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Posted
On 6/16/2025 at 6:37 PM, Doctorgeo7 said:

Metal and clay stoves for improved cooking. They could have more cooking slots and better heat retention than a fire pit

I don't know about a metal stove, although we do see them occasionally in ruins so I suppose it makes sense. Either way, I like this idea, and Expanded Foods does implement a concept like this. You can still make things like roast meat and basic bread in a firepit, but the result will always be charred. For a tastier result, you have to use the clay oven. 

On 6/16/2025 at 6:37 PM, Doctorgeo7 said:

Ways to cultivate mushrooms and herbs at your base

I think this would be added with a proper herbalism gameplay loop. However, I'm not sure that I would make mushrooms able to be cultivated. It might be better to keep those as a foraged wild food only, in order to give players incentive to leave their base a little more often.

On 6/16/2025 at 6:37 PM, Doctorgeo7 said:

Some sort of reusable bloomery with greater capacity

I would say a bloomery like this ought to be made out of the higher tier refractory bricks in order to help keep it balanced, but it would be a nice quality of life thing.

On 6/16/2025 at 6:37 PM, Doctorgeo7 said:

More weapon variety: two-handed weapons, pole-arms, dedicated throwing weapon, another type of bow,

The sling is pretty much the dedicated throwing weapon, aside from the beenades and spear. Spears hit very hard already already when thrown, which I daresay is why we don't have iron/better spears. As for bows, the ones we have already are fine; the only one I might add is a crossbow(a bit more damage and able to be pre-loaded, at the expense of being more difficult to obtain and slower to reload).

For melee weapons, a bit more variety would be nice, if for no other reason than an aesthetic choice. However, I do think the falx should remain the best general option for most monster encounters, since it's described as being specifically designed to counter monsters.

On 6/16/2025 at 6:37 PM, Doctorgeo7 said:

Temporal storm overhaul: Ideally, it should give us a good reason to fight through all the enemies and ways to avoid it beyond sitting in a hut for 15 minutes

Now this proposal I actually disagree with. I think the way temporal storms are currently implemented is fine and helps set the atmosphere of the post-apocalyptic world quite well. A temporal storm is a supernatural disaster; one you shouldn't want to venture out in. If you do decide to brave the storm, you can acquire some rusty gears, temporal gears, or Jonas parts for your efforts, but it's risky business. There are things you can do inside while waiting for the storms to pass, and the storms also don't last all that long either(if nothing else, you can take a break to get a drink or something while waiting for it to pass). They really help sell the idea that something horrible happened to the world and not everything is as happy and peaceful as it seems.

In contrast, if the storms were reworked to actively encourage players to fight through every single one and take risks that they maybe shouldn't lest they miss out...at that point it feels less like a supernatural disaster that you have to deal with occasionally and more like a special loot drop event in an MMO. 

On 6/16/2025 at 6:37 PM, Doctorgeo7 said:

Better class balance. Clockmaker and Tailor still feel too weak compared to the other classes

In my opinion Tailor is fine. It's a bit of a challenge class since it has a handful of drawbacks that make survival more difficult, with no obvious benefits aside from looking fashionable and more valuable trade good options. However, aside from a small health penalty, they're one of the stronger classes in combat, in my opinion. While they don't have any buffs to damage dealt, they don't have any penalties either, meaning they'll be good at both melee and ranged combat. Likewise, their armor will also last a bit longer than it would for other classes, and they're able to craft better, more stylish gambeson.

I do agree though that Clockmaker could use a bit of a buff, as it feels rather underwhelming when compared to the other classes and what it feels like it's supposed to be able to do on paper. At the very least, giving them a unique craftable gadget that can locate translocators would give them a very interesting and useful gameplay niche when it comes to travel options, as well as pair nicely with the bonus they already have to translocator repairs.

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Posted
On 6/22/2025 at 10:41 PM, k1ngofpentacles said:

Cementation was earlier than the Bessemer process and is in line with the middle age alternate universe setting of the game.

I was going to mention this. If I'm not mistaken, the Bessemer process just made mass production of steel cheap enough so that it could be widely used; the process wasn't invented until the mid-1800s. Vintage Story, however, covers the late Middle Ages, and I expect the late-game tech(aside from the Jonas stuff) to reflect the options that would have been available during that time period.

On 6/23/2025 at 11:21 AM, ReverendPutty said:

I just want some of the mushrooms you can find/eat in the world to make the colors in the world way more vivid, and cause the objects around you seem to dance and twirl around in intricate, fractal-like patterns. Perhaps these mushrooms allow you to see the past human form of the rust mobs you may encounter, and makes them non-aggressive to you while you're experiencing the mushroom's effects. In fact, perhaps eating these mushrooms somehow enables your character to become more "in tune" with the nature around you, and all the otherwise aggressive wildlife like wolves and bears no longer want to eat you, but instead want to be your friend. Maybe these mushrooms also make ore, and other certain types of blocks seem to "glow", making them easier to spot. Or, if nothing else, eating these mushrooms simply turns the world into a beautiful fractal dreamscape that's actually interesting to look at, as opposed to jarring to navigate (booze). 

 

We're allowed to get drunk, I don't see why this can't happen as well. It won't I know, for reasons i'm fully aware of, but it would be neat if it could. 

I think this idea is better suited for a mod, given the more fanciful effects proposed here. Hallucination effects from consumption of certain mushrooms is plausible, however, I would expect it to make your life more difficult, much like getting drunk. You can't shoot straight, you can't walk straight, so good luck hitting your targets, if they even exist(you are hallucinating, after all)! As for mushrooms effects causing monsters to ignore you...absolutely not, it should be the opposite. Monsters absolutely hate seraphs, so to a monster a heavily impaired seraph is basically a free lunch. Same goes for predators--an impaired target can't fight back nearly as well as an unimpaired one, and is an easy meal.

Posted

one thing i really want and have been begging for, is the ability for a nomad life with a larger boat. i like being nomadic, and being in one place is really difficult for me because i have to dedicate alot of time to preparing for winter, and food gathering. but, if im nomadic, i can migrate how i need, where i need. a larger boat with more broad controls, highest cost, and slots for additions. a good example of "additional slots" could be the airship mod, it has slots where you can equip certain gears for specific uses. extra seat, storage, faster movement, different battery life, or being able to adjust your color of the metal, cloth, or wood.

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Posted
13 hours ago, Thorfinn said:

Giant squids! Kraken! Sharks with frickin' laser beams attached to their heads! That pretty little boat should take damage, just like your armor does.

Land octopus.  GIANT land octopus.  Call 'em Cthulhu's minions.

Posted
8 hours ago, LFH_Xiendanth said:

game mode without drifters

You can do this with mods, or yes by disabling lore content.
However, disabling lore content also disables ruins, NPCs and story locations.

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Posted

I’d wanna to see something like:

Improved beekeeping – harvesting honey without destroying hives, using centrifuges, frames, etc.

Better fishing mechanics – using fishing rods, nets, and maybe even carrying fish with buckets or nets.

A wolf companion – either as a battle partner or a herding dog. 

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Posted
55 minutes ago, Jorox said:

I’d wanna to see something like:

Improved beekeeping – harvesting honey without destroying hives, using centrifuges, frames, etc.

Better fishing mechanics – using fishing rods, nets, and maybe even carrying fish with buckets or nets.

A wolf companion – either as a battle partner or a herding dog. 

Welcome to the forums! If you haven't already, you might consider checking out From Golden Combs to scratch that beekeeping itch. As for whether or not we'll see more complex beekeeping than we already have in the vanilla game...I'm not sure. It's possible that a bit more complexity could be added, but keep in mind that the setting is the late Middle Ages(with a general focus on Europe and the nearby regions), so implemented technology and agricultural techniques should fit that particular time frame.

As for proper fishing and wolf taming, both of those are on the roadmap.

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Posted

I would like to get.

  • 1.) Better combat with swords.
  • 2.) More range weapons. I usually get stoned or shot by underground mobs. Cant even survive temporal storm early in game.
  • 3.) More mystery content (like resonance archive)
  • 4.) More advanced tools. Steel age shouldn't be last. If we have gold / silver / copper lets add simple electronic.
  • 5.) Trophies/Artefacts. I really like to explore and collect some artefacts. Something what mod "Better Ruins" have.
  • 6.) Better caves.
  • 7.) Another dimension (like nether in MC) but i heard that it is in the game already. Pls dont spoil it to me.
  • 8.) More bioms.
  • 9.) Potions for boost (herbs)
  • 10.) Rare mythical creatures.
  • 11.) Fishing
  • 12.) Special events (not only temporal storm)
  • 13.) Real usage of rift (that void what make noise), so far it drains only sanity

 

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Posted (edited)

A lot of what you suggest is already on the roadmap, @EnchikO. Maybe not combat, though that might be included in the bit about polishing existing assets and systems. I suspect it's mostly not, but rather bringing the older assets like sheep up to the model standards of the wolf, but maybe. After all, until maybe 1.15, they had swords in game. There had to be a reason for taking them out, and going with the falx.

The game is intended to retain medieval flavor, into early steam, so electronics is probably mod territory.

1 hour ago, EnchikO said:

8.) More bioms.

?? Biomes in this game are derivative functions, determined by rainfall, temperature, elevation, latitude, and other factors. Now, granted, a biome with 0.56 rainfall is not going to be distinguishable from one with 0.57 rainfall, all else equal, but the game is intended to look realistic, not have "biomes" filled with mushroom trees and mythical (non-Rust) creatures, like other games. That's the realm of mods.

1 hour ago, EnchikO said:

13.) Real usage of rift (that void what make noise), so far it drains only sanity

Um, what? That is decidedly not all they do.

Edited by Thorfinn
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Posted
On 6/27/2025 at 3:09 PM, Jorox said:

A wolf companion – either as a battle partner or a herding dog. 

That has looooong been on Tyron's map.  I started in 1.14 with wolf pup trafficking between traders being a thing.  I suspect that the recent elk taming may quickly lead to wolf taming.

Posted
59 minutes ago, Maelstrom said:

That has looooong been on Tyron's map.  I started in 1.14 with wolf pup trafficking between traders being a thing.  I suspect that the recent elk taming may quickly lead to wolf taming.

They better make the wolf cubs you catch sellable, because they aren’t already.

Posted
10 minutes ago, Maelstrom said:

Wolf pup can be purchased from commidities trader and sold to treasure hunters.  Just don't spawn the pup.

What I’m saying is, you can catch wolf pups, but you can’t sell or tame/domesticate them. It seems like they’re planning something with this feature, and I can see it being a fun(ny) feature or something that could put a lot of stuff on the stories page.

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Posted
On 6/25/2025 at 6:24 PM, LadyWYT said:

 

Now this proposal I actually disagree with. I think the way temporal storms are currently implemented is fine and helps set the atmosphere of the post-apocalyptic world quite well. A temporal storm is a supernatural disaster; one you shouldn't want to venture out in. If you do decide to brave the storm, you can acquire some rusty gears, temporal gears, or Jonas parts for your efforts, but it's risky business. There are things you can do inside while waiting for the storms to pass, and the storms also don't last all that long either(if nothing else, you can take a break to get a drink or something while waiting for it to pass). They really help sell the idea that something horrible happened to the world and not everything is as happy and peaceful as it seems.

In contrast, if the storms were reworked to actively encourage players to fight through every single one and take risks that they maybe shouldn't lest they miss out...at that point it feels less like a supernatural disaster that you have to deal with occasionally and more like a special loot drop event in an MMO. 

 

I really strongly disagree. This too will change much like 1.21 is changing the bears in ways that people said would never happen. Having the vast majority of players sitting in hide out rooms every 9ish game days doesn't make sense. There needs to be a way for most players to interact and derive some enjoyment/reward for dealing the storms. It doesn't need to be a loot pinata, but something to make it rewarding.

 

The game requires you to get temporal gears and the spawn mechanics do not really intend for you to be able to hide in storms IMO. They have actively patched out ways to block spawning so it is only a matter of time before they remove the current ones. So I don't believe the long term intent is for you to hide or die in a death loop for the 10 minutes. 

 

My experience is out of date and limited to ancient MUD zone creation, but when I made something that everyone hated I modified it over time so people could engage with my content.  It was not rewarding to make content everyone hated.

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Posted
14 hours ago, Zane Mordien said:

My experience is out of date and limited to ancient MUD zone creation, but when I made something that everyone hated I modified it over time so people could engage with my content.  It was not rewarding to make content everyone hated.

Introduction of shivers and bowtorns came in 1.20 and each patch brought a different modification to them.  I expect that Tyron and crew are working that regarding temporal storms.  A lot of us don't hate temporal storms, they're just deadly in the early game.  I don't necessary think that's a bad thing either.  It gives an avenue of achievement when someone can finally make it through a temporal storm without too much fear of being one shot from long range.  Those higher tier bowtorns can be deadly even in steel plate.

  • 1 month later...
Posted

What I DO want:

A huge overhaul of terrain generation, which is without a doubt the weakest area of the game at the moment. We need rivers, mountains, proper caves, 10000% less random sinkholes in the landscape and no floating islands. 

More survival mechanics,

Required to drink, along with related crafting / mechanics for more drinks.

Required to wash, or risk health issues and wider alert range for mobs. Toilet use maybe

Weaving for rugs and clothes.

What I DONT want:

Magic or magic potions, this would take almost all of the charm out of the game for me.

 

 

 

  • Like 1
Posted
4 hours ago, Arasine said:

What I DO want:

A huge overhaul of terrain generation, which is without a doubt the weakest area of the game at the moment. We need rivers, mountains, proper caves, 10000% less random sinkholes in the landscape and no floating islands. 

More survival mechanics,

Required to drink, along with related crafting / mechanics for more drinks.

Required to wash, or risk health issues and wider alert range for mobs. Toilet use maybe

Weaving for rugs and clothes.

What I DONT want:

Magic or magic potions, this would take almost all of the charm out of the game for me.

 

 

 

my view is the exact opposite on every single one of those points, other than weaving 

  • Wolf Bait 1
Posted
4 hours ago, Arasine said:

A huge overhaul of terrain generation, which is without a doubt the weakest area of the game at the moment. We need rivers, mountains, proper caves, 10000% less random sinkholes in the landscape and no floating islands. 

This! The rest, not so much.

I know I said this release I felt like the terrain gen was much better, but the bar had been on the floor. It still is far from good.

Posted

personally i would love to see a couple things but i don't necessarily believe they will be added but would be nice is.

- mechanical and moving parts - best way i can describe it is, i would love to see vintage story dive into stuff like pulleys and levers, doing things like making wells, rope elevators, draw bridges ,etc i know its very complex but it would be fun to be able to make and use such things as the world is already one where clock work inventions ruled the era before it would be nice to have, as come on which would you rather have, giant ladder going into a tiny hole in the ground or making a lever lift powered by wind mills/water wheels?

- more interactions between enemies - i know the folks on the team are working on that and im excited for it but would love to see some more complex behaviors, like stalking, territorial displays or even stuff like i dont know the drifters gathering in gangs and fleeing if you kill a nightmare drifter or reacting to light and stuff/had some sorta of repulsion state were you use something and they are warded off by something you have.

- reworking of temporal storms - i have mixed feelings about them they do add a necessary danger to the game but they feel bland and just become either annoying or give you a rare moment of panic before you realize you can just dig a hole and hide in that for a bit of time, i would love to see them work some sorta system like they have shown in the lore with the drifters attacking in waves from a particular rift or something that makes it feel more like a siege a eldritch host of horrors and not just random things flicking into existence and being a annoyance maybe the temporal storms could be randomized to make them more of a unknown threat, i remember a mod from way back called between lands i think is why i like vintage so much they have a similar vibe but they had something similar were the world your in warps and stuff gets bad from creature biseiging your hope to stuff getting werid like strange fog rolling in and sounds tracking you, etc just making the temporal storms more of a true eldritch experience where you dont really know whats going to happen until it does and have to act quickly to counter act instead of running to what amounts to your average 7 days to die kill pit ever 9 or so days

(SPOILERS ARE BELOW READ AT YOUR OWN RISK)

Spoiler

- ability in the future to have more interaction with npcs - what they have done so far is great but its still very minimal i would love to see stuff like more villages, hamlets, etc stuff that shows yes this world is fairly empty but there is life maybe allowing it so only after goals have been meet does stuff begin to progress like after you get the resounance archive, and visit the villages and such you maybe begin to see traders roaming around/you could set up somthing at your base that makes the npcs appear and make a journey to you, etc maybe you could have it randomize that yeah sure it allows you to be visited by traders and possibly hirelings but also it brings troubles maybe robbers on occasion will journey out from there fort near buy to harrass you unless you pay them or destroy there fort - this game is already going for a living world and i think it would help to have some stuff like this to build that sense your growing and gather.

- frankly last thing is i would love to see stuff to do with more custom stuff like doing things like preforming better metallurgy to make fancy/better equipment and doing things like making nicer pottery with decorations

Posted

Along with a cast iron stove better campfire mechanics in general.

We were told better campfires was never integrated because at some point it would all be scrapped and done right.

Campfires shouldn't burn out or lose all their heat so fast, we should get coals for hours.

A very simplistic solution would be just having it stop burning or losing heat when it is done cooking/smelting, and even that would be an improvement.

 

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