Tabulius Posted March 3 Report Posted March 3 (edited) I've mentioned this before in an earlier thread, but I think this deserves it's own. I think temporal storms are in concept and in lore a very fun idea, other games have mechanics some what similar and they work to great effect. See stalkers emissions, dangerous storms you have to seek shelter from or be obliterated, and then after the fact you risk running into zombified enemies. The difference is where emissions in stalker are an occasional moment of tension that adds a nice dynamic element and immersion to the game, the temporal storms are a day wasting annoyance that in the early game serve to do nothing more than interrupt your game. Emmisions are brief, lasting around a minute, and all they essentially do is force you to drop what you're doing and run for cover. Temporal storms force you to plan your day around them, as they last 5 - 10 minutes, This is only made more annoying with there increasing frequency and length as a playthrough continues. The other annoying part is that my choice as a player is extremely hampered during storms. It used to be that I could choose to wait them out, but we've been increasingly railroaded into having to fight. Now your options are either, fight (or farm), run the whole time, wait in a 1 by 1 bunker/trader caravan, or enable sleeping during storms. The last 3 are not enjoyable options for anyone and essentially equate to a refusal to engage with the mechanic as has been railroaded. Some may say that I should just turn them off. I've been tempted, but ultimately they're too useful for farming gears once you get the proper set up. I also still really like the idea, I just resent being forced into it every time when I may have had other plans for that day. I don't like having to enable sleeping through them as it completely removes the fun immersive aspect there used to be of being safe in your house while enemies were outside, but at this point it's the only good compromise left. As a whole I think we should at the very least have more options for configuring how the storm works, or they should be reworked. Does anyone actually like storms as they are now? I've seen people talk about how they like it mostly for the lore and atmosphere, but the actual mechanic? The novelty wears off quickly and they're too gamey and simply implemented to exhibit the horror they were intended to at least for me. I never get scared or immersed whenever a storm happens. Instead I get annoyed and immediately taken out of the game because I start wondering how such a poorly designed feature hasn't been adjusted yet. Edited March 3 by Tabulius 14
PoisonedPawn777 Posted March 3 Report Posted March 3 I enjoy them overall. I do think it's a feature that deserves some polishing considering it's a core piece of the game. It's a hurdle that provides a bit of urgency to prepare for in the early game, then a source of temporal gears and Jonas parts later in the playthrough. My biggest gripe is more of an overall issue with how the rust monsters interact with the player, I'd like to have a bit more to monster behavior than just beelining straight for me. As it stands combat is a bit light on any forethought or strategy. That, along with visual and environmental cues signaling a storm, would go a long way for me.
metl182 Posted March 3 Report Posted March 3 I turned them off. I don't see them as contributing anything beneficial to the gameplay and more often than not result in just sitting in my hole doing nothing for 20 minutes.
ArgentLuna Posted March 3 Report Posted March 3 I am indifferant to them. Depending on how im feeling and if friends are on i'll sit it out, work thru it or prowl the house now that i have my full set of Blackguard Arms and Armour. Last heavy one i just kept on doing what i was doing before it ~ cooking, just changed into armour just incase.
Parco Posted March 3 Report Posted March 3 I do kinda agree. They can be quite disruptive and end up most of the time just hunkering down in my base which leads to that entire day being unproductive. Now that there are elements in the game that forces you to either be more inactive or play riskier isn't neccesarily a bad thing, just needs to be implemented a bit better. Currently there are sorta 4 different "systems" dealing with temporal stability; surface areas that slowly drain your stability, going into depths drain the stability, the stability "weather" that dictates how many portals are spawning and temporal storms which is a stable repeating event. My opinion is that these 4 should be merged into just 2 system, a "temporal weather" system that function sorta similarly to the normal weather system in that it is locally affected and moves and changes, that means if there is high activity at your base you could go out hunting in another area and that place only have low activity, while another area has a temporal storm going. this would make temporal storms much more unpredictable and you could get caught in one, but you can always run to a different area to escape it, and could be lucky not encountering one for quite a long time. The other system is more of a wave system, which dynamically changes the depth based instability, so sometimes you could end up draining quite fast while on the surface and other times you could be safely deep underground for a long time. I think this could offer a more interesting and varied gameplay, and if you want to farm temporal storms it'd be much easier to do so since you could go out and scout for one, if view distance is long enough, as one can see the distorted space.
LadyWYT Posted March 3 Report Posted March 3 10 hours ago, Tabulius said: Does anyone actually like storms as they are now? I've seen people talk about how they like it mostly for the lore and atmosphere, but the actual mechanic? I enjoy them. They keep me on my toes and make planning trips and other activities a lot more interesting, since the temporal storms bring with them an unknown risk. The storms might be somewhat predictable, however, there's still a pretty broad range at which they can occur. By default they occur every 10-20 days, which is more than enough time for most long trips. However, I'm pretty bad about leaving on said trips right after storms occur, so while 20 days might be enough time, it's very likely I'll have to deal with at least one storm if the interval is shorter. The storms can be just as dangerous even around home, since there's been a time or two I returned from a mining trip at low stability, only to see that a heavier storm was imminent. In those situations, there's really no choice but to sacrifice a gear or fight the enemies to restore stability. 10 hours ago, Tabulius said: The other annoying part is that my choice as a player is extremely hampered during storms. It used to be that I could choose to wait them out, but we've been increasingly railroaded into having to fight. Now your options are either, fight (or farm), run the whole time, wait in a 1 by 1 bunker/trader caravan, or enable sleeping during storms. The last 3 are not enjoyable options for anyone and essentially equate to a refusal to engage with the mechanic as has been railroaded. Honestly, I don't really see much of a problem here. The temporal storms are essentially unnatural disasters, and overall not something you really want to be caught out in. There is some loot that can be acquired by fighting the monsters in the storms, however, doing so is risky and said loot can be acquired by other means, if at a slower rate. Sitting inside in safety might not be the most exciting thing, but like most things in Vintage Story the player isn't going to get something for nothing. The price of that safety is the player being limited in what they can do while the storm rages on, but that being said, there are quite a bit of indoor activities that can be done. Panning is a decent early game activity, since it will net copper and other goodies. Baking pies or otherwise preserving food in crocks is also a good activity, since it's something the player will need to do anyway for winter prep/general food stores. Casting metal can also be a good option, as it's easy to do, allows the player to babysit the forge without getting distracted, and gives the metal plenty of time to cool off so it's ready to be worked when the storm is over. I will also note that turning the storms off or enabling the sleep option are not bad ways to handle storms either. Turning them off is the best option for players who really don't find the mechanic fun at all and would rather just explore/do whatever without being hampered. Sleeping through the storms might not be realistic from the lore standpoint, however, it's a very good option for players who enjoy the storms but don't necessarily want to fight monsters or find indoor activities every time one occurs. Another option is just increasing the interval between storms--that way they still occur every once in a while, but otherwise give the player plenty of time for doing stuff before they need to deal with one. The maximum interval is 30-40 days, so if the player is still playing with default 9 day months that should mean they only have to deal with about 2-3 storms per year. 10 hours ago, Tabulius said: Some may say that I should just turn them off. I've been tempted, but ultimately they're too useful for farming gears once you get the proper set up. I also still really like the idea, I just resent being forced into it every time when I may have had other plans for that day. I don't like having to enable sleeping through them as it completely removes the fun immersive aspect there used to be of being safe in your house while enemies were outside, but at this point it's the only good compromise left. As a whole I think we should at the very least have more options for configuring how the storm works, or they should be reworked. A few more options regarding temporal mechanics in general would be nice, as that is one config page that really doesn't have a lot going on right now. As for the storms themselves, I don't think they really need a rework, as much as they could use a few minor tweaks to smooth out the experience. Chiefly, it would be nice to have some sort of "safe zone" around the player, so that monsters don't get dropped right on the player. For passive players, that would make it a little easier for them to hide indoors without having to worry about something spawning with them in what should be a safe spot. For aggressive players, it would smooth out the storm combat a bit by giving the player a chance to spot incoming enemies and react, rather than have to deal with a nightmare getting dropped on top of them. Having the enemies scale a bit with storm strength would also help smooth out the combat by giving the player more manageable enemies in the early game when their equipment isn't a good, while saving the tougher stuff(except the special monsters) for the late game when the player has had time to equip themselves and will be wanting those prime goodies. For example, light storms could spawn tier 0-2 enemies, medium storms tier 1-3, and heavy storms be predominantly tier 3-4. The special monsters like the double-headed drifter could spawn in any storm strength in order to preserve the player's chance at the really good loot. I think this kind of change would be quite good, since handling tier 0-2 is fairly manageable even with the most basic gear, but still enough of a risk that players won't necessarily default to charging blindly into every storm, every game. This one is a bit more iffy, but I also think it could be interesting to have a bit of loot left to scavenge after the storm passes. By that I mean a few flax fibers and maybe a rusty gear or two, or a temporal gear/Jonas part if the player is really lucky. Such items would need to be picked up quickly, since they would despawn shortly after the storm ends, but I think it would be a decent way to give passive players a bit of loot without a lot of risk and perhaps encourage them to give the storms more of a try rather than just turn them off. 2 1
Kik kik Kik Posted March 3 Report Posted March 3 I like the storms how they are. Its different from every other game I have played where the loop is to be 100% safe. I have made a gladiator arena for storms. A prep room where i have weapons and armor stands. In the arena i have setup spots of safe defence places where there are weapons and healing. I have holds where I can heal. Sometimes I like to wait it out tho. But I wouldn't want a change. 2
HalfAxd Posted March 3 Report Posted March 3 27 minutes ago, Kik kik Kik said: I like the storms how they are. Its different from every other game I have played where the loop is to be 100% safe. Agreed! I like them as well. They are cool to watch from behind my windows. Occasionally, I go out and try my hand at combat with them... it's unique and cool... 1
CastIronFabric Posted March 3 Report Posted March 3 I personally do not think Temporal Storms are a good idea. If this game was hyper focused on being a tower defense game like 7 days to die perhaps but otherwise I think its not a good idea at all. 1
CastIronFabric Posted March 3 Report Posted March 3 11 hours ago, metl182 said: I turned them off. I don't see them as contributing anything beneficial to the gameplay and more often than not result in just sitting in my hole doing nothing for 20 minutes. this... even if they 'improved' the experience I most likely would just leave it off. To those who say 'your playing the wrong game then', If someone made a crafting/building depth of this level and depth including the geographic world without the monsters, yes I would play that game. In fact, to some degree I did for years, Wurm.
Slam Posted March 3 Report Posted March 3 1 hour ago, LadyWYT said: For example, light storms could spawn tier 0-2 enemies, medium storms tier 1-3, and heavy storms be predominantly tier 3-4. The special monsters like the double-headed drifter could spawn in any storm strength in order to preserve the player's chance at the really good loot. I think this kind of change would be quite good, since handling tier 0-2 is fairly manageable even with the most basic gear, but still enough of a risk that players won't necessarily default to charging blindly into every storm, every game. 1 hour ago, LadyWYT said: some sort of "safe zone" around the player, so that monsters don't get dropped right on the player. For passive players, that would make it a little easier for them to hide indoors without having to worry about something spawning with them in what should be a safe spot. For aggressive players, it would smooth out the storm combat a bit by giving the player a chance to spot incoming enemies and react, rather than have to deal with a nightmare getting dropped on top of them. This is the ideal world for me, I would like not to be jumped by 3 shivers that spawn on top of me, and more scaleable difficulty based the storms size. Though it might be a bit annoying if your in steel plate armor just to get a light storm. 1 hour ago, LadyWYT said: but that being said, there are quite a bit of indoor activities that can be done. Panning is a decent early game activity, since it will net copper and other goodies. Baking pies or otherwise preserving food in crocks is also a good activity, since it's something the player will need to do anyway for winter prep/general food stores. Casting metal can also be a good option, as it's easy to do, allows the player to babysit the forge without getting distracted, and gives the metal plenty of time to cool off so it's ready to be worked when the storm is over. Didn’t even think about this, maybe not in “regular rooms”, but in small dedicated storm rooms you can quickly put supplies in when your given the heads up of the incoming storm, I’m going to do this when I start playing again in 1.22 1
CastIronFabric Posted March 3 Report Posted March 3 10 minutes ago, Slam said: This is the ideal world for me, I would like not to be jumped by 3 shivers that spawn on top of me, and more scaleable difficulty based the storms size. Though it might be a bit annoying if your in steel plate armor just to get a light storm. Didn’t even think about this, maybe not in “regular rooms”, but in small dedicated storm rooms you can quickly put supplies in when your given the heads up of the incoming storm, I’m going to do this when I start playing again in 1.22 What if we just made 'storms' a place you go to instead of it landing everywhere including your base? What if we had deeds like Wurm so that monsters and storms do not happen on your property. Is that a bad idea? speaking personally I have no desire for storms in any incarnation so I will keep it off however it does seem to me that making it a place you go to instead of randomly coming to you makes more sense from a play enjoyment perspective. 1
Tabulius Posted March 3 Author Report Posted March 3 4 hours ago, LadyWYT said: Sitting inside in safety might not be the most exciting thing, but like most things in Vintage Story the player isn't going to get something for nothing. This is not an excuse for bad design. In past updates players were confined to the safety of their homes if they didn't want to interact with the storms, there's nothing wrong with that. The current iteration basically gives you nothing to do but tab out and wait for a minimum 5 minutes. If you think that's a reasonable gameplay alternative I don't know what to tell you other than you must have more patience for your time being wasted then you ought to. 4 hours ago, LadyWYT said: there are quite a bit of indoor activities that can be done. Panning is a decent early game activity, since it will net copper and other goodies. Baking pies or otherwise preserving food in crocks is also a good activity, since it's something the player will need to do anyway for winter prep/general food stores. Casting metal can also be a good option, as it's easy to do, allows the player to babysit the forge without getting distracted, and gives the metal plenty of time to cool off so it's ready to be worked when the storm is over. How? I used to do all these before enemies were able to spawn indoors. Now if I risk doing these I chance enemies spawning and getting into a fight in the tight corridors of my house. This is an option we have only been further disincentivized from doing, intentionally so might I add. 2
CastIronFabric Posted March 3 Report Posted March 3 1 minute ago, Tabulius said: This is not an excuse for bad design. In past updates players were confined to the safety of their homes if they didn't want to interact with the storms, there's nothing wrong with that. The current iteration basically gives you nothing to do but tab out and wait for a minimum 5 minutes. If you think that's a reasonable gameplay alternative I don't know what to tell you other than you must have more patience for your time being wasted then you ought to. How? I used to do all these before enemies were able to spawn indoors. Now if I risk doing these I chance enemies spawning and getting into a fight in the tight corridors of my house. This is an option we have only been further disincentivized from doing, intentionally so might I add. My home has what I consider to be amazing lighting via candles, its warm and dark but not so dark that I can not see. As such I always get monster spawns. I have hostiles off so its nothing more than similar to smacking flies who got in the house. Also, I would like to make a Kitchen or Forge outside if I like and without putting fences and lights all over the place. I really think the solution to this problem is simply to adopt a 'go to the risk' philosophy instead of the risk coming to you. Property Deeds should not have monster spawns, go fight them in the dungeons instead if one is into that kinda thing.
LadyWYT Posted March 3 Report Posted March 3 5 minutes ago, Tabulius said: How? I used to do all these before enemies were able to spawn indoors. Now if I risk doing these I chance enemies spawning and getting into a fight in the tight corridors of my house. This is an option we have only been further disincentivized from doing, intentionally so might I add. Simply by keeping those activities indoors during a temporal storm. In my experience, enemies typically don't spawn indoors, and the rare time that they do it's just one, which is quite easy to poke to death with a spear in most cases. Where the problems tend to occur, in my experience, is in large interior spaces that aren't well-lit or that are otherwise free of clutter. Oil lamps are a convenient early game lighting solution, but terrible for stopping spawns. Torches can be decent at stopping spawns but aren't very good for lighting up large interiors. Lanterns are the best suited for stopping spawns, however, even they can struggle when it comes to large interior spaces. Cluttering the space with storage and decor helps a lot; the interior doesn't need to look like a hoarder house, but some shelves, trunks, other storage can help break up the space in a useful fashion. Fur rugs on the floor and decorative/useful piles of stored materials also seems to help reduce the amount of open space available for enemies to spawn. I think also, perhaps, that stopping spawns entirely during temporal storms isn't the best main goal to work towards when it comes to building a good base to weather the storm in. I've had more luck concerning myself less with stopping all the spawns, and more building compact designs that keeps spawns to a minimum while allowing me enough room to deal with the occasional one that does slip through.
CastIronFabric Posted March 3 Report Posted March 3 Just now, LadyWYT said: Simply by keeping those activities indoors during a temporal storm. In my experience, enemies typically don't spawn indoors, and the rare time that they do it's just one, which is quite easy to poke to death with a spear in most cases. Where the problems tend to occur, in my experience, is in large interior spaces that aren't well-lit... Spawns in my base happen all the time because, to be frank, from an aesthetic perspective my home is 'well lit', if you understand my meaning. The problem I have with the architecture of spawning on our 'Deeds' is that it restricts how we can build. I cant have a warm candle lit room, I cant have outdoor work stations without fences and lots of light etc. I understand we need some level of restrictions due to a certain level of creative realism but not a fan of monsters spawning on my 'Deed' at all whatsoever.
Slam Posted March 3 Report Posted March 3 3 hours ago, CastIronFabric said: What if we just made 'storms' a place you go to instead of it landing everywhere including your base? What if we had deeds like Wurm so that monsters and storms do not happen on your property. Is that a bad idea? speaking personally I have no desire for storms in any incarnation so I will keep it off however it does seem to me that making it a place you go to instead of randomly coming to you makes more sense from a play enjoyment perspective. This is very similar to something I saw earlier, about it being actual weather, I don’t remember way but that wasn’t a great idea, I might try to look for it.
Andael Posted March 3 Report Posted March 3 I agree with Tabulius. Temporal Storms are a good concept, but poorly implemented. They fit the lore. I like the glitch effects and atmosphere. Raids, in games, can add tension and strategy... and encourage the use of game-mechanics and preparation... But as the Storm are, they randomly spawn rust-mobs near players, with very limited effective options for a player to deal with them -- mostly cheesing implementation details rather than intentional design. That just leaves potential gameplay on the table. I have assumed that the implementation of Temporal Storms is a placeholder. Simple spawn mechanic, marking the basic idea. But I haven't read of any more fleshed-out design intent, and the small changes to the mechanics (mostly around the addition of new rust-entities) as-is are a bit worrying as a hint that the current implementation is not so placeholder, or has just become accepted. I also don't turn them off, because they're an intentional part of the game, and there's some in-game value (Jonas parts + gears). Also, now that I use the Temporal Symphony mod, the warning of an approaching storm tends to elicit the spine-tingling raising of hackles, which adds some excitement. But I don't like the actual storms. Insta-gib from behind by a random tier-4 spawn is not exciting or fun. They're simply too random. Severity of storm doesn't even matter much, as any can spawn high-tier. Vintage Story's combat is not it's strong-suit, so bunny-hopping all over with reticle-based poke/targeting is not my favourite bit of gameplay to stress. I do like building crafty bunkers/traps, but more success is gained through cheese than innovation, since there isn't really much design toward this. I think the idea of Drifters coming from darkness, or time being more unstable in darkness should be a focal point. Storms might involve a breakdown of this... maybe like the uplifting black particles: larger patches of rising dimness. Maybe lightsources can become unstable (more advanced sources being more stable perhaps). Some visible, sensible, mechanism which can be worked against in the moment (eg. bolstering a darkening corner with light), and with craftable improvements to work for in the long-term. Maybe unstable/dark regions can grow/fester if not overcome by light. Even if a player fails to hold back the darkness -- at the very least they know where to expect creatures to come from. Rather than a random spawn from behind. Maybe some later-tech improvements like a flashlight or hooded lantern (might not be practical with the lighting in the engine?) -- intensity might be able to dissipate flickering-in drifters and rapidly banish encroaching darkness where focused. I've watched players cover their abodes with stones in an attempt to thwart spawns... and didn't like that it might work, or the activity it encouraged (drudgery, which also interferes with nice builds and freedom to place things on ground). Of course they're trying to do something, but that wouldn't be good gameplay even if intentionally designed. The important take-away should be that people do want to feel like they have some control over this -- give them mechanics and tools which encourage good gameplay. If impregnating your building materials with something, or placing fancy deterrents is part of this -- that sounds potentially neat, but with some intentional design! Spawns should not be so random, or powerful spawns must be easier to avoid when new: Storm intensity should related to spawned tiers, so you can have some sense of survivability (eg. vs your current armor). Perhaps spawn types relate to technology (I don't know if this can fit lore), so that the risk of higher threats increases as you progress. More powerful drifters might appear in response to killing weaker ones, though we don't want to ultimately discourage fighting back, but rather a test of power... so, overkill or speed of killing as a measure. Perhaps more powerful enemies are more light sensitive, so only a risk in the darkest of spots, and even requiring several adjacent dark cells. Rather than typical random-chance + random-table "rolls", a population distribution with random-shuffle -- this allows for better control over the randomness. Notification of storms: Where does "A Heavy Temporal Storm is approaching" even come from? A feeling? It would be better if there was a gameworld/thematic hint -- momentary glitches and sound, or maybe the floating black particles presage a full storm. (The mod "Temporal Symphony" does a nice job of this.) Maybe some early-ish tech helps presage a warning. And later Jonas-device could detect with more accuracy. Temporal Storms should bring to the game: A looming threat to prepare for -- with means to prepare. Fair value to be gained from engaging with and beating the threat (temporal gears lose their lustre after you have many, and Jonas parts are very late-game). Ideally, encourage the use of gameplay mechanics, such as building or tech-progression. Another consideration should be some intended player-experiences from the early-game through to late-game. Early-game options to engage with a light storm? Maybe simple traps, and an off-hand torch to deter near-spawns? Bowtorn are just rude early-game, I think... and reveals too much too soon. They should be related to heavier storms and deeper caves; maybe surface varietes near deep-cave mouths. Right now Storms are kinda cool and spooky at first... but not fun unless you like minecraft-style combat or cheesing implementation details. 8
Thorfinn Posted March 3 Report Posted March 3 5 hours ago, Slam said: maybe not in “regular rooms”, but in small dedicated storm rooms you can quickly put supplies in when your given the heads up of the incoming storm, You don't even have to do that. Just use a stack of storage (chests or whatever) as the wall between your "regular room" and your dedicated storm room.
Garro Posted March 3 Report Posted March 3 (edited) I am here just to echo the comments saying that the entire storm system as it currently exist is poorly implemented and are an active hindrance to player enjoyment in the early game. Are they lore accurate? Sure. Is it conceptually interesting? Yes. But having that manifest in simply spawning high tier enemies around the player that forces the player to either die repeatedly or hide in a 1x2 hole is not adding to the overall experience of the game. I bought the game with 4 other friends, I am the only one who stuck around chiefly because of the temporal storm mechanic. It left that poor of a first impression on new players that all of my friend group decided it wasn't worth the trouble. Can you simply turn the mechanic off, yes you can and I have. That's not enough to bring them back though because it made them question the entire design philosophy of the project for better or worse. But for me it begs the question, why does this even exist in its current form other than to force the player to engage with combat and for lore reasons? Both of those choices are totally arbitrary, the way storms are implemented is not fundamental for the gameplay loop to work. They could be much more interesting and could lend themselves to make the player think more than "oh I see a prompt in text chat that a storm is coming, time for me to hide in a hole until its over". Edited March 3 by Garro 6
CastIronFabric Posted March 4 Report Posted March 4 (edited) 14 minutes ago, Garro said: I am here just to echo the comments saying that the entire storm system as it currently exist is poorly implemented and are an active hindrance to player enjoyment in the early game. Are they lore accurate? Sure. Is it conceptually interesting? Yes. But having that manifest in simply spawning high tier enemies around the player that forces the player to either die repeatedly or hide in a 1x2 hole is not adding to the overall experience of the game. I bought the game with 4 other friends, I am the only one who stuck around chiefly because of the temporal storm mechanic. It left that poor of a first impression on new players that all of my friend group decided it wasn't worth the trouble. Can you simply turn the mechanic off, yes you can and I have. That's not enough to bring them back though because it made them question the entire design philosophy of the project for better or worse. But for me it begs the question, why does this even exist in its current form other than to force the player to engage with combat and for lore reasons? Both of those choices are totally arbitrary, the way storms are implemented is not fundamental for the gameplay loop to work. They could be much more interesting and could lend themselves to make the player think more than "oh I see a prompt in text chat that a storm is coming, time for me to hide in a hole until its over". What I have never been able to understand is why people think lore is sacred and immutable. That said as far as I am aware making 'storms' be a place you go to, instead of a place that comes to you, would not break the lore. I think the idea of waiting until you are suited up, prepared with your best foods, weapons and armor all ready to rock and roll and set a time aside to go do it, is a lot better than just having it show up in your world regardless of if you are ready or not. If you are not ready, you will just sleep or hide it out, making the entire thing pointless. So I know I repeat myself often but I find that most effective way to make suggestions so here it goes: Make Deeds where monsters do not spawn on your Deed and make storms a portal you go TO instead of it coming to YOU. done. I do not see Vintage Story as a 'tower defense' game like lets say 7 days to die and if they want to have such 'aspects of it', in my view they would need to decide to go all in or not at all. Edited March 4 by CastIronFabric 1
Tabulius Posted March 4 Author Report Posted March 4 1 hour ago, CastIronFabric said: What I have never been able to understand is why people think lore is sacred and immutable. That said as far as I am aware making 'storms' be a place you go to, instead of a place that comes to you, would not break the lore. Ya this is something I see a lot and it gets annoying. People using the lore as a defense for gameplay mechanics. Could possibly be that the storm takes place in whatever biome you're in at the moment, but if you leave you're safe. I don't see how that would contradict the lore. 4 hours ago, LadyWYT said: Simply by keeping those activities indoors during a temporal storm. In my experience, enemies typically don't spawn indoors, and the rare time that they do it's just one, which is quite easy to poke to death with a spear in most cases. Where the problems tend to occur, in my experience, is in large interior spaces that aren't well-lit or that are otherwise free of clutter. Oil lamps are a convenient early game lighting solution, but terrible for stopping spawns. Torches can be decent at stopping spawns but aren't very good for lighting up large interiors. Lanterns are the best suited for stopping spawns, however, even they can struggle when it comes to large interior spaces. Cluttering the space with storage and decor helps a lot; the interior doesn't need to look like a hoarder house, but some shelves, trunks, other storage can help break up the space in a useful fashion. Fur rugs on the floor and decorative/useful piles of stored materials also seems to help reduce the amount of open space available for enemies to spawn. You must be luckier than me because I most often build small bases and they always spawn inside. 1
CastIronFabric Posted March 4 Report Posted March 4 26 minutes ago, Tabulius said: Ya this is something I see a lot and it gets annoying. People using the lore as a defense for gameplay mechanics. Could possibly be that the storm takes place in whatever biome you're in at the moment, but if you leave you're safe. I don't see how that would contradict the lore. There might be some technical concerns with making it a 'place' to go. Would it be close enough? would it teleport you outside of the existing world into a difference instance and does the minecraft main mechanics support that? I do not know, but one solution to that is to simply make it world wide BUT on your Deed it does not happen. When you look outside you will beyond your deed you will see the monsters and the monsters will not attack you while you are on your deed but if you step outside of your deed then the effects start and they will fight you. That might be one solution. That all said, I do not even like the core idea of the storms regardless of how they would be implemented so I would likely turn it off even with that mechanic. I think when it comes to specifically storms people should set aside Lore concerns for a second and think that maybe the very concept of storms themselves really are not as appropriate to a building game as they assume. It just feels like people are going down a 'lost cost fallacy' without questioning the core assumptions that the concept itself is awesome. maybe.
Thorfinn Posted March 4 Report Posted March 4 (edited) I suspect it exists mostly for those who were expecting deadly combat to be part of an "uncompromising wilderness survival sandbox game inspired by eldritch horror themes." If it says "unnerving temporal disturbances" right on the tin, why would one expect to not have disturbances? For every temporal storm thread, there's another that thinks combat should be an even bigger part of the game. Temporal storms are not an awful compromise. Particularly with as easy as it is to change settings or even use/make mods. [EDIT] I don't really object to any of @LadyWYT's suggestions, but I wouldn't have stuck around as long as I have if the challenge were nerfed too much. What kept me here was that I was only one bear hit or high end rustie hit from dead, so had to develop the skills to prevent that from happening. Edited March 4 by Thorfinn
Zane Mordien Posted March 4 Report Posted March 4 12 hours ago, LadyWYT said: really good loot What loot is that? Pointless Jonas parts? I'm a broken record, the storms are just boring time outs until you build a cheese base and then you cheese them. They are sort of fun at first but after a few storm time outs it's boring.
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