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As a commoner class and playing solo/offline, I use command lines to enable class based recipes. Should this be possible normally, with lower stats for the non-class creator?


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Posted

This will be a design decision, and on the whole I like that VS has classes. I play solo/offline though, so class locking simply means certain elements of the game are not available to me. If it was multiplayer then cool, that's part of the dynamic, but as a solo.. do I really need a "hunter trait" in order to make a sling? A sling which is linen and twine. It's not a technically advanced weapon, I think everyone reading this would say "yeah, I could make a sling, I could make a sling right now... *picks up 2 socks* look, a sling!"

This is just me throwing this out, and I am sure that this has been discussed before, but would it make sense for the commoner class to be able to make things like slings or clothing with the trade off that only those with the correct class would get the full benefit. A clothing item that provides a certain warmth (say +2'c) when created by a tailor, but this item provides maybe half that amount when created by a non-tailor. 

I appreciate this isn't as easy as it seems on the surface. For that example, do you create two identical clothing items in game (one with +1'c, one with +2'c) or do you have the same item and then apply half the buff when worn. Would you allow this to take place in a MP world or only a SP one, and if it's the latter what happens if people then join that server, does the clothing buffs get amended? I don't want to unbalance the game, I'm making no demands, just throwing this out to see what others think. If it's a resounding no, then it's very simple to use a single command line (in spoiler below)..

Spoiler

https://wiki.vintagestory.at/World_Configuration

/worldconfig classExclusiveRecipes false


As I said at the beginning this is a design decision, one that will definitely affect the way the game plays. If the devs want to enforce a rigid class system (either for a technical or just design reasons) then that's good enough for me.

Posted
5 hours ago, Broccoli Clock said:

do I really need a "hunter trait" in order to make a sling?

It's actually the Malefactor trait you need--Hunter crafts bows. 😁

 

5 hours ago, Broccoli Clock said:

This is just me throwing this out, and I am sure that this has been discussed before, but would it make sense for the commoner class to be able to make things like slings or clothing with the trade off that only those with the correct class would get the full benefit. A clothing item that provides a certain warmth (say +2'c) when created by a tailor, but this item provides maybe half that amount when created by a non-tailor. 

I dunno, I would say kind of, but it depends on the item in question. A sling doesn't seem that hard to craft, and neither does a sword or a bow, but it's not as simple as slapping a piece of metal onto a stick or making something bow-shaped and calling it a day. Perhaps this is where it could be as you said--"improper" classes could still craft those items, but at a way worse quality. But if that were the case...why would you, when you can get more out of the same materials crafting something else? And if those crafted items are only slightly worse when crafted without the trait, then the items aren't really as special. Oftentimes, the class-exclusive items aren't that much better than their standard counterparts, and are just more of a nice bonus with extra flair than anything. Many can also be obtained through ruins or trade, so it's still possible to acquire stuff like recurve bows or special clothing without disabling exclusive recipes. 

I think the current setup is fine for handling it. For singleplayer, items can already be easily accessed by simply turning off class-exclusive recipes, and the same can be said for multiplayer as well, if the server admins don't wish to enforce the rule. The only class item that the rule doesn't apply to, is the tuning spear--it can be crafted, but only Clockmakers can utilize the locust taming feature, as that's tied to class and not item.

Perhaps an alternative is simply giving the crafting traits a bit of extra benefit and drawback, so it does something other than solely allow crafting certain items. Or perhaps those traits just unlock even more interesting dialogue with some of the NPCs. Otherwise, those traits are basically just dead traits when crafting-exclusive is set to false.

  • Like 2
Posted

Maybe when the in-game story (or tech tree) is complete there could be a sort of new game plus where we can make custom classes (as in mix and match different class traits or craft-ables together). It would make for a meaningful reward, and only come into play for once players are experienced enough with the game to know their preferences.

Posted
6 minutes ago, Jochanaan Fair-Schulz said:

Maybe when the in-game story (or tech tree) is complete there could be a sort of new game plus where we can make custom classes (as in mix and match different class traits or craft-ables together). It would make for a meaningful reward, and only come into play for once players are experienced enough with the game to know their preferences.

It's a neat idea, but the drawback there is that the story has much less impact. While any class can complete the story with ease and achieve the same general outcome, the player's choice of class does actually make a fairly significant difference in how NPCs react. For example, Malefactors and Blackguards tend to get colder receptions, while Blackguard specifically has some more blunt/cold dialogue options for certain interactions. There's also this:

Spoiler

Tobias has specific reactions to the player class, which gives some fairly significant clues to the player's role in the Old World. While the player was certainly an instrumental part of Jonas's team, certain classes appear to have closer ties to Tobias(and presumably Jonas). For example, Tobias will mention having worked directly with the Clockmaker on many occasions, but will reference the Commoner as someone who was more in the background. Unknown player classes are disregarded as nobodies by Tobias entirely; that's not to say they weren't important, just that he politely has absolutely no clue about the player's history or role in the Old World, as they only met once or twice in passing and never actually interacted.

In any case, while the concept is still very much a work in progress, my point is that the player's class choice is meant to have a fairly significant impact on certain aspects of the world. Mixing and matching traits to make a custom class pretty much ruins that level of integration.

  • Like 1
Posted
1 hour ago, LadyWYT said:

In any case, while the concept is still very much a work in progress, my point is that the player's class choice is meant to have a fairly significant impact on certain aspects of the world. Mixing and matching traits to make a custom class pretty much ruins that level of integration.

I absolutely agree, just having a custom class option from the start would be a terrible idea. The class system is part of the intended experience.

What I mean by "new game plus" is just that once someone has gone through the entire story or tech tree in a world (which usually takes a long time) the intended way, they could have the option to play in an unintended way in their next. It is essentially a choice to "game ruin" oneself, but not until you're experienced enough to know that is what you are choosing.

Honestly, the game doesn't need this, but its the only way I could imagine implementing something like the OP is suggesting without just breaking the class system.

Posted

Dunno. Not a subscriber to the idea that everything has to be craftable. Leave class exclusives well, exclusive. I'd rather see them be found. Looted? Purchased? Maybe, but dropped from a cracked vessel or found in a ruined chest makes more sense to me. Including recurve, sewing kits and diamond stitch that are already at the traders...

  • Like 3
Posted
On 10/31/2025 at 9:52 AM, Broccoli Clock said:

would it make sense for the commoner class to be able to make things like slings or clothing with the trade off that only those with the correct class would get the full benefit.

We kind of already have this in the game, since most class-exclusive items (some of which can be purchased from traders anyways) are designed to be an upgrade over items that can be crafted by everyone.

The sling is the only properly unique class-exclusive item, but even that can just be considered an early alternative to the simple bow.

In some cases, even partially removing class exclusivity could make one of the items kind of redundant. Say, take the tailored gambeson - its cost is very similar to the regular one, but reduced availability makes it possible to notably increase its strength to give a class-specific advantage to having the Tailor on the server. But if you make it available for everyone, then the weakened one crafted by other classes would have to be very similar to the regular gambeson in order to be balanced (due to very similar cost). And at that point, why do we even need the regular gambeson in the game, if every class can craft something very similar at about the same cost?

That is not to say that you can't retain some interesting tradeoffs between similar gear, just that it may be difficult to do so in a meaningful way for items that were originally designed to be class-exclusive improvements over items craftable by everyone.

The tuning spear and the Blackguard items have additional lore and theming reasons to be class-exclusive as well.

  • Like 3
Posted (edited)
On 11/7/2025 at 4:39 PM, Mac Mcleod said:

I thought there was a game rule that makes all recipes available.

There is.

I think he wanted an option to have seraphs able to make inferior versions of things from other classes. Which is kind of already there. Recurve is a better version of the bow. Tailored gambeson is a better version. But what would be a nerfed sling?

Edited by Thorfinn
Posted (edited)
11 hours ago, Thorfinn said:

But what would be a nerfed sling?

Ugg just toss rock with arm.

Accidentally hit bear one time. Ugg toss more carefully after that.

Edited by Bumber
  • Haha 3
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