ElementaleBlades Posted August 13, 2025 Report Posted August 13, 2025 agreed cast iron stove or some more cooking implements could be great, and other ways of cooking like smokers would great
Yakkob Posted August 14, 2025 Report Posted August 14, 2025 On 6/16/2025 at 7:37 PM, Doctorgeo7 said: More weapon variety: two-handed weapons, pole-arms, dedicated throwing weapon, another type of bow, IIRC there are pilums already in the game? or am I misremembering a mod?
Yakkob Posted August 14, 2025 Report Posted August 14, 2025 On 6/21/2025 at 2:10 PM, FlareUKCS said: I read this, and do have to admit it irked me, because this type of thinking is what I think is the antithesis of what Vintage Story is trying to achieve, VS is not a odd clone of Minecraft and is a game about striving to achieve at the basic level... or we would be able to have a crafting window for all items, who wants to sit and manipulate tiny voxels, just drag some clay into a craft window and poof storage vessel, nice and easy. I dont mind/care what mods do to other players game, they can mod as much as they want as it doesn't effect my game but to ask a mod that basically makes clay forming and smithing redundant to be a part of the base game is now effecting my VS game. We have a game that simplifies crafting, its called Minecraft, I am sorry to be so nasty but Vintage Story is about details and details means paying attention to those details, to a reasonable degree, as in it is still a game, but to ask to take out aspects that make the game a bit of a struggle in the base game is asking too much. Mod the game all you want, but lets leave the base to be what it was meant to be, a rich and detailed journey from surviving to thriving where each step is a challenge and a joy to beat each challenge. Maybe I am wrong in my definition of Vintage Story, its possible. no, your entirely correct!
Yakkob Posted August 14, 2025 Report Posted August 14, 2025 On 6/16/2025 at 10:51 PM, Thorfinn said: The 1.22 update? I mean... you ain't wrong... maybe not entirely detailed... but definitely not incorrect...
Krougal Posted August 14, 2025 Report Posted August 14, 2025 19 minutes ago, Yakkob said: IIRC there are pilums already in the game? or am I misremembering a mod? Not exactly. The spears work for melee or thrown. They are quite effective thrown, honestly better than they are in melee. I guess it wouldn't be too far of a stretch to consider them a pilum. There may be mods as well.
Krougal Posted August 14, 2025 Report Posted August 14, 2025 On 7/1/2025 at 7:50 AM, Maelstrom said: 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. Y'know, I saw a double headed spawn outside today and I was bummed that he vanished before I could get to him. At least the low tier bow torn aren't deadly anymore. Reminds me I need to mod out the stupid bone arrow drops, they just get in the way of using my good arrows.
Krougal Posted August 14, 2025 Report Posted August 14, 2025 On 6/21/2025 at 2:10 PM, FlareUKCS said: I read this, and do have to admit it irked me, because this type of thinking is what I think is the antithesis of what Vintage Story is trying to achieve, VS is not a odd clone of Minecraft and is a game about striving to achieve at the basic level... or we would be able to have a crafting window for all items, who wants to sit and manipulate tiny voxels, just drag some clay into a craft window and poof storage vessel, nice and easy. I dont mind/care what mods do to other players game, they can mod as much as they want as it doesn't effect my game but to ask a mod that basically makes clay forming and smithing redundant to be a part of the base game is now effecting my VS game. We have a game that simplifies crafting, its called Minecraft, I am sorry to be so nasty but Vintage Story is about details and details means paying attention to those details, to a reasonable degree, as in it is still a game, but to ask to take out aspects that make the game a bit of a struggle in the base game is asking too much. Mod the game all you want, but lets leave the base to be what it was meant to be, a rich and detailed journey from surviving to thriving where each step is a challenge and a joy to beat each challenge. Maybe I am wrong in my definition of Vintage Story, its possible. Considering the amount of RSI aggravation this game can inflict, that's kinda being a douche about it to basically say, go play Minecraft. There are a lot of mods I consider accessibility options, and without them, sure I could probably still play the game, but I certainly wouldn't enjoy it.
Yakkob Posted August 14, 2025 Report Posted August 14, 2025 53 minutes ago, Krougal said: Not exactly. The spears work for melee or thrown. They are quite effective thrown, honestly better than they are in melee. I guess it wouldn't be too far of a stretch to consider them a pilum. ok then it was a mod since the game called them a pilum...
Moltrey Posted August 14, 2025 Report Posted August 14, 2025 (edited) Hmm... where to start? It is obvious from just the small sample size of this thread that there are folks with very different ideas about what should or should not be added/improved/eliminated/tweaked in Vintage Story. While I think that is normal and to be expected, it does bring up a subject that in my experience (I'm 61) has a lot of baggage and hard feelings attached to it over the years. Namely, how much control and steering from the developer vs. input/feedback from the player base? Where lies the place that balances things, or is that just a pipedream? Seeing that Vintage Story is still in early access, I will use another game as an example, one that went to v1.0 not all that long ago, 7 Days to Die (7DTD). Without getting into a very long rehash, the initial Alpha came out in 2012/3 if memory serves and I first purchased it back then. The game has changed quite a bit since then, but recent additions of biome-specific environmental hazards that must be overcome to avoid a constant drain on your health (among other stuff) have produced a firestorm of criticism. The recent live town hall was contentious and it wasn't difficult to see the brothers Huenink struggle to accept and respond. I can't speak to the newest changes other than to say it runs great now for me on PC. The thing is, Richard and Joel have always had very strong opinions about the type and style of zed game they want to achieve and while I can appreciate that and their passion and bluntness at times, I wouldn't want 7DTD to fail in the end. It seems obvious that games like 7DTD and VS are run by folks who keep a close eye on sales and player forums and all the various things that help determine which way the development "weather vane" is pointing. Being private concerns, we as players and fans can only guess or see what they allow us to, so it has always made me wonder: Is game design always a "damned if you do, damned if you don't" endeavor? I have to imagine each designer or core group has its own feelings where this is concerned. Modding is certainly a popular and prominent option (particularly if included from the start) that allows a player base the freedom to modify the base game to their liking. Having said that, I also imagine there is a point where the developer realizes they took it too far and end up backpedaling on a feature. Getting back to Vintage Story: it's early days. Tyron likely has his laundry list of wanted features based on his concept documents and we are just scratching the surface here in August of 2025. I have my own feelings about things in VS, but I am taking the long view. That doesn't mean I am not impatient for the latest stable release. I hope to keep getting surprised by future releases and while I am sure there are aspects of the game I don't care much for, I think it will all work out in the end. Just some food for thought. Edited August 14, 2025 by Moltrey change 5
Maelstrom Posted August 14, 2025 Report Posted August 14, 2025 2 hours ago, Moltrey said: Seeing that Vintage Story is still in Beta, It's not yet in Beta. It's early release, which might be considered Alpha. It most definitely is not feature complete yet, a requirement to go to Beta testing. 2
Thorfinn Posted August 14, 2025 Report Posted August 14, 2025 I would not call 20 million sales so far "failed". From just 7D2D, I'd think the Hueninks are at or very close to having FU money, so can develop the game they want, rather than chasing the weather vane. I was a little surprised that they decided to re-issue a console version, but read that as an indicator of where they want the game to head.
Krougal Posted August 14, 2025 Report Posted August 14, 2025 10 minutes ago, Thorfinn said: I would not call 20 million sales so far "failed". From just 7D2D, I'd think the Hueninks are at or very close to having FU money, so can develop the game they want, rather than chasing the weather vane. I was a little surprised that they decided to re-issue a console version, but read that as an indicator of where they want the game to head. Yeah, they are filthy casualsⓇ at heart. I hate what that game has become, but I can't say I haven't gotten my moneys worth out of it. I've had a tremendous amount of enjoyable hours played, although every new version has become less enjoyable. That is one of the problems with indy sandbox games, we play them for many many more hours than the average AAA game. We see all their flaws, especially since most of them are in early access forever and a day. Some of it is from spending a lot of frustrating time being testers for them. We get high hopes, even unreasonable expectations for these games. Take a game like Dying Light (the original, not the shitty sequel) or Days Gone. A playthrough or two, and the occasional dust-off every few years, but I have nothing bad to say about either of them, even though they were a far worse value considering they were about 3x the price and if I've got 100 hours in them it's a lot (can't believe Steam, especially when you forget you left the game running and went to bed)
JakeSully Posted August 14, 2025 Report Posted August 14, 2025 I would want to see HDR support, so us with monitor that has HDR will not have glitch issue that i reported here: HDR not supported · Issue #5981 · anegostudios/VintageStory-Issues If this won't be part of v 1.21
Moltrey Posted August 14, 2025 Report Posted August 14, 2025 53 minutes ago, Maelstrom said: It's not yet in Beta. It's early release, which might be considered Alpha. It most definitely is not feature complete yet, a requirement to go to Beta testing. Noted.
Nartaga Posted August 14, 2025 Report Posted August 14, 2025 Two things I'd really love to see are native controller support and something akin to the knapster mod as accessibility options. I already use a controller layout someone on steam made, but it's somewhat wonky and having a better made one or native support would be a godsend. As for the knapster option it should be just that: an option. Just a setting that individuals can choose themselves whether they want to use or not. But NOT making the amount of voxels placed adjustable (for balance reasons obviously) really just automate the placing of voxels so it's easier for those with issues using a mouse for extended periods. It can be really painful on my wrists. :(
Steel General Posted August 14, 2025 Report Posted August 14, 2025 5 hours ago, Moltrey said: Is game design always a "damned if you do, damned if you don't" endeavor? This is true of all art that involves feedback from the audience. I think the key is to allow yourself to be inspired by the audience response without letting yourself be pressured by it. Art that tries to make everyone happy is useless mud that drowns our culture in irrelevance (monetization ruins everything) - the artist's vision is indispensable. 2
hstone32 Posted August 14, 2025 Report Posted August 14, 2025 Systems, systems, and more systems. Herbology, taming, fabrication, chemistry, settlement, electrcity, fishing, invention, archeology, temporal mechanics, astronomy, irrigation, locomotives, et cetera, and et cetera... this game has awoken the grind beast within me, and it's hungry for more. 1 1
Thorfinn Posted August 14, 2025 Report Posted August 14, 2025 @Krougal, I watched the trailer for 7D and decided, "Nah." Wouldn't know about the console release but for the guy who runs ProPresenter at church. Haven't played either of the others you name, but understand the point you are making.
Krougal Posted August 14, 2025 Report Posted August 14, 2025 11 minutes ago, Thorfinn said: @Krougal, I watched the trailer for 7D and decided, "Nah." Wouldn't know about the console release but for the guy who runs ProPresenter at church. Haven't played either of the others you name, but understand the point you are making. Yeah, I like my zombie games. 7D started off as a survival game but it has turned into a very gamey (I really hate to say it, because it usually triggers a long-winded discussion about what makes an rpg or not but...) rpg. I just can't recommend it anymore.
Morfs Posted August 15, 2025 Report Posted August 15, 2025 I'm really into the idea that Redram put out years ago. A comprehensive post about implementing glassmaking and shaping. And his further idea of adding in an alchemy system for brewing effective potions from flora you scavenge or farm. But what I'm really after is just the glassware. I want to make baubles and color my glass with oxide blends, please. Plenty of mods which do bits of all of this, but the ones which did work are for a very old version of the game. 2
Thorfinn Posted August 15, 2025 Report Posted August 15, 2025 (edited) 13 hours ago, Morfs said: Plenty of mods which do bits of all of this, but the ones which did work are for a very old version of the game. There are a lot that are legit broken, but have you checked them to see? I still have several that have not been updated ever, from when I first started, that still work fine. And lots of others that just needed minor tweaks to take into account the change in block and item names from vanilla. [EDIT] Alchemy is probably not going to happen, as the roadmap changed it from an alchemy system to an herbalism system, but that may not be too far from what you are talking about. I would expect the herbalism to be at least quasi-realistic, though, not magical. For example, stimulants might allow one to get by on less sleep for a while, assuming they can figure out a good way to do sleep in multiplayer settings. But I wouldn't expect invisibility or levitation or climbing or anything like that. [EDIT2] I do expect full-on magical potions in things like Adventure Mode, though. Edited August 15, 2025 by Thorfinn
Morfs Posted August 15, 2025 Report Posted August 15, 2025 Yeah I tested it. It needs recipes and other implementations to be added manually. The mod that has those does not play nice. And yeah, by Alchemy I do indeed mean herbalism tied into chemistry. I definitely wasn't looking for invisibility or flight, and climbing I have a mod for. And while I do agree sticking to more realistic depictions, we are indeed Seraphs after all, and with a glowing effect on respawn at that. We have at least a little leeway for some mystical stuff as long as it's not ridiculous. Night Vision, Speed Enhancement, Damage Buff, Temporal Stability Booster (to circumvent the dangers of sacrificing health on a Temp. Gear), maybe temperature balancing if we were to brew drinks requiring more delicate action or more steps than using the big distillery... stuff like that. Some Health Potions as a stronger variation of Bandaging would be good, for those far enough in to set up their glassware and brew. I'd imagine that there's not been enough ideas to really make it a priority implementation, but I still want to make colored glass and bottles. Gotta put all that wine and brandy somewhere, and chiseling glass just feels silly and the products have no effective use other than art and barriers. 1
Diff Posted August 15, 2025 Report Posted August 15, 2025 28 minutes ago, Morfs said: I'd imagine that there's not been enough ideas to really make it a priority implementation, but I still want to make colored glass and bottles. Gotta put all that wine and brandy somewhere, and chiseling glass just feels silly and the products have no effective use other than art and barriers. Honestly would love customizable crafting of functional items in general. Like, smith out your own sword or knife blades, as long as it's close enough to the existing pattern. Clayform custom storage vessels as long as it's watertight and has enough interior empty voxels. Or being able to add decorative chiseled elements and accessories to armor or clothes. 2
Morfs Posted August 19, 2025 Report Posted August 19, 2025 Yo actually, @Diff, you make a compelling idea that I totally overlooked until now. I can't imagine how tricky that would be to implement, but I can get behind making custom boxes to fit a theme for a house. Especially with a design that tells you what's inside without parchment signs. The idea kinda reminds me of that one survival game CardLife, where you can carve out just about any shape you want for a tool. Someone cut out the shape of an assault rifle for their crossbow. If I saw that here, I'd probably blow a gasket lol. The general concept is genius though. Big kudos.
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