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What holds us back - A discussion on the biggest problems with Vintage Story and potential solutions


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Posted (edited)
38 minutes ago, williams_482 said:

I don't recall needing to enter creative to get through the Devastation part of Chapter 2.

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I did get confused early on and look up a guide, which clued me in on how to jump and time-switch together to get past the first obstacle which required that. I also spent a fair bit of time figuring out how to work my way up the tower with jumps and time switches, and even took a break somewhere in there because it did take some mental effort to figure everything out. But all in all, I thought it was great? challenging, but worth it. 

 

My main point of contention is this part because it literally requires you to be pixel perfect to get through it. I tried to do this three times and then assumed I was trying the wrong thing and started to look elsewhere - and I ended up dying in my permadeath playthrough, because I started to look elsewhere. Irony is, I was trying the CORRECT thing, but I think that because I was wearing steel armor for protection (which is really intelligent in a place this dangerous when you think about it) I couldn't make the jump, and this hoodwinked me into thinking it wasn't the correct path to take. This jump needs to be tweaked, otherwise more players will experience what I did, and they'll need to look up a video, just to find out that the problem was never with their own reasoning in the first place but rather with the dev's flawed implementation of the solution to this part. 

 

Edited by Discipline Before Dishonor
Posted
4 hours ago, Discipline Before Dishonor said:

I was wearing steel armor for protection (which is really intelligent in a place this dangerous when you think about it) I couldn't make the jump

Steel plate armor is very protective, but also bad for mobility, especially for non-Blackguards. Steel chain is a better option here, in more ways than one. The jumps, though tough, can still be done with armor equipped, but plate will likely slow most players down too much.

In the event that one is wearing plate armor, it doesn't hurt to remove a piece or two briefly to get some mobility back, and then put the armor back on once done. 

Posted
1 hour ago, LadyWYT said:

Steel plate armor is very protective, but also bad for mobility, especially for non-Blackguards. Steel chain is a better option here, in more ways than one. The jumps, though tough, can still be done with armor equipped, but plate will likely slow most players down too much.

In the event that one is wearing plate armor, it doesn't hurt to remove a piece or two briefly to get some mobility back, and then put the armor back on once done. 

I have heard the same thing from multiple sources. Good to know because I am was about to make plate. nope

Posted
26 minutes ago, CastIronFabric said:

I have heard the same thing from multiple sources. Good to know because I am was about to make plate. nope

To be clear, plate armor isn't bad, but it's not the best armor for adventuring. It's better suited to base defense(plenty of food and healing material at home) or delving deep into caves(mobility isn't a big concern here).

When it comes to jumping around in general, I think as long as your movement speed is above 75% you should be fine for most jumps, but in my experience that's the approximate threshold for beginning to miss jumps instead of succeed.

Posted (edited)
20 hours ago, LadyWYT said:

To be clear, plate armor isn't bad, but it's not the best armor for adventuring. It's better suited to base defense(plenty of food and healing material at home) or delving deep into caves(mobility isn't a big concern here).

When it comes to jumping around in general, I think as long as your movement speed is above 75% you should be fine for most jumps, but in my experience that's the approximate threshold for beginning to miss jumps instead of succeed.

In wilderness survival enemies deal 50% more damage than normal, you have 5 less HP than normal, and I typically play it permadeath so the plate was a non-negotiable thing. However, if I had to do it all over again, I'd remove the plate gear temporarily as you advised to make the jump, after the flying bird thing pelted those arrows on me. There's a respectable grace period between peltings, so I could make the jump and then reequip the plate gear after. Still, in another post somebody suggested having a battle gauntlet of sorts where you have to fight through dangerous legions to potentially fix the elevator early and skip the parkour segments, and that would be an awesome alternative to have. 

Edited by Discipline Before Dishonor
Posted
On 1/22/2026 at 3:57 PM, EmperorPingu said:

I'm not saying we should remove storms or instability entirely, but what I am saying is that their current form within the game is entirely moronic

I would've been far more inclined to enter into a dialog with you if you hadn't used an unnecessary and offensive ad hominem attacks of this type.

Other people have already said most of what I'd add to you specifically in any case. A few of your ideas have merit, but most of them are predicated on an assumption about 'what the game should be' that I don't see evidence of. Not every game should be Pokemon or PalWorld. There's a rich diversity of other things out there, and trying to take those two as models is missing the point that a large part of the market craves something that's niche and isn't 'for everyone,' but instead fits what they want. In every such case, there will be some percentage of players who play, mod extensively, and complain that it's not quite what they want...Even though it's close enough for them to spend time on and write essays about.

  

On 1/24/2026 at 10:03 AM, SCHPETZE said:

I honestly never thought about this, but that you mention it, puts light on the reason I've had slight inconveniences with vintage story, and I agree with you, a good game, is a game where you don't feel discomfort while making a choice...

I would disagree emphatically here.

Some of the best games out there are those where the player realizes that their choices matter, and that no matter what choice they make, the outcome won't be good for all involved and sacrifices will have to be made.

And most of us are well aware of the opposite end, the so-called 'railroad' where all choices are false ones which lead you to the same conclusion regardless, just with slightly different dialog boxes.

Now, perhaps you enjoy such railroad games, but your own enjoyment is far from a universal enjoyment by all.

=========================

The majority of the rest of these really do come down to 'this doesn't play the way I think it should,' with the example of taking extreme mobility-limiting equipment into a high-mobility requirement dungeon being exemplary.

It's clear that not everyone is happy with the way the storms work. The devs would have to be well aware of that, given how frequent complaints about it are. I will agree that they can be frightening for a new player on their initial playthrough (personally, like one of the other commenters, I found that fear exhilirating). If I was going to suggest anything, I'd suggest that perhaps the area around the starting zone perhaps have the remnants of some decaying ruin whose toppling due to erosion marks the beginning of the player's adventure...As it sets off a timer for when the bubble of peace it was generating would fade. Have the floating rifts and the advent of the storm be hallmarks of 'Now you're in the world as everyone else has experienced it.' This satisfies the desire some players are expressing for 'less punishing at the beginning' while still maintaining the story that these rifts and storms destroyed prior civilization and have prevented new civilization from forming.

Set it as a big, obvious toggle during world creation.

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Posted

I actually wanted to add one more notion to my comment about people modding games and grumbling that 'It's not quite what they want.' and wishing the devs would change whatever-the-splinter-is-that-makes-every-step-in-the-game-world-nag-at-them.

Vintage Story came out of that.

I used to play a Minecraft mod called TerraFirmaCraft. I'm new to VS, but very old to TFC, and as best I understand it, the entire existence of VS is because the authors of TFC couldn't do all of the things they wanted to do in Minecraft, so they finally went 'You know what?! Let's make our own voxel game, with blackjack and...' Okay, maybe not exactly that, but they made VS because TFC operating in the framework of Minecraft didn't create the experience they wanted and didn't let them tell the stories they wanted to tell.

So when I say 'Hey, there are always people who mod and grumble that they have to mod,' that isn't really meant to sound negative about those people. Some of them will move on and make their own games, or influence the design of other games with their feedback.

I'm sorry if anything I said did come across that way.

Posted
47 minutes ago, Ratbatboo said:

as best I understand it, the entire existence of VS is because the authors of TFC couldn't do all of the things they wanted to do in Minecraft, so they finally went 'You know what?! Let's make our own voxel game, with blackjack and...' Okay, maybe not exactly that, but they made VS because TFC operating in the framework of Minecraft didn't create the experience they wanted and didn't let them tell the stories they wanted to tell.

As I understand it, Tyron wasn't involved with TFC, though TFC and VS often get compared because they have some similar goals regarding realism. Vintage Story started out as the Vintagecraft mod for Minecraft, and became it's own thing once Tyron realized that a Minecraft mod wasn't enough to handle what he wanted to do. Likewise, Hytale wasn't really going in the direction he wanted either, so he cordially parted ways with the Hytale team and set off to make Vintage Story.

Posted

My misunderstanding, then. TFC is amazingly like VS, though. Enough so that I read VS as 'TFC implemented on its own platform with the knapping and pottery minigames made better, and a plot added.'

I would be quite shocked to learn that there was no cross-pollination.
 

Posted
2 hours ago, Ratbatboo said:

My misunderstanding, then. TFC is amazingly like VS, though. Enough so that I read VS as 'TFC implemented on its own platform with the knapping and pottery minigames made better, and a plot added.'

I would be quite shocked to learn that there was no cross-pollination.
 

I wouldn't be surprised if there was some inspiration taken from TFC, however, I'd also note that concepts such as knapping stone tools and creating pottery are pretty standard when it comes to basic realistic survival concepts. Games that have a focus on realistic survival methods are likely to have overlap as a result, regardless of whether the devs drew any inspiration from each other.

Posted (edited)

 

On 1/22/2026 at 3:57 PM, EmperorPingu said:

Temporal Storms

Get rid of them - or in the very least make it so that they are something that are either explicitly mid-late game or something the player initiates themselves.

Read from many people (so I can safely say that it is the general consensus) that the mechanic needs lots more polish, but its not exactly unbearable or unfair. the game gives you generous warning in advance. With the default setting, the earliest 1 comes after you already had plenty of time to get on your feet, & you still scale appropriately as they get more frequent. They don't really last long, either. As a new player, overall they are more of a nuisance than anything, & I like how its reminiscent of Emissions from S.T.A.L.K.E.R

On 1/22/2026 at 3:57 PM, EmperorPingu said:

Get rid of it, or make it something that is only affected by going to certain non-ground level areas or player actions, such as being too cold, being in the dark for too long, going deep underground (this is a fine use of the mechanic), or eating spoiled food (although this should make the player ill instead imo).

Make harsh conditions even more harsh? Imo thats even worse. I dont really see the problem with the temporal stability mechanic besides being unintuitive.

On 1/22/2026 at 3:57 PM, EmperorPingu said:

Personally, I prefer the idea that rifts spread SLOWLY into unprotected regions (regions not protected by Rift Wards) but are both permanent

Hard disagree. Rifts being temporary is what makes them fair to begin with. If they were permanent, they would be extremely unpopular.

You don't even need a mod to fix or change these mechanics to your liking, only that you fiddle with some world settings.
I do agree that unstable regions are BS, and at min should have some visual indication.

Edited by Calmest_of_lakes
Forgot to include this
Posted

My 2¢...

If you don't like Temporal Storms turn them off. Don't, however, demand the game completely changes its meta/lore simply to suit your very specific play style.

The game is advertised as having them, so to complain that they exist is like complaining that there are peanuts in a Snickers bar despite there being a picture of peanuts on the wrapper. 

Are temporal storms good, I mean that's a question for the ages, and has been discussed to death in multiple threads, so I don't think I need to add to that. 
Are temporal storms literally part of the meta/lore? Yes, a core part.

 

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Posted
2 hours ago, Broccoli Clock said:

My 2¢...

If you don't like Temporal Storms turn them off. Don't, however, demand the game completely changes its meta/lore simply to suit your very specific play style.

The game is advertised as having them, so to complain that they exist is like complaining that there are peanuts in a Snickers bar despite there being a picture of peanuts on the wrapper. 

Are temporal storms good, I mean that's a question for the ages, and has been discussed to death in multiple threads, so I don't think I need to add to that. 
Are temporal storms literally part of the meta/lore? Yes, a core part.

 

1. agreed with your first point.

2. however, if they made storms a place you go to off your deed, say for example by jumping into one of those portals (which again should not spawn on your deed). That would not break lore.

Posted (edited)
On 1/26/2026 at 7:33 AM, Ratbatboo said:

I would've been far more inclined to enter into a dialog with you if you hadn't used an unnecessary and offensive ad hominem attacks of this type.

Other people have already said most of what I'd add to you specifically in any case. A few of your ideas have merit, but most of them are predicated on an assumption about 'what the game should be' that I don't see evidence of. Not every game should be Pokemon or PalWorld. There's a rich diversity of other things out there, and trying to take those two as models is missing the point that a large part of the market craves something that's niche and isn't 'for everyone,' but instead fits what they want. In every such case, there will be some percentage of players who play, mod extensively, and complain that it's not quite what they want...Even though it's close enough for them to spend time on and write essays about.

  

I would disagree emphatically here.

Some of the best games out there are those where the player realizes that their choices matter, and that no matter what choice they make, the outcome won't be good for all involved and sacrifices will have to be made.

And most of us are well aware of the opposite end, the so-called 'railroad' where all choices are false ones which lead you to the same conclusion regardless, just with slightly different dialog boxes.

Now, perhaps you enjoy such railroad games, but your own enjoyment is far from a universal enjoyment by all.

=========================

The majority of the rest of these really do come down to 'this doesn't play the way I think it should,' with the example of taking extreme mobility-limiting equipment into a high-mobility requirement dungeon being exemplary.

It's clear that not everyone is happy with the way the storms work. The devs would have to be well aware of that, given how frequent complaints about it are. I will agree that they can be frightening for a new player on their initial playthrough (personally, like one of the other commenters, I found that fear exhilirating). If I was going to suggest anything, I'd suggest that perhaps the area around the starting zone perhaps have the remnants of some decaying ruin whose toppling due to erosion marks the beginning of the player's adventure...As it sets off a timer for when the bubble of peace it was generating would fade. Have the floating rifts and the advent of the storm be hallmarks of 'Now you're in the world as everyone else has experienced it.' This satisfies the desire some players are expressing for 'less punishing at the beginning' while still maintaining the story that these rifts and storms destroyed prior civilization and have prevented new civilization from forming.

Set it as a big, obvious toggle during world creation.

I dont see what you disagreed against... I just said that Yes.. mobs are annoying at times, and  while yes, im not saying remove th chat, im saying to just make it more player action based, and less just bad luck ... No one likes bad luck, no one enjoys waking up with a mob while they are trying to figure out a stressful crafting recepie... And this dosent have to be necessarily done that it removes the underlying lore... We shouldn't dismiss a problem just cause we havent figured out how to solve it... 

 

 ( This is still schpetze, from different account ) 

Edited by Edi Lisaru
Posted
6 hours ago, Edi Lisaru said:

I dont see what you disagreed against... I just said that Yes.. mobs are annoying at times, and  while yes, im not saying remove th chat, im saying to just make it more player action based, and less just bad luck ... No one likes bad luck, no one enjoys waking up with a mob while they are trying to figure out a stressful crafting recepie... And this dosent have to be necessarily done that it removes the underlying lore... We shouldn't dismiss a problem just cause we havent figured out how to solve it... 

 

 ( This is still schpetze, from different account ) 

just make mob spawns not happen on Deed.

 

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Posted

The main thing I would change about Temporal Storms is to stop making them override normal lighting spawning limitations on enemies. It's annoying and frustrating to not be able to wait out the storm inside a well lit house. Locking yourself inside a closet and panning shouldn't be the only thing you can do if you're not kitted out to rip and tear yet. 

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Posted
8 hours ago, LexicalAnomaly said:

The main thing I would change about Temporal Storms is to stop making them override normal lighting spawning limitations on enemies. It's annoying and frustrating to not be able to wait out the storm inside a well lit house. Locking yourself inside a closet and panning shouldn't be the only thing you can do if you're not kitted out to rip and tear yet. 

1. I do not like the lighting system. I like to keep my place low lit with candles which is in part why I turn hostiles off and just deal with monsters like one would with a small ant problem.

2. Why not just have a Deed system and have monsters not spawn in your deed. This way you can have lighting anyway way you want outside and inside and if you do not want to put fences everywhere, you do not have to AND if you want to fight monsters just go outside of your Deed area. done.

Posted
3 hours ago, CastIronFabric said:

1. I do not like the lighting system. I like to keep my place low lit with candles which is in part why I turn hostiles off and just deal with monsters like one would with a small ant problem.

2. Why not just have a Deed system and have monsters not spawn in your deed. This way you can have lighting anyway way you want outside and inside and if you do not want to put fences everywhere, you do not have to AND if you want to fight monsters just go outside of your Deed area. done.

I could maybe see preventing spawning inside of a "room" as long as it's got some form of lighting, but deeds sounds way too meta and immersion breaking. 

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Posted

I think looking at a Realism lens is the wrong way to look at the quality of a mechanic because realism inherently is not immersive, fun, or engaging.

The those are the dimensions I think are much more worthwhile, and while OP brings up some issues, they also missed several.

Temporal Storms

Immersive: Yes
Fun: Debatable
Engaging: Not until endgame equipment when you want Jonas parts.
My overall rating: Worthy of reworking

Temporal storms are perhaps the single most complained about mechanic on these forums, and for good reason. Yes, they're immersive and relevant to the overall lore, but I would be very surprised if a majority of players don't either turn them off, cheese the mechanics (like with a kill pit/near-kill pit to farm enemies) and/or lock themselves in a closet to pan or just afk to wait out the storm.

The number of enemies that spawn, and the danger of those enemies is much higher than the drop rewards for fighting them especially when the higher tier spawns are going to one-shot you.  Prior to bowtorn and shivers being added you had the option to rambo with a bunch of stone spears early on but it's questionably viable now.

Having enemies ignore normal spawning rules during temporal storms was a mistake, because the people who used to just sit inside their homes and wait it out still do the same thing in a closet, it's just more annoying now.  It also doesn't really make sense how traders and npcs survive the temporal storm spawns because while they have guards, no one is safe and a double headed drifter is going to kill anyone immediately if it spawns near you.  Huddling around a light is a much more reasonable solution.

If we want players to go out during temporal storms and fight, then drops need to be better (falx auto-looting helps here, but not enough), and if we want them not to just afk in a closet then we need to revert storms ignoring the normal spawning constraints.  Early game fighting in storms is mostly a trap for new players.

Surface Temporal Stability

Immersive: No
Fun: No
Engaging: No
My overall rating: Scrap it

I thought it was a really cool idea if surface temporal instability was a sign of a buried dungeon or something encouraging you to dig down and find it, and would 100% be open to that idea as a rework possibility.

As things are though, surface instability is something you only notice if you built a base on top of it (as an annoying and disappointing feature) and otherwise has no impact on gameplay as as far as I know there's no correlation between surface instability and say, rift activity.  Nothing about this mechanic accomplishes anything than disappointing players who wanted to hang out in an area just to find out it's temporally radioactive.

Combat Scaling/Equipment Viability

Immersive: Yes
Fun: No
Engaging: Yes
My overall rating: Rework, as a priority

I have spent hours reading and testing how vintage story weapons and armor work, and I genuinely do not understand why it was designed this way.  The way damage is calculated by armor manages to be both needlessly complex in terms of interacting mechanics, but also massively unintuitive to the player.  Weapon progression is all sorts of weird, and the net result is that there are a lot of items that a moderately experienced player just isn't going to make.

Clubs have no mechanical reason to exist.  Spears take approximately 30 more seconds to acquire and are vastly superior in range and damage.
Copper weapons and even bronze falxes are pretty disappointing in performance compared to stone spears, and I only bother making an iron or steel one because we don't have iron or steel spears.
Bows I think have a good progression and don't need to be touched.
Copper and Bronze armor is pretty bad, especially compared to Cloth which is generally abundant as you're producing flax for windmill sails anyway.
Bear armor is more a trophy than an armor, it's barely better than improvised.
Scale and Brigantine don't really have any use cases from what I've seen.  Most players go from zero iron to an abundance of iron and steel is generally a late game luxury due to all the setup required.

This gives us a very narrow weapon progression (Stone spear -> bronze spear -> Longbow/Recurve + iron arrows, iron falx -> Longbow/Recurve + steel arrows, steel falx)
and an even more narrow armor progression (Improvised -> Cloth -> Iron Chain -> Steel Chain, Steel Plate for specific use cases but probably skip for non-blackguard)

In practice, this leaves huge gaps where an experienced player makes a copper pickaxe (and prospecting pick) so they can make a bronze pickaxe so they can mine iron, and everything from then on becomes iron and the only bronze you need is for the pickaxe for the map.

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Posted (edited)
6 hours ago, LexicalAnomaly said:

I could maybe see preventing spawning inside of a "room" as long as it's got some form of lighting, but deeds sounds way too meta and immersion breaking. 

it already does 'some' level of lighting additionally your rooms would then be restricted to meet the parameters of what the game considers to be a room which limits creativity. Not to mention your rooms would also have to have a certain level of lighting which the game already has and I do not approve. I want to make several rooms that are very very dim, candle light only kinda dim. why? because I want to

.Anyway, I disagree I think deeds are the way to go the only question is how big can a deed be. Wurm has been doing it this way for decades

Edited by CastIronFabric
Posted

The idea of the player initiating temporal storms could be neat, and triggered by making a device to detect them; something we just know now somehow. //media.invisioncic.com/r268468/emoticons/smile.png

It doesn't have to change the lore or rewrite anything.

That said, I have no qualms with how things are now. I just did exploration mode on my chill save and the standard one with my friends.

Posted

I got the game this week, 15 hours in just got Chests so might just be inexperience  talking but in the one temporal storm thats come. . . I just made arrow heads and didn't open the door? I'm sure there's stuff to be gained from going out when the world is melting and 46 of those New Yorkers who never drop anything when I harvest them are knocking on the door but it wasn't hard to just wait it out for a single night and asking the devs to rework an entire mechanic like that seems counter productive. Food spoilage, finding 40 freaking nuggets of surface copper before I could actually mine for ores, and dont get me started on the fact that after I finally took down a bear I cant even use its meat for stews so the rewards were essentially worthless to me; IMO all far more annoying/unintuitive than "the sky is mad at you, hide" - IDK just seems like this is the least concern as far as limiting choice (what if I only wanted to hunt predators for food, what if I wanted to play a character that spends most of their time underground, neither of these are viable as far as I can tell but thats not a reason to change the entire game) especially when you can just turn them off (if you wanna play on a server with certain settings be the change you wanna be in the world and host one with it turned off?)

Sidenote ignoring all that the biggest hurdle to growth is being self sold and not on like GOG or Steam no singular game mechanic is holding back some tidal wave of players, but AFAICT that aint changing either

Posted
58 minutes ago, A_Guy_in_Orange said:

I got the game this week, 15 hours in just got Chests so might just be inexperience  talking but in the one temporal storm thats come. . . I just made arrow heads and didn't open the door? I'm sure there's stuff to be gained from going out when the world is melting and 46 of those New Yorkers who never drop anything when I harvest them are knocking on the door but it wasn't hard to just wait it out for a single night and asking the devs to rework an entire mechanic like that seems counter productive. Food spoilage, finding 40 freaking nuggets of surface copper before I could actually mine for ores, and dont get me started on the fact that after I finally took down a bear I cant even use its meat for stews so the rewards were essentially worthless to me; IMO all far more annoying/unintuitive than "the sky is mad at you, hide" - IDK just seems like this is the least concern as far as limiting choice (what if I only wanted to hunt predators for food, what if I wanted to play a character that spends most of their time underground, neither of these are viable as far as I can tell but thats not a reason to change the entire game) especially when you can just turn them off (if you wanna play on a server with certain settings be the change you wanna be in the world and host one with it turned off?)

Sidenote ignoring all that the biggest hurdle to growth is being self sold and not on like GOG or Steam no singular game mechanic is holding back some tidal wave of players, but AFAICT that aint changing either

Eventually, the temporal storms get worse, and enemies will even spawn inside your base (which is why some people get upset). By that time, however, you should have good weapons and armor. Even the early enemies have a small chance to drop flax string or a useable pseudo-arrow/dart, but later enemies drop quite valuable resources for much higher-end crafting. Many players apparently create a 'duck blind' for killing these things, with water funneling them towards a kill-zone.

I certainly haven't gotten that far yet, but I have gotten fairly good at killing the beasties (improvised shield and armor and a club are surprisingly effective!), and I've had some loot drop occasionally!

Posted
1 hour ago, Ratbatboo said:

Eventually, the temporal storms get worse, and enemies will even spawn inside your base (which is why some people get upset). By that time, however, you should have good weapons and armor. Even the early enemies have a small chance to drop flax string or a useable pseudo-arrow/dart, but later enemies drop quite valuable resources for much higher-end crafting. Many players apparently create a 'duck blind' for killing these things, with water funneling them towards a kill-zone.

I certainly haven't gotten that far yet, but I have gotten fairly good at killing the beasties (improvised shield and armor and a club are surprisingly effective!), and I've had some loot drop occasionally!

I mean I have plenty of experience in that other game that it seems we dont name here(?) and punishing mob spawns for having the audacity of happening around you is far from hard, Im sure once I get to that point I'll make a farm to juice it to its fullest but thats neither here nor there. Having stuff spawn directly ontop of you does sound like some BS, but I've dealt with Lycanites I'm sure its manageable, especially since by now im sure an experienced player would have more gear and more of a base than my current dirt box so by the time they get bad I doubt there will be much excuse for being unprepared but like the revolutionary new glass coffins it remains to be seen

Posted

Maybe I'm picking it up wrongly here, but a lot of people seem to equate the player's ability to the strength of the Rust World. In my mind, which will be subjective, the whole point is you are rag-dolled by the storms, they are not meant to be fun, they are not meant to be background noise you work around, they should (and do, regularly) place a wrench into whatever you are doing, and altering your day's itinerary. The surface portals add to that. "Why is it half inside my house, that's stupid", is a common claim, but that's the point, the Rust World does not care for your comfort, the normalities of your day-to-day life are both irrelevant and inconsequential when faced with an entire dimension of malign intent. The whole point of the world being empty and full of ruins, apart from the traders, is that people could not contend with what they had manifested and that the horrors were so great they took to living underground.

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