months cooldown was free, there wouldn't be as much of an issue, but the main issue still remains that once it expires, it's back to the arbitrarily selected world respawn point. There is no rhyme or reason for that respawn point. Maybe there could be structures scattered around the world where you'd respawn to the closest one if no spawnpoint is set?
Echo Weaver Posted July 12, 2025 Report Posted July 12, 2025 I have played with the default number of respawns in a location for a gear. The major problem I had with this is that I used up a bunch of respawns in the middle of a temporal storm where I screwed up and let a nightmare drifter into my base. So there I was in a kill cycle, and BOOM, I was back in the random game default spawn in the middle of a temporal storm. Fortunately, my base wasn't so far away that it was a huge mess to get back, but that could totally happen. I rather think the permanent respawn setting with a gear ought to be default, and that's what I'm setting my world to now. (Or at least I will when I look up the world code.) I decided so far not to go with bed respawn, though I can see how it could make my game more fun. I don't like being too far from my respawn point because of the difficulty that makes for retrieving my stuff if I die. If I could more trivially change my respawn, I'd probably be less cautious about exploring large areas. But I also like the close connection to my base.
LadyWYT Posted July 12, 2025 Report Posted July 12, 2025 15 minutes ago, Echo Weaver said: I don't like being too far from my respawn point because of the difficulty that makes for retrieving my stuff if I die. There's a contraption you can build that teleports you to the last point of death--the Terminus Teleporter. It costs one temporal gear per use. It's a late game tech item, but it makes retrieving your stuff much easier in the event of an accident. 16 minutes ago, Echo Weaver said: I rather think the permanent respawn setting with a gear ought to be default, and that's what I'm setting my world to now. (Or at least I will when I look up the world code.) This is what I did when I first started playing. Personally, I think the gears being limited to 20 respawns per use is fine; temporal gears are meant to be somewhat limited in their power, and it's not terribly difficult to acquire a crate or two full of them by mid-game to late-game. As others have noted, the limitations also encourage players to be careful about when and where they set their spawn points. That being said, players have differing preferences on that mechanic, which is why we have a list of options to pick from. 1
stoneman30 Posted August 7, 2025 Report Posted August 7, 2025 On 7/12/2025 at 1:11 AM, LadyWYT said: This is what I did when I first started playing. Personally, I think the gears being limited to 20 respawns per use is fine; temporal gears are meant to be somewhat limited in their power, and it's not terribly difficult to acquire a crate or two full of them by mid-game to late-game. As others have noted, the limitations also encourage players to be careful about when and where they set their spawn points. That being said, players have differing preferences on that mechanic, which is why we have a list of options to pick from. As it is now with the player initially tethered to start spawn, shopping for a seed with a nice spawn point is important. But if a starting player was spawned in with a temporal gear and note to choose carefully where to use it, the player is then free/encouraged to look for a nice base location regardless start location/seed. I personally don't know if it matters 20 respawns or infinite. After several deaths I feel like I lost the game and need to start over anyway.
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