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Balduranne

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I don't yet understand why watermills are needed. 1 windmills it is very easy to make 2 windmills dependent on the strength of the wind, whereas for watermills, the current block of water will most likely suffice and this makes windmills unnecessary

. I would like to see in the game more difficulties with which you have to fight, sometimes losing a lot of value. While the game only repeats all the burden that I see and so in life. very little content that would be desire to be in the game longer.

Edited by Yondu
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I took a look at some gameplay featuring the sling in the upcoming 1.16 patch and while I like how the sling is now a part of the game, I can't say it's impressed me in terms of implementation. The only ammunition you get are regular stones, and in terms of functionality it's no different than a simple bow with flint arrows. I'd like to see it differentiated via some stat tweaks and for some other forms of ammo to be replaced. I spent some time using the wiki entry for damage values using a simple bow with various arrows to come up with some ideas. My suggestions are based around some premises that I'll state for clarity.

 

Premise 1: Slingers were heavily valued in the ancient world (especially around the Mediterranean) and even considered preferable to archery in some cases not just due to simplicity of ammo and construction, but even for other things such as dealing with armor or better range compared to many bows of the time. See the Balearic slingers or the Rhodian slingers, Xenophon in Kyrou Anabasis states that Rhodian slingers were able to outrange Persian archers. They even had some use as late at the Battle of Hastings, where slingers were placed in the front ranks to skirmish at the beginning of the fight.

Premise 2: Said bows of the time were of simpler construction and lower draw weight than bows of later periods, and should be compared to the crude or simple bows in game. Long bows and recurve bows should absolutely outperform a sling in virtually every way except simplicity of ammo

Premise 3: A simple bow should still begin to outperform a sling at a certain point that is not unreasonably early or late in the hands of a Malefactor. A hunter should be able to outperform them with everything but crude bows and arrows. This is to avoid taking away from the Hunter's role as the dedicated range class, and force the Malefactor to eventually switch to bows and arrows.

Premise 4: Slinging is slower than archery due to needing "windup" and weapon design. A bow requires pulling an arrow from your quiver, nocking it, drawing, and loosing. Once you loose, you can immediately begin the process again without any further wait. A sling requires taking a sling bullet from your pocket/quiver, placing it in the pouch of the sling, making one full rotation at least to gain maximum velocity, releasing the bullet, then retrieving the "knot" end of the sling to put between your fingers again before restarting the process. Using my 30-pound draw weight olympic recurve bow and an improvised sling made from paracord and a patch of fabric, I tested to see how many shots I could get out with each weapon over a 10 second period. Using the bow, I put out 6 arrows with full draw. Using the sling, I put out 4 rocks. This test only took into account firing as fast as possible with reasonable technique, not trying to get a bullseye with every shot

Premise 5: At least two other types of ammo existed for slings in historical records, not just stones. Fired clay bullets were produced due to being able to guarantee better uniformity in shape compared to raw stones. Lead bullets were also produced due to the density of lead allowing for more potential energy to be delivered with every shot

From what I've seen, the sling currently does 2.5 damage, same as a simple bow with flint arrows according to the wiki. It also seems to fire at the same rate as said simple bow. I would buff the damage to 3, and reduce the firerate to 66% of the simple bow. If the sling could also be set to fire a bit farther than the simple bow, even by just 10%, that would also be good. This would also make it stand out in function compared to the simple bow, where the sling offers better dmg/hit and a bit better range, but has a lower dps overall and a worse performer against multiple enemies due to the slower speed. Two other sling bullets should be added, acting as upgrades to the basic stones; if stones are tier 0 like crude arrows, these would be tier 1 and tier 2.

Tier 1: Clay bullets - Made from clay molding, needs to be fired in a pit kiln to use. Increases damage to 3.35. Arrow equivalent would be Flint Arrows

Tier 2: Lead bullets - Made from casting lead in a mold. Increases damage to 4.25. Arrow equivalent would be Copper Arrows

For the sake of simple calculations, I treated a simple bow's firing rate to be 1 second per arrow, and then utilizing my real world test and the wiki's entry for simple bow + arrow values I ran some calculations for damage per hit (DPH), time to kill on common enemies (TTK) and number of shots needed (rounding up to the nearest whole number since fractional HP values are a thing in game). If a simple bow's firing rate doesn't match up exactly to 1 second, then the overall pattern should still hold up as the sling's firing rate would still be 66% of whatever its actual fire rate is. TTK is based on the rounded up number, since you can't fire "half" or "a third of" an arrow/sling bullet. Hunter bonuses to ranged damage are using the 20% buff they'll be receiving in 1.16. Malefactor 25% bow drawing penalty is taken into account as a simple 0.75 multiplier against the archery values.

6 shots/10 sec = 1.66 sec per shot
    Crude Arrows (2.25 DPH commoner, 2.7 DPH hunter)
        Chicken dead in 3.32 sec (2 shots per commoner/hunter)
        Rabbit dead in 4.98 sec (3 shots per commoner)
        Rabbit dead in 3.32 sec (2 shots per hunter)
        Wolf dead in 8.3 sec (5 shots per commoner)
        Wolf dead in 6.64 sec (4 shots per hunter)
        Drifter dead in 9.96 sec (6 shots per commoner)
        Drifter dead in 8.3 sec (5 shots per hunter)
        Deep Drifter dead in 13.28 sec (8 shots per commoner)
        Deep Drifter dead in 9.96 sec (6 shots per hunter)
    Flint Arrows (2.5 DPH commoner, 3 DPH hunter)
        Chicken dead in 3.32 sec (2 shots per commoner)
        Chicken dead in 1.66 sec (1 shot per hunter)
        Rabbit dead in 3.32 sec (2 shots per commoner/hunter)
        Wolf dead in 6.64 sec (4 shots per commoner/hunter)
        Drifter dead in 8.3 sec (5 shots per commoner)
        Drifter dead in 6.64 sec (4 shots per hunter)
        Deep Drifter dead in 11.62 sec (7 shots per commoner)
        Deep Drifter dead in 9.96 sec (6 shots per hunter)
    Copper Arrows (3 DPH commoner, 3.6 DPH hunter)
        Chicken dead in 1.66 sec (1 shot per commoner/hunter)
        Rabbit dead in 3.32 sec (2 shots per commoner/hunter)
        Wolf dead in 6.64 sec (4 shots per commoner)
        Wolf dead in 4.98 sec (3 shots per hunter)
        Drifter dead in 6.64 sec (4 shots per commoner)
        Drifter dead in 6.64 sec (4 shots per hunter)
        Deep Drifter dead in 9.96 sec (6 shots per commoner)
        Deep Drifter dead in 8.3 sec (5 shots per hunter)
    Tin/Bismuth Bronze Arrows (4 DPH commoner, 4.8 DPH hunter)
        Chicken dead in 1.66 sec (1 shot per commoner/hunter)
        Rabbit dead in 3.32 sec (2 shots per commoner/hunter)
        Wolf dead in 4.98 sec (3 shots per commoner)
        Wolf dead in 4.98 sec (3 shots per hunter)
        Drifter dead in 4.98 sec (3 shots per commoner)
        Drifter dead in 4.98 sec (3 shots per hunter)
        Deep Drifter dead in 6.64 sec (4 shots per commoner)
        Deep Drifter dead in 6.64 sec (4 shots per hunter)

4 shots/10 sec = 2.5 sec per shot
    Stones (3 DPH) - Worse TTK than a Tier 0 Commoner against everything but chickens, better DPH
        Chicken dead in 2.5 sec (1 shot per malefactor)
        Rabbit dead in 5 sec (2 shots)
        Wolf dead in 10 sec (4 shots)
        Drifter dead in 10 sec (4 shots)
        Deep Drifter dead in 15 sec (6 shots)
    Clay Shot (3.35 DPH) - Worse TTK than a Tier 1 Commoner against everything but chickens, better DPH
        Chicken dead in 2.5 sec (1 shot)
        Rabbit dead in 5 sec (2 shots)
        Wolf dead in 7.5 sec (3 shots)
        Drifter dead in 10 sec (4 shots)
        Deep Drifter dead in 12.5 sec (5 shots)
    Lead Shot (4.25 DPH) - Worse TTK than a Tier 2 Commoner against everything but chickens, better DPH
        Chicken dead in 2.5 sec (1 shot)
        Rabbit dead in 5 sec (2 shots)
        Wolf dead in 7.5 sec (3 shots)
        Drifter dead in 7.5 sec (3 shots)
        Deep Drifter dead in 10 sec (4 shots)
    Flint Arrows (1.875 DPH)
        Chicken dead in 3.32 sec (2 shots)
        Rabbit dead in 4.98 sec (3 shots)
        Wolf dead in 9.96 sec (6 shots)
        Drifter dead in 11.62 sec (7 shots)
        Deep Drifter dead in 14.94 sec (9 shots)
    Copper Arrows (2.25 DPH)
        Chicken dead in 3.32 sec (2 shots)
        Rabbit dead in 4.98 sec (3 shots)
        Wolf dead in 8.3 sec (5 shots)
        Drifter dead in 9.96 sec (6 shots)
        Deep Drifter dead in 13.28 sec (8 shots)
    Tin/Bismuth Bronze Arrows (3 DPH)
        Chicken dead in 1.66 sec (1 shot)
        Rabbit dead in 3.32 sec (2 shots)
        Wolf dead in 6.64 sec (4 shots)
        Drifter dead in 6.64 sec (4 shots)
        Deep Drifter dead in 9.96 sec (6 shots)

At all bullet tiers Malefactors have mostly worse TTK but better DPH than Commoners with a simple bow and equal tier arrows
Tier 0 bullets are easy to acquire out in the field and does not need to undergo any crafting to use
Tier 1 bullets need access to clay and a pit kiln, forcing players to stock up at a base, but kill wolves faster than Tier 0
A Hunter with a Simple Bow and flint arrows will have mostly superior TTK than lead bullets.
Malefactors can get better TTK with bronze arrows than with lead bullets in exchange for more costly ammo production
The higher TTK Malefactors experience is somewhat balanced out by their lower aggro range

Once a Commoner gets a steady supply of at least bronze arrows, or can make a long bow, the sling's comparability drops and the Commoner becomes outright better at ranged combat than the Malefactor. In comparison, a Hunter with flint arrows can already kill enemies faster than a Malefactor with lead bullets, without needing any metal to be invested into ammo. And once they get bronze arrows, they beat a sling in both TTK and DPH. This is to say nothing about getting iron arrows, or upgrading to a long bow or recurve bow which further improves archery's performance compared to slinging. As for the Malefactor, this modified slinging increases the sling's longevity to about the bronze age, at which point they would be better off switching to the simple bow (unless they value economy of ammo over effectiveness in combat). They get extended usefulness out of the sling, while still falling into the role of "easier early game, but suffers in late game". Lead bullets hit hard and give them the same damage as a thrown flint spear (after the weapon damage penalty) at slinging ranges, but suffers from lead only spawning in sedimentary rock (copper spawns almost everywhere) and being unable to pan for it (unlike copper) as a balancing act. It also gives lead more in-game uses than what it currently has.

Of course, I'd like to see veterans with more experience or capability for value testing comment on this and give their opinions. But I feel these modifications would do slinging more justice rather than its current implementation which is fairly bland and limited.

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On 12/13/2021 at 12:51 AM, AdrianNumbers said:

@Pallanza thats an awesome sugestion but i think you should have made it as a standalone topic rather than comment here ;)

 

I can, but I've also recently created two topics and I'm worried it might get counted as spamming if I create yet another one with the relatively slow speed of this part of the forum.

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I advise developers never to add sandwiches with layers from different saturation groups to the game, as this will completely kill the cooking in the game. Soups are no longer needed by anyone, as are the skills of a hunter due to the easy possibility of breeding pets. it might be worth stopping and taking a look at what the game is like now. every time you add something new to the game, it may make something that was added earlier not interesting.

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If you need butter for sandwiches, and you need milk and the tools for butter, and x generations of sheep for milk, and so on, then sandwiches can be a nice late game addition. A lot of different nutrients with grain, meat, vegetables, dairy (butter, cheese) and maybe even fruit/honey, but of course they are only fresh for maybe one day.

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Or even less than one day maybe 10h they could be a food type that rewards on demand crafting/cooking instead of cooking every 2 to 4 days like with stew or soup. It would work even better if devs used this sugestion as well :

since with this it would be possible to stack different sandwiches on one inv slot

Edited by AdrianNumbers
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  • 1 month later...
On 12/12/2021 at 5:25 PM, Yondu said:

I don't yet understand why watermills are needed. 1 windmills it is very easy to make 2 windmills dependent on the strength of the wind, whereas for watermills, the current block of water will most likely suffice and this makes windmills unnecessary

. I would like to see in the game more difficulties with which you have to fight, sometimes losing a lot of value. While the game only repeats all the burden that I see and so in life. very little content that would be desire to be in the game longer.

Watermills should be next tier item for mechanical power. The way i see it, windmills are unreliable because their output depends on wind speed. Watermills, as I see them, are more stable source of power. But as they are more reliable, they should require some mid-to-endgame parts, for example iron or steel junctions. I would also love to see mechanical saw made from iron or steel.

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  • 1 month later...

I think I made a thread to discuss about this, but anyway.

Belt Bags - Allows carrying 4-8 slots of small items such as healing items, grass, flax etc

More Clay-based items like the amphora that works like the barrel but carries less water volume. Can be carry/moved.

Crossbow.

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  • 1 month later...
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Shields exist, but if I may be frank, they are poorly implemented. Having to hold shift to "activate" shields only encourages combat to consist entirely of crouch-walking around each other like turtles, slowly stabbing the other to death. There's no skill or fun involved. The simplest, most barebones solution for this is to activate shields with right click rather than shift, and to implement a cooldown for said activation, effectively turning it into a shield parry. This alone will end the crouch-pvp and add fun/skill to combat.

Edited by Thomas J
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  • 1 month later...
At first I wanna greet. You can just call me Shaderon or Shade. This is my first post on this forum, but I play VS for a long time, about 2 years.
So let's began..

I don't know if I could put it here, but ... I think adding rails and a car will be a great idea. I know that maybe someone has suggested it many
times and maybe it's not immersive, maybe it doesn't fit the game scheme. But if it gets done a certain way then I think it might be a good feature.

I believe that it could be done in such a way that the rails would not be placed like in Minecraft (i.e. sharp turns or straight sections of track),
but rather gentle turns, and straight sections adapted to the angles of these turns. In short, they would behave like real railroad tracks.

Instead of minecarts, you could create some kind of multi-block structure that would be powered by mechanical or steam energy, which of course is
not in the game, but you could add something of this type. After all, the game is about a kind of progression from surviving the first day and night
to creating your own little kingdom.

I don't know what you think about it, especially what you Devs think, but I'm curious about your opinion.

If this post should not be here, write to me and I will open a new topic.


Kind regards!
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4 hours ago, shaderon said:
I don't know if I could put it here, but ... I think adding rails and a car will be a great idea. 

I think it is a great idea and probably devs already thought about it. 

To be honest, the exploration part in the game is great but if you start building something big and the various resorces like lime and stone are scattered it gets a little bit tedious to constantly travel to the same places. The ability to connect different resource sites by rail would be a great addition to translocators. 

And it would not be that hard to implement if the engine is pushing carts instead of pulling as it would solve the multi-block entities problem. With different carts for various needa (cargo, engine etc.) it would make building a functional network worthwhile. 

But to make it real the engine should not be all-powerfull and the elevation and the number of carts pushed must matter.

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  • 2 months later...
On 5/29/2021 at 4:53 AM, l33tmaan said:

I will continually bring up the Nests idea until someone yells at me and tells me why it's a bad idea. 😅
Whatever system that tamed animals use should be something that can be extrapolated for wild animals and monsters as well. If chickens go back to their hen box every night to sleep, then wolves should have a den that they go back to after they've killed something or when they're tired. You can apply this to drifters appearing out of space-time rifts, or bandits spawning from a bed inside of a small ruin. Apply pathfinding and other behavior on top of this and you can really introduce a sense of dynamism to the environment, especially if things can "take over" another creature's territory.

Imagine actual animal migration patterns! 🤯

Hey all, first post here! I was thinking about this too. I really like how animals are more dynamic here than in that other block game, but not too fond that there are fixed spawn points for certain animals like wolves. It'd be nice to have nests, dens and such which you could destroy to cull animal populations in regions where they are denser. This would also make home-building more viable in forest areas, when it's evident no more hostile animals are in sight.

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  • 5 weeks later...

Hi there, 

I'd like to bring up another issue. I always wish for rope-mechanics in such games. I think of ropes of different length, which use up backpack-slots(50m - 1 slot, 100m - 2slots,...) for climbing or ropeways, with a hook, glueball or magnet attached to pick up stuff from down where the head spins, looped ropes for mechanics like elevators and others, as well as uses within animal care, fishing and most important guided growth of climbing plants.

thx

Edited by Michael Gruber
Ortho
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  • 4 months later...

Having played using the Primitive Survival mod I have to suggest having traps in a later update.  Makes early survival a little bit more bearable and encourages players to think a little bit more (should I eat these berries now, or should I use them as bait?)

An addon to the above would be some non-lethal traps in order to catch small game for domestication efforts.

A structural integrity system like in Valheim, if done right, would be fun too.  Build your house right or else it'll collapse with the first stiff breeze.  Be sure to build some supports when you're mining, be it in an actual mine or in a cave, or else you might find a whole mountain (perhaps literally) of rock and dirt falling on top of your head.

Speaking of caves, cave mushrooms would look nice, give you another source of food, and can even give a small level of light in the area.  And underground ponds and lakes filled with blind fish would make for an interesting fishing spot.

I don't know how it would be implemented in a way that wouldn't ruin the fun of the game, but cave hazards like gas and coal dust would be interesting to see.  The only times I've ever seen that in a game was the Glenn's Gases mod for Minecraft and a MUD called CLOK (shut down two years ago, but was rebooted as COGG).

Some primitive steam power would be an interesting mechanic.  Maybe not quite steampunk (although with the locusts in game it wouldn't be that out of place.  Or would that be more clockpunk?), but something as an upgrade to windmills/watermills late-game.

Early gunpowder weapons would make for a fun late-game weapon.

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  • 1 month later...
On 8/23/2022 at 4:46 PM, Ronna Candelaria said:

I'd like to see weaving added. There would be shearing, carding, spinning and using looms.

 

I second this. I would like to see either shearable sheep or alpacas. I would like wool to be an alternative to linen for clothing repair and crafting. Plus maybe you can weave tapestries or rugs. Also highland cows, just because I love wooly cows. 
 

Other suggestions:

  • painted or stained woods
  • more clay colors / decorative pottery
  • tea (taking hot tea with you into the cold can warm you up slightly on the go but it doesn't stay warm forever)
  • over heating in hot dry areas, similar to freezing in cold areas (this can be lessened by jumping in water, going inside/under shade or drinking something non alcoholic) (I don't know if I'm in favor or a full on thirst system but getting dehydrated in the heat makes sense)
  • flowering bushes you can plant that attract butterflies
  • deer (they will eat your crops like rabbits, but you can harvest meat and antlers if you kill them)
Edited by Scarlette Sadie
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  • 4 weeks later...

1) I'm all in favor to being added into Steam, 'cause it would be possible to add a regional pricing for low income countries like mine. (i know this is already in the FAQ)
2) We should be allowed to save an custom playstyle to create new worlds with it.
3) The button "create a new world with this world seed" should inherit the custom playstyle of the old save (or add an new button with "clone this world playstyle and use another seed"), because just gettind the seed doesn't make much sense IMO.

Edited by Yskar
Edited the suggestion 3 for clarity, thanks for pointing this, Maelstrom.
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3 hours ago, Yskar said:

1) I'm all in favor to being added into Steam, 'cause it would be possible to add a regional pricing for low income countries like mine. (i know this is already in the FAQ)
2) We should be allowed to save an custom playstyle to create new worlds with it.
3) "create a new world with this world seed" should inherit the custom playstyle of the old save (or add an new button with "clone this world playstyle and use another seed").

1. Please read FAQ #1 here: https://www.vintagestory.at/features/faq.html/
2. Completely agree!
3. Lots of different options.  Maybe add a button that allows world settings to be copied when "creating a new world with this world seed"?

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  • 3 months later...
On 9/22/2023 at 5:36 AM, Txonsu said:

i'M AGAINST IT BEING ADDED TI STEAM. i'M STRONGLY FOR THIS GAME TO STAY INDEPENDANT AS MUCH AS POSSIBLE IN FEARS OF IT BEING BOUGHT OUT AND RUINED - WHICH IS ALWAYS THE CASE.

Games being bought out is because developers had been seeking funding and ends up agreeing to some sort of deal without the community knowing.

Steam doesn't influence whether a game gets bought out or not, it just brings awareness to a market. It does mean that the steam platform would be pricier since they take a cut of profit.

For this thread, I'd suggest some sort of drop down list for a list of frequent suggestions, so that you can categorize them, but also open and close them with a click.

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