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Posted (edited)

A lot of conversations about features related to action. I would like to start a thread that I do not see related to Project Glint which appears to me to be more focused on such topics.

I likely will not engage much in the conversation but I wanted people to be aware of it.

 

Quote

We're excited to do something new with Project Glint. Our goal is to create a novel voxel RPG experience that uses a blocky world as a platform for narrative, exploration and adventure. Project Glint won't be connected to Vintage Story, but it will use the same engine and we hope that the new tech and features we develop will ultimately benefit both games. Where Vintage Story is an uncompromising survival experience, Project Glint is intended to be more focused on RPG pillars like exploration, storytelling, and combat.. 

 

Edited by CastIronFabric
Posted

I've been pretty critical of them starting a new project while VS is still in early access...

*However,* it feels a lot better knowing that this new project is going to share the same engine.

That means that some of the development of the new game will add to Vintage Story at the same time.

That feels a lot better.

I'm on board. Heck, I might even buy a copy depending on how it turns out.

  • Cookie time 1
Posted (edited)

I have been supportive of it since hearing of it so I am biased in that way. That said, I am definitely excited to see how it turns out, and what it brings to VS. The 'low hanging fruit' of features is combat improvements to both weapons and mob AI. However, I know I enjoy mixing in some of the more fantastical elements into my VS experience (currently a 1 block tall Kobold on a server I host for my friends lol).

 

That said, I am unsure if I will be interested in the game itself, that will have to wait till there are things to show, or just the improvements it brings as well as what that can be borrowed similar to modding. Not to mention there are so many great mods already for VS. It does beg the question of what will the modding screen for PG look like.

Edited by Foe Hammer
Autocorrect shenanigans and grammar fixs.
Posted
1 hour ago, Foe Hammer said:

I have been supportive of it since hearing of it so I am biased in that way. That said, I am definitely excited to see how it turns out, and what it brings to VS. The 'low hanging fruit' of features is combat improvements to both weapons and mob AI. However, I know I enjoy mixing in some of the more fantastical elements into my VS experience (currently a 1 block tall Kobold on a server I host for my friends lol).

 

That said, I am unsure if I will be interested in the game itself, that will have to wait till there are things to show, or just the improvements it brings as well as what that can be borrowed similar to modding. Not to mention there are so many great mods already for VS. It does beg the question of what will the modding screen for PG look like.

If I had my way. Project Glint would be regulated to things you are describing and VS would dial up crafting/building mechanics up to 11. So that would mean more detailed smithing, steam power, decay of buildings themselves on multiplayer just to name a few items.

  • Cookie time 1
Posted
1 hour ago, CastIronFabric said:

If I had my way. Project Glint would be regulated to things you are describing and VS would dial up crafting/building mechanics up to 11. So that would mean more detailed smithing, steam power, decay of buildings themselves on multiplayer just to name a few items.

Honestly to me it seems that way already in base game, though I am aware VS does have mystical elements to it. And I do enjoy the crafting and mechanics getting more attention and detail, like with the Toolsmith mod and how it makes just crafting tools more in depth and rewards caring for your equipment. I have seen a very early in development mod for making the act of building more immersive/realistic as well, which I am very excited to see it evolve and become stable.

 

That said, not sure I would welcome building decay with open arms lol. Maybe I would enjoy a version of it that is almost purely visual. That said, I think I see the appeal, at least for big/public MP servers. Keeps the land from being covered in abandoned uneditable houses/hovels. And I would be lying if I said I did not like the idea of something that encouraged more realistic building practices, as I already try to conform to that to a degree.

Posted (edited)
1 hour ago, Foe Hammer said:

Honestly to me it seems that way already in base game, though I am aware VS does have mystical elements to it. And I do enjoy the crafting and mechanics getting more attention and detail, like with the Toolsmith mod and how it makes just crafting tools more in depth and rewards caring for your equipment. I have seen a very early in development mod for making the act of building more immersive/realistic as well, which I am very excited to see it evolve and become stable.

 

That said, not sure I would welcome building decay with open arms lol. Maybe I would enjoy a version of it that is almost purely visual. That said, I think I see the appeal, at least for big/public MP servers. Keeps the land from being covered in abandoned uneditable houses/hovels. And I would be lying if I said I did not like the idea of something that encouraged more realistic building practices, as I already try to conform to that to a degree.

oh VS does have plenty of mechanistic game play. I am just saying if I had my way there would be even more. There is no limit in that area actually despite what some people might think.

Regarding decay, the reason it exits in Wurm is because a server there could be online for 10 years and never wiped and the world is not that big. So the mechanism is there so that items will decay if the Deed is not updated.

Edited by CastIronFabric
  • Like 1
Posted
21 minutes ago, CastIronFabric said:

oh VS does have plenty of mechanistic game play. I am just saying if I had my way there would be even more.

I think you will have your way in time, at least to a degree lol. If not in pure base game then with mods.

Posted
1 minute ago, Foe Hammer said:

I think you will have your way in time, at least to a degree lol. If not in pure base game then with mods.

if I had my dream game it would basically be Vintage Story that allows you to over many hours (like 1000+ hours) to all the way to modern times, all thru engineering etc.

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Posted
19 hours ago, CastIronFabric said:

if I had my dream game it would basically be Vintage Story that allows you to over many hours (like 1000+ hours) to all the way to modern times, all thru engineering etc.

Honestly that sounds awesome. I know I would like to see something resembling a tech tree/technology advancement system added, however I am not quite sure how that world work in a way that is satisfying and not contrived and or just "Grind for the grind god".

Posted
14 minutes ago, Foe Hammer said:

Honestly that sounds awesome. I know I would like to see something resembling a tech tree/technology advancement system added, however I am not quite sure how that world work in a way that is satisfying and not contrived and or just "Grind for the grind god".

well gamers will be gamers. Give them a feature that is intentionally designed to not be obtained by anyone other than people who never work and are willing to put their health at risk and all gamers will expect it to be not a grind.

Regardless, the only game I can think of that takes things from stone age to modern age is RTS game called Empire Earth. 

I do not think its an obtainable goal at the level of detail that VS has but if I was creating a game I would make that my general trajectory even though I would likely never finish it in my lifetime.

  • Like 1
Posted
2 hours ago, Foe Hammer said:

"Grind for the grind god".

Yeah, I mean, if Vintage Story was requiring 1000+ hours of play just to finish one game...no thanks. There is some grind in the game, yes, but nothing that feels unreasonable. 

For reference, I racked up over 1000 hours in the OG Skyrim, but that was over the course of a few years. If I like a game I'll happily sink a lot of time into it, but I also like to feel like I'm accomplishing something and not being baited into just pumping up the gametime numbers. Being able to beat a game in a few hours doesn't make it bad, same as needing a few hundred hours minimum to beat a game does not make it good.

If it takes me a few hundred hours to beat the game, I want it to be by my own choice, not because the game itself forced me to grind that long. Many MMOs use that sort of tactic to keep players hooked.

  • Thanks 1
Posted (edited)
44 minutes ago, LadyWYT said:

Yeah, I mean, if Vintage Story was requiring 1000+ hours of play just to finish one game...no thanks. There is some grind in the game, yes, but nothing that feels unreasonable. 

For reference, I racked up over 1000 hours in the OG Skyrim, but that was over the course of a few years. If I like a game I'll happily sink a lot of time into it, but I also like to feel like I'm accomplishing something and not being baited into just pumping up the gametime numbers. Being able to beat a game in a few hours doesn't make it bad, same as needing a few hundred hours minimum to beat a game does not make it good.

If it takes me a few hundred hours to beat the game, I want it to be by my own choice, not because the game itself forced me to grind that long. Many MMOs use that sort of tactic to keep players hooked.

Its common for gamers to assume they must complete a game entirely and if it takes a long time to do so they consider that a bad game. I do not agree with that habit/view but I see it happen and I understand the problem.

In Wurm there are builds that literally have taken a DECADE to make. There really is no end game, plus its a team effort. That is likely in part as to why its not popular, as soon as people see something in a game that CAN be done they assume they MUST do it at some point despite there being plenty to do at 'lower' levels. I blame humans for this lack of insight.

As a personal side note, the vast majority of the games I play are 'open ended' but with a general feel of a 'end game'. Much like this one but perhaps even more abstract, anyway, despite the fact that I have played these games for about 25 years now I do not think I have ever gotten to 'end game' on any of them. When I get bored, I stop and play something else. In no way to I ever feel obligated to get to 'end game' or 'beat the game' if I am not enjoying myself. If I want to I switch games. I know for many people (if not most!) this is a bit hard. They want to get to end game regardless of the pain involved. I think they should not do that.

Edited by CastIronFabric
Posted
4 hours ago, CastIronFabric said:

In Wurm there are builds that literally have taken a DECADE to make. There really is no end game, plus its a team effort. That is likely in part as to why its not popular, as soon as people see something in a game that CAN be done they assume they MUST do it at some point despite there being plenty to do at 'lower' levels. I blame humans for this lack of insight.

Wurm.. to grind for the sake of grinding. I have too many hours in that game and I never accomplished anything of note. Never played the WO, but Wurn Unlimited was enough. The game will forever define grinding in a game. It was fun if you had a cool group to play with.

Posted
21 hours ago, LadyWYT said:

Yeah, I mean, if Vintage Story was requiring 1000+ hours of play just to finish one game...no thanks. There is some grind in the game, yes, but nothing that feels unreasonable. 

For reference, I racked up over 1000 hours in the OG Skyrim, but that was over the course of a few years. If I like a game I'll happily sink a lot of time into it, but I also like to feel like I'm accomplishing something and not being baited into just pumping up the gametime numbers. Being able to beat a game in a few hours doesn't make it bad, same as needing a few hundred hours minimum to beat a game does not make it good.

If it takes me a few hundred hours to beat the game, I want it to be by my own choice, not because the game itself forced me to grind that long. Many MMOs use that sort of tactic to keep players hooked.

I fully agree. The grind in vintage story feels fun at best, or useful and purposeful at worst, for me at least. I tend to speed towards iron or at least tin bronze just so I can be more efficient with resource and time use, but after that I tend to put focus towards non-essential things, like finding an andesite deposit for building (love my andesite).

I have seen MMOs sway way too far into the grind and that just kills my desire to play. Progress needs to feel earned, however I think I would stop playing a game near instantly if after completing a good few quests it either forced me to do a tedious task 100 times or wait a certain about of either real time or played game time to continue. I am usually very story driven/a lore hound so I am sure there is some exceptions, but they would have to be iron clad lol.

  • Like 1
Posted
On 1/7/2026 at 3:38 PM, CastIronFabric said:

well gamers will be gamers. Give them a feature that is intentionally designed to not be obtained by anyone other than people who never work and are willing to put their health at risk and all gamers will expect it to be not a grind.

Regardless, the only game I can think of that takes things from stone age to modern age is RTS game called Empire Earth. 

I do not think its an obtainable goal at the level of detail that VS has but if I was creating a game I would make that my general trajectory even though I would likely never finish it in my lifetime.

EE mentioned the EE3 was not so nice.

The age progress:

  • Leveling to obtain some skills that allow you to build technology stuff. Extended version of class with skill points. 
  • Buy blueprints from merchants, which is faster than leveling, but you need to have a lot of gear to offset the imbalance. More gear drops from stronger enemies. 
  • Expeditions—you found a map with locations; go there, find the treasure, learn the script, and obtain the knowledge to build. 
  • via Story/Missions 
  • Analysis bench: place the unknown item to see the primary ingredients. Gather the ingredients and start trying out compositions at the craft bench to construct it.

That sounds like an enjoyable mod idea. Maybe I'll try my luck on it. 

  • Cookie time 1
Posted
On 1/8/2026 at 7:21 PM, Eddyy said:

EE mentioned the EE3 was not so nice.

The age progress:

  • Leveling to obtain some skills that allow you to build technology stuff. Extended version of class with skill points. 
  • Buy blueprints from merchants, which is faster than leveling, but you need to have a lot of gear to offset the imbalance. More gear drops from stronger enemies. 
  • Expeditions—you found a map with locations; go there, find the treasure, learn the script, and obtain the knowledge to build. 
  • via Story/Missions 
  • Analysis bench: place the unknown item to see the primary ingredients. Gather the ingredients and start trying out compositions at the craft bench to construct it.

That sounds like an enjoyable mod idea. Maybe I'll try my luck on it. 

(EE3 was my first introduction to the series, loved the look and idea, but man that was a jank game lol)

 

That all sounds like a great way to handle it! Having it progress like a skill let's it be earned without being too contrived, at least from my perspective.

 

I wonder if there was a way to implement book/paper with an ink and quill. Sort of like a version of those gamified coding tutorials? Like you have to "write" something, maybe a recipe or so, to show you/your character have figured out the tech. Though that may be an absolute mess in practice, and probably would be novel the first go around and then needlessly tedious.

 

Could also tie it into finding books like we already have with finding lore.

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