Professor Dragon Posted November 20, 2025 Report Posted November 20, 2025 I've just reached the Nadiya Village, for the Chapter 2 Story. Honestly, it is so pretty that I regret putting it off for so long. I should have come here straight away! It's a beautiful village, and having a population to interact with is just so much better than living alone in the wild. Annnnnwaaay, my suggestion: SUGGESTION Have a small "Player buildable" allotment within the village. Or just extend one of the walls a little and have it there. It doesn't have to be big. Say 20 wide by 20 long by 30 high (10 blocks "underground" and 20 blocks above ground). This would let the player build their own house, and integrate into the village better. Currently, you've got to build your house a good way from the walls. I understand why the Devs. have done this - it is so that they can update the story location in future updates. This would be the same principle - they could update everything except this one player section. I'm suggesting a small footprint, just so that people aren't tempted to put a skyscraper above with a 20 floor basement under. Thanks, Professor Dragon. 5
LadyWYT Posted November 20, 2025 Report Posted November 20, 2025 I dig it. Though I would say that it's something the player should have access to only after actually integrating themselves into Nadiyan society...which means doing a lot of trade, or helping out the village in some fashion, as well as not otherwise being a jerk. That being said...I'd also say it's better to have a small guest room in a certain other location, rather than have a plot in the village. It doesn't really make sense to have unused space within the village like that, and the villagers make it clear that it's too dangerous to expand outside the village walls. Likewise, it's also a bit dangerous for the player to settle amongst the villagers, given certain connections that the player has. Spoiler Given that Tobias is an old friend, and apparently has been expecting us, it wouldn't be out of the question for him to have some sort of guest room. Of course, given how long he's been waiting for the player to show up, said guest room is also going to be piled full of clutter, so of course Tobias will need some time to actually sort through the mess and get the room back to some sort of usable condition. Thus the player has reason to go home and build the translocator, but will have a bed available upon their return(no need to rent from the village). This also solves the problem of the player's connections to Tobias, and what happened at the Devastation. Tobias himself is responsible for that incident, so that(and possibly his apparent immortality) is the reason he's withdrawn from Nadiyan society and kept to himself. It's fair to assume that if he, or the player, hung around Nadiya very much, the Nadiyans might start asking questions and putting clues together, and figure out that neither individual is really the safest to have hanging around. In any case, the player should be able to spend the night at the local inn...at least once whoever is renting the available room leaves! 1 1
Professor Dragon Posted November 20, 2025 Author Report Posted November 20, 2025 (edited) 4 hours ago, LadyWYT said: I dig it. Though I would say that it's something the player should have access to only after actually integrating themselves into Nadiyan society...which means doing a lot of trade, or helping out the village in some fashion, as well as not otherwise being a jerk. That being said...I'd also say it's better to have a small guest room . . . In any case, the player should be able to spend the night at the local inn...at least once whoever is renting the available room leaves! I like and agree with everything you said. Having another room that the player could earn or purchase would be great. I had that idea also, but failed to vocalise it. The role model would be "Breezehome" from Skyrim. In that game, you do an adventure or two, buy the house from the town, and then can buy upgrades to it. The Vintage Story equivalent could sell/rent you a Nadyian home, and while the exterior walls are fully locked out, you could build/decorate inside that space to your heart's content. OR The interior is also locked, but you can purchase "upgrades" like a trunk, a bed, a firepit, a small garden plot outside etc. That would keep the town aesthetic, while letting you live there. I prefer the first option though, as the building element and design choice is strong in VS. Lean into the strengths of the game. This would then be protected space and storage during upgrades. Also, renting a room in the inn just seems like . . . obvious. They even say that I can put a bed down on the floor of the inn . . . but you can't! Edited November 20, 2025 by Professor Dragon 1
LadyWYT Posted November 20, 2025 Report Posted November 20, 2025 1 hour ago, Professor Dragon said: The Vintage Story equivalent could sell/rent you a Nadyian home, and while the exterior walls are fully locked out, you could build/decorate inside that space to your heart's content. OR The interior is also locked, but you can purchase "upgrades" like a trunk, a bed, a firepit, a small garden plot outside etc. That would keep the town aesthetic, while letting you live there. I prefer the first option though, as the building element and design choice is strong in VS. Lean into the strengths of the game. Possibly. The main hurdle I see to the idea, is that realistically, the player ought to have something to contribute to Nadiyan society in order to live there, aside from just being the token seraph, that is. An entire house is quite a bit of space, and space that could be used to house other Nadiyans. If the player isn't at that residence much, if at all, then logically they ought to be bringing in much needed resources from their expeditions as compensation. I would say the player could be part of the village defense, but that does require actually being present in the local area. Or it could be a Breezehome scenario, in that it's a reward the player unlocks sometime later after saving Nadiya from some immediate threat that they couldn't handle on their own. Or if you want some diabolical decisions to make... Make a fancy house the reward the player can get in some other settlement, perhaps one with questionable leadership. But to get that reward, the player needs to help a questionable NPC undermine Nadiya/other plot-relevant characters. Then the player gets to make a choice of whether they're one to prioritize riches, or trying to hold to a higher moral standard(and presumably getting a better reward for their efforts later on). 2
Diff Posted November 22, 2025 Report Posted November 22, 2025 One question I don't see asked already is how this factors into a multiplayer world. One player-buildable zone works for one player, but what about when the next player comes along and starts helping out the village? 1 1
Professor Dragon Posted November 22, 2025 Author Report Posted November 22, 2025 2 hours ago, Diff said: One question I don't see asked already is how this factors into a multiplayer world. One player-buildable zone works for one player, but what about when the next player comes along and starts helping out the village? I was wondering when that would come up Some thoughts. First come, first served. Obviously not a solution, but easy to implement Area is instanced to each player. So each player would see their own build only. Would likely require significant code investment. Would not let players see what other players are doing, which is not ideal. "Minecraft Ender chest" style storage solution. The player house is locked down, but there is storage there, and each player sees only what is in their own storage. Similar issues to above, but easier (probably). OR just set up a massive barn/underground storage area with storage, and players get their own storage chests. Downside is that it doesn't provide the customisable player housing. Set up multiple house spots along the outsides of the walls, with a door through to inside the settlement and to outside. Probably easiest to implement. Would allow for a "large" number of new players, as the city walls are large. 10 - 20+ easily(?). (Most multiplayer worlds don't have this many people. Most worlds are single player, for that matter.) Each player gets an allotment, and they do as they wish to it. Is in thematic keeping with medieval towns, which often grew beyond their walls. Or add a larger curtain wall around the existing town and put the plots between the two walls. Give/sell/reward each player one unique "Nadiya Translocator" which has a limited range eg 200 blocks. Then each player can set up their own house in their own claim outside of the village, but the translocator would let them pop into a communal translocator in the village square. Stepping into the communal translocator would only take you back to your own translocator. This could scale massively, allows players to build small or massive builds, theme whole areas etc, without impacting the village at all. Out of all of those options, the last option with the Nadiya Translocator seems the best overall solution to me. While just providing storage to players is probably the easiest solution, but lacks the customisation and flair. Open to suggestions of course. Professor Dragon. 4
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