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Posted

I think it would be interesting to see more villages or other npc settlements. perhaps a reed harvester, carving out a living in a swamp, or maybe a fishing hut on a beach. also, having aquariums could make for nice decoration. it would require a way to keep a live fish for a while though.

Posted

The lore suggests that villages wouldn't pop up a lot, its a dangerous world with those pesky rift mobs all about, the deeper you explore the lore you will see why there cant be a lot of villages, its not a normal world.

Aquariums would indeed be a nice addition, once more fish options are in the game.

  • Like 1
Posted
2 hours ago, FlareUKCS said:

The lore suggests that villages wouldn't pop up a lot, its a dangerous world with those pesky rift mobs all about, the deeper you explore the lore you will see why there cant be a lot of villages, its not a normal world.

considering the amount of traders, I would not be surprised if three dudes fishing would not be that surprising.

Posted

I am trying to avoid spoilers here, there is a good reason, the traders are adventures as in those that will try there luck outside, as in its usual for most to not be out there... its not a normal place. The number is to make sure players have access to them... suck to have limited amount and not have a treasure hunter in your seed. Its a case of lore is good but no one wants to play for hours and find they cant see the lore because the trader they need spawned in the ocean, as in they dont spawn. 

I say again delve into the lore, like a souls like its spare but if you pay attention there is a story, the story may explain why things are what they are... I mean do you want me to explain all the details, ruin the fun of reading lore, of exploring ? You may but I think others prefer to find this stuff out.

Posted (edited)

Mores villages would be nice to make the game feel a bit more alive. Lore be damned. Just because the lore tells us why the world is the way it is doesn't mean the current era of the player in the game wouldn't have more brave souls starting up settlements. Surely more than one group survived outside of the traders and the one single village that currently exists. Could be something could be tweaked in the options menu when setting up a server like many other server settings. 

Edited by Oto Nokyo
  • Like 1
Posted (edited)
Quote

Mores villages would be nice to make the game feel a bit more alive. Lore be damned [...]

@Oto Nokyo I would suggest a compromise. The Devs could maybe offer a new world/survival settings, which increases the likelihood of NPCs, ruines, settlements or traders spawning. (new preset idea: Adventure/settlement mode maybe). The default for this setting should be false, to stay lore consistant.

new-game-setting-more-traders.thumb.png.7f26894160caf23fa3437f3a4d30f6bc.png

Basically the new preset will be the opposite of the homo sapiens preset (disabled lore content). It may not even need much implementation effort only some adjustments in the spawn probability config (but this is more a question of the VS devs)

Edited by Crylum
Posted
5 hours ago, Crylum said:

@Oto Nokyo I would suggest a compromise. The Devs could maybe offer a new world/survival settings, which increases the likelihood of NPCs, ruines, settlements or traders spawning. (new preset idea: Adventure/settlement mode maybe). The default for this setting should be false, to stay lore consistant.

new-game-setting-more-traders.thumb.png.7f26894160caf23fa3437f3a4d30f6bc.png

Basically the new preset will be the opposite of the homo sapiens preset (disabled lore content). It may not even need much implementation effort only some adjustments in the spawn probability config (but this is more a question of the VS devs)

This is more along the lines of what was being said, or at least tried to in the previous post regarding the server/world gen settings. Since lore content is optional toggle maybe an adventure/settlement like you are suggesting could be possible. Also, there are quite a few mods that add a bit more to the world: betterruins, the fantasy monster mods, and quite a few more @EXPENSIVECASHEW.  Probably isn't what you had in mind to use mods but in the iterim those mods actually make the game feel a bit more populated despite lack of actual npc villages.

Posted
5 hours ago, Crylum said:

Basically the new preset will be the opposite of the homo sapiens preset

Interesting. The way I understood the suggestion is that it was an extension to HS -- in exchange for lore that tells you why there are not villages, you get a more human-oriented world that has villages.

  • Like 1
Posted
5 hours ago, Crylum said:

@Oto Nokyo I would suggest a compromise. The Devs could maybe offer a new world/survival settings, which increases the likelihood of NPCs, ruines, settlements or traders spawning. (new preset idea: Adventure/settlement mode maybe). The default for this setting should be false, to stay lore consistant.

I suspect a more populated world is probably what a "Hytale mode" for Vintage Story will result in. Tyron's already proposed as much in a different thread, as I understand it.

Otherwise, I don't see a lot of populated areas being added to the game, outside of mods that is. Story locations have a lot of detail packed into them since they are built from scratch; I don't think you could get that level of detail just by generating locations from a list of certain parameters. Maybe once the story for the main game is completed, then randomly generated villages like the other block game could be added to Homo Sapiens or something. However, that would significantly change the setting of Homo Sapiens itself(pure survival--you're the ONLY human), and as I said before, it's territory that would probably already be covered by a Hytale game mode.

Posted
4 hours ago, LadyWYT said:

Story locations have a lot of detail packed into them since they are built from scratch; I don't think you could get that level of detail just by generating locations from a list of certain parameters.

i mean more of a one dude in a hut, less of a 50-person fortress.

  • Like 1
Posted
7 hours ago, LadyWYT said:

I suspect a more populated world is probably what a "Hytale mode" for Vintage Story will result in. Tyron's already proposed as much in a different thread, as I understand it.

Otherwise, I don't see a lot of populated areas being added to the game, outside of mods that is. Story locations have a lot of detail packed into them since they are built from scratch; I don't think you could get that level of detail just by generating locations from a list of certain parameters. Maybe once the story for the main game is completed, then randomly generated villages like the other block game could be added to Homo Sapiens or something. However, that would significantly change the setting of Homo Sapiens itself(pure survival--you're the ONLY human), and as I said before, it's territory that would probably already be covered by a Hytale game mode.

It's not something that Hytale alone did. Minecraft also implemented the villages in random gen spawns. It doesn't need to be crazy villages like the lore one and certainly not take the top of the list of priorities but as lore is expanded on sure the possibility of more villages of smaller size could be feasible especially considering that lore itself can be checked off for world gen. 

Posted

Adventure mode is probably going to bring something like this with it. However, this doesn’t really solve the issue, as Survival and Adventure modes are probably going to be mutually exclusive, given they’re being built on separate base mods (Survivalmod vs Adventuremod (presumably)).

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