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Posted

Realistic heat-treating sounds fun. I'm currently taking material science classes in college, and being able to apply my new knowledge of things like austenitization in a video game of all things would be very engaging!

From a gameplay standpoint, leaning more towards realism (without being too esoteric) makes processes like this feel more intuitive; being able to rely on real-world experiences really builds that sweet sense of immersion.

I haven't played the new preview release yet, but the way you describe the tediousness of the current heat-treating system makes it sound somewhat like Minecraft's tedious enchantment system, which is not uncontrollably random itself but still rather arbitrary and hyper-optimization prone just the same.

 

P.S. Your 'Steel Worker' rank is rather fitting for this post.

  • Like 7
Posted

I agree with this. The way quenching and tempering is implemented is anti-fun. I dont like it and it needs to go.

 

I'm all for quenching and tampering but not like this and you lay out some good ways to do it.

Posted

This is an extremely good suggestion. 

I think the recommended process works fine with workpiece temperatures visible, and I'd even argue that it should display a "live" shatter chance for quenching based on current temp. Hiding information just to make knowing something a relevant player skill doesn't usually sit well with me, and I also worry about the effects on folks with various types of visual impairments. 

I'll also argue that completely resetting the work piece is a wholly adequate punishment for overheating. Overheating is likely to be a really easy mistake to make because all it takes is wandering off at a bad time. Players would be annoyed enough at loosing all heat treating progress after being distracted from the forge by a rogue drifter, a forgotten lunch, or a temporal storm. Losing the work piece itself is excessive. 

  • Like 7
Posted

It's a new mechanic. Just introduced as well. How about its left as is till we understand it better. And then the team can work on making it better later on.

Even if it's gamefied as you stated, at least we have that mechanic now.

  • Like 1
Posted

Maybe there should be a Blacksmith class that can see the exact temperatures of the workpiece and other classes just see a qualitative description like "Cold" "Warm" "Hot" "Red Hot" "White Hot".

I am all for moving away from needing to look at the description box to get information on everything (while still having the option there for accessibility of course). I hope they add more diegetic crafting recipes like scraping hides on the ground too.

Posted
3 hours ago, Dilan Rona said:

It's a new mechanic. Just introduced as well. How about its left as is till we understand it better. And then the team can work on making it better later on.

Even if it's gamefied as you stated, at least we have that mechanic now.

Yes and now is the perfect time to work on it some more before they move on to other things and it stays like this for three years until it gets reworked.

 

2 hours ago, Heegrim said:

Maybe there should be a Blacksmith class that can see the exact temperatures of the workpiece and other classes just see a qualitative description like "Cold" "Warm" "Hot" "Red Hot" "White Hot".

I am all for moving away from needing to look at the description box to get information on everything (while still having the option there for accessibility of course). I hope they add more diegetic crafting recipes like scraping hides on the ground too.

Meh. Never cared for the class system and taking that ability away from the player now would just be rude. That being said, i am all for more diegetic methods and systems.

  • Like 1
Posted

I'm finally at the point where I'm making iron tools and the whole quenching and tempering process as it is just isn't for me.

The current calculus leans far too heavily on the side of risk rather than reward, not to mention it is a very tedious process.

I like a lot of the OP's suggestions, but my preferred take on it would be we get to choose 1 option (e.g. durability OR power) with no stacking, so we just do whatever the process is once and we're done. Smithing, as much as I enjoy it, is already a very long and convoluted process.

Posted (edited)

Sounds very good, actually. I too feel that the current quench-temper implementation is rather gamified and misleading in a way. Being able to tell the temperature of a workpiece by it's glow color is already in the base game, adding proper heat treatment to the equation just makes voxel smithing as a whole into a chef's kiss. Would be cool if devs notice it!

Edited by 7embre
typo
  • Like 1
Posted
9 hours ago, 7embre said:

Sounds very good, actually. I too feel that the current quench-temper implementation is rather gamified and misleading in a way. Being able to tell the temperature of a workpiece by it's glow color is already in the base game, adding proper heat treatment to the equation just makes voxel smithing as a whole into a chef's kiss. Would be cool if devs notice it!

I mean, we could just.... Tag them.

 

A bit rude, but certainly effective.

Posted (edited)
On 3/13/2026 at 6:21 AM, Teh Pizza Lady said:

good suggestion, but I think it's a bit overly complicated it would be great for a forging mod for enthusiasts. I don't think I would enjoy this as a part of the base game, but I could be wrong.

I've edited the suggestion somewhat after a chat with Tyron over on Discord, and I've mentioned your concern as well in a new section of the post. Feel free to tell me if this is a satisfactory response, and whether you think that some specific mechanics go over the line especially far:

On 3/3/2026 at 8:38 PM, MKMoose said:

The exact level of complexity could be tweaked, but I think that the process should be ultimately quite easy to understand - while the under-the-hood mechanics may be very complex, it's not necessary to understand them in detail. A newer player can be eased into the system with normalization giving an easy durability buff, without having to bother with quenching, while those seeking a more complex challenge would be rewarded appropriately. A well-written handbook guide and descriptive tooltips at every stage of the process can also go a long way.

 

On 3/13/2026 at 7:09 PM, coolAlias said:

I like a lot of the OP's suggestions, but my preferred take on it would be we get to choose 1 option (e.g. durability OR power) with no stacking, so we just do whatever the process is once and we're done. Smithing, as much as I enjoy it, is already a very long and convoluted process.

I think Tyron has said that adding a config for something like this could be a suitable short-term solution. I don't think resorting to a config is a good idea, but sure, it could be nice for those who don't want excess complexity.

Edited by MKMoose
  • Like 2
Posted

Your suggested process does add a ton of complexity and I can take that or leave it, but more succinctly the reason I think this post is accumulating so much positive attention is because none of us like the bizarre KMMO style "rerolling for +# until you fail and break the item" quenching and tempering implementation.

One quench and temper cycle to make the tool more durable makes sense, but having your shovel head burst into a cloud of temporary particles and disappear like a firecracker doesn't make sense, and it doesn't add anything good to the process of making tools. It's a skinner box hamster wheel for gambling addicts and every game I can name that includes a feature like this also sells "get out of jail free" tickets in a real money "cash" shop where you can pay ~$20USD to avoid your item breaking next time you fail the roll.

  • Like 3
Posted
4 hours ago, Fogman said:

Your suggested process does add a ton of complexity and I can take that or leave it, but more succinctly the reason I think this post is accumulating so much positive attention is because none of us like the bizarre KMMO style "rerolling for +# until you fail and break the item" quenching and tempering implementation.

One quench and temper cycle to make the tool more durable makes sense, but having your shovel head burst into a cloud of temporary particles and disappear like a firecracker doesn't make sense, and it doesn't add anything good to the process of making tools. It's a skinner box hamster wheel for gambling addicts and every game I can name that includes a feature like this also sells "get out of jail free" tickets in a real money "cash" shop where you can pay ~$20USD to avoid your item breaking next time you fail the roll.

This is a valid point. Even if we dont go with these ways, i do agree that it just needs a rework completely, and in all honesty, while i am ambivalent towards the actual changes suggested by this post, i support the ideas of less repetition, it losing everything if you heat it too much since it softens up, making the whole mechanic have more depth, and doing that with more skill and knowhow, although im not sure how you'd do that last one, but i like it as an idea.

Posted

And to this we add another problem that is not being talked about and that I became aware of when testing the new version: iron machining has become completely broken due to the new temperature mechanics. It was already difficult to make iron/steel plates having to rely on the capricious wind, so now you can't even finish the plates in the pneumatic hammer before they cool down.
That an optional mechanic, such as tempering, is breaking basic mechanics I don’t think is right. Especially considering that it hasn’t only broken blacksmithing with the temperature mismatches: the fuel cost for everything, like food, burnt flint, etc., has increased quite a bit, and getting coal is not exactly one of the most fun activities in the game. I suppose they will fix it in the final version... We’ll see what comes out.

Posted

To be honest, I don't think the games quenching/tempering mechanics are in a bad place right now.

  • Quenching and tempering processes replicate the basic idea of what they are in real life
    • Quenching being fast cooling from higher specific temperature range
    • Tempering being slow cooling from lower specific temperature range
    • Only the element of soaking the metal at specific temperatures is lost
  • It presents a working risk vs reward vs effort mechanic instead of player skill expression
    • Multiple quenching cycles increasing reward but also shatter chance
      • While not intrinsically realistic, could be interpreted as multiple attempts at getting "optimal" quench
      • Players can reaccess growing risk after each quench
    • Tempering allowing player effort and time investment to lower risk
      • Tempering is a inherently time intensive process, so making it more optional is a good choice
      • High risk behavior (i.e. tempering multiple times without quenching) is still possible and can lead to high rewards fast

While the ideas your post provides are interesting, with multiple factors having different effects on quenching results for example, and would allow for more player skill expression, I think they would over-complicate the system significantly. With soaking, optimal temperature for example, we would not only have two "minigames" players would need to play at the same time, but whose rules and effects also need to be communicated to the player in some way. Reading rules manuals is, weirdly, apparently not fun for most people.

So instead may approach to fix/reduce your listed problems with the current system:

  1. Tedious process: This is in my opinion mostly a balancing issue. There should be an incentive to reward additional effort, but currently the risk reduction of tempering appears to high. Making tempering less effective or maybe just increasing the base shatter chance could "shorten" the process significantly.
  2. No player skill expression: This is admittedly not easy to fix. My idea would be a "hardcore smithing" mode:
    • Selected as an optional setting on world creation
    • Removes temperature tooltips/displays, temperature needs to be approximated by the player from ingot color
    • Quenching, even outside the quenching temperature range, can cause the work item to shatter (I'm unsure if this is not already the case)
    • Decrease quenching and tempering temperature range
    • Austenitization/Overheating: Going above the quenching temperature range significantly and permanently increases shatter chance. Yeah, not realistic, but a reset would just punish the player with tedium.
  3. Hyperoptimization: Same solution as 1.
  4. Randomness unfitting: I fundamentally disagree that this is a problem.
  5. Quenching for durability: Here I also disagree to see this as a problem. If it were a problem, the solution would just be to remove quenching for durability. Quenching for durability is still risk vs reward, though tempering should probably have a drawback (like when quenching for power), to reduce tedium.
  6. Overpowered: Progression in VS is already structured in such a way, that lower tier stuff just gets completely outclassed when a higher tier material becomes available, so I don't think the power jump compared to bronze is an issue. Any further issues with the power level can simply be adjusted by balancing. 
  7. Highly unrealistic: While not entirely realistic, it still realistically depicts the basic process of quenching and tempering. I don't think we need to go further, especially if it would harm gameplay.
  • Like 1
Posted
18 minutes ago, Erik said:

To be honest, I don't think the games quenching/tempering mechanics are in a bad place right now.

  • Quenching and tempering processes replicate the basic idea of what they are in real life
    • Quenching being fast cooling from higher specific temperature range
    • Tempering being slow cooling from lower specific temperature range
    • Only the element of soaking the metal at specific temperatures is lost
  • It presents a working risk vs reward vs effort mechanic instead of player skill expression
    • Multiple quenching cycles increasing reward but also shatter chance
      • While not intrinsically realistic, could be interpreted as multiple attempts at getting "optimal" quench
      • Players can reaccess growing risk after each quench
    • Tempering allowing player effort and time investment to lower risk
      • Tempering is a inherently time intensive process, so making it more optional is a good choice
      • High risk behavior (i.e. tempering multiple times without quenching) is still possible and can lead to high rewards fast

While the ideas your post provides are interesting, with multiple factors having different effects on quenching results for example, and would allow for more player skill expression, I think they would over-complicate the system significantly. With soaking, optimal temperature for example, we would not only have two "minigames" players would need to play at the same time, but whose rules and effects also need to be communicated to the player in some way. Reading rules manuals is, weirdly, apparently not fun for most people.

So instead may approach to fix/reduce your listed problems with the current system:

  1. Tedious process: This is in my opinion mostly a balancing issue. There should be an incentive to reward additional effort, but currently the risk reduction of tempering appears to high. Making tempering less effective or maybe just increasing the base shatter chance could "shorten" the process significantly.
  2. No player skill expression: This is admittedly not easy to fix. My idea would be a "hardcore smithing" mode:
    • Selected as an optional setting on world creation
    • Removes temperature tooltips/displays, temperature needs to be approximated by the player from ingot color
    • Quenching, even outside the quenching temperature range, can cause the work item to shatter (I'm unsure if this is not already the case)
    • Decrease quenching and tempering temperature range
    • Austenitization/Overheating: Going above the quenching temperature range significantly and permanently increases shatter chance. Yeah, not realistic, but a reset would just punish the player with tedium.
  3. Hyperoptimization: Same solution as 1.
  4. Randomness unfitting: I fundamentally disagree that this is a problem.
  5. Quenching for durability: Here I also disagree to see this as a problem. If it were a problem, the solution would just be to remove quenching for durability. Quenching for durability is still risk vs reward, though tempering should probably have a drawback (like when quenching for power), to reduce tedium.
  6. Overpowered: Progression in VS is already structured in such a way, that lower tier stuff just gets completely outclassed when a higher tier material becomes available, so I don't think the power jump compared to bronze is an issue. Any further issues with the power level can simply be adjusted by balancing. 
  7. Highly unrealistic: While not entirely realistic, it still realistically depicts the basic process of quenching and tempering. I don't think we need to go further, especially if it would harm gameplay.

I still hate the idea of 'roll a dice X number of times and if you get unlucky you have to make a fresh tool'. That is peak gacha game BS and has no place in this game.

 

Also, i really dont think the current system of doing it over and over is realistic. OP said it right.

Posted (edited)
36 minutes ago, NastyFlytrap said:

I still hate the idea of 'roll a dice X number of times and if you get unlucky you have to make a fresh tool'. That is peak gacha game BS and has no place in this game.

 

Also, i really dont think the current system of doing it over and over is realistic. OP said it right.

It isn't even a gacha game mechanic actually, a gacha game would make you pay to gamble for copies of the item and then if you won, you could combine copies of the item into a stronger version of it. Rather, it comes from predatory Korean MMORPGs like DFO. That game in particular became the highest-earning videogame in the world, generating more than 23 billion dollars worth of revenue by selling pay-to-win features like performance enhancing "avatar" equipment, powercreeped "title" and "pet" equipment and, last but certainly not least, the tickets I mentioned that keep your item from being destroyed when you upgrade it one too many times and fail the roll.

Since DFO, this mechanic has become a tried and true favorite of Korean and Chinese MMORPGs and it's a huge revenue generator for them because it has the ability to get their player base of mostly children addicted to gambling.

56 minutes ago, Erik said:

It presents a working risk vs reward vs effort mechanic instead of player skill expression

No, it does not "present a working risk vs reward vs effort" mechanic as demonstrable from the fact that two people who each try to quench their weapon the same number of times produces one person whose weapon randomly breaks (they get nothing) despite attempting it with dozens of items and one person who randomly succeeds (they get the best possible item) in only one try. The former player has accepted more risk and gone through more effort but lost everything while the latter player has accepted less risk and put in less effort and won. There's a name for this system and it is "gambling" and the reason why gambling is very popular in the world is because people get addicted to it. The reason why all sorts of miserable looking old people are sitting and pulling the lever at slot machines in Vegas isn't because they're thrilled and it's very fun, they are there because they are addicted to the feeling that maybe this next one will be "the one" and they will finally be rich. 

It is unrealistic in practice and unfair in principle for your steel item to explode and disappear because you heat treated it. Vintage Story does not need KRMMO child gambling mechanics.

Edited by Fogman
I originally wrote "world's highest-earning videogame in the world" and repeated myself.
  • Like 1
  • Cookie time 2
Posted
45 minutes ago, NastyFlytrap said:

I still hate the idea of 'roll a dice X number of times and if you get unlucky you have to make a fresh tool'. That is peak gacha game BS and has no place in this game.

15 minutes ago, Fogman said:

Vintage Story does not need KRMMO child gambling mechanics.

Randomness doesn't equal gambling. Otherwise every game involving rolling dice would be need to be considered gambling. Gambling involves real money. I can understand not liking randomness as a significant factor in game systems, however randomness already is a significant factor in the game as it exists:

  • World generation is entirely based on generating a lot of random numbers
    • That includes ore and other resource patch generation
  • Drops from creatures but also things like ores are random
  • Critical hits from weapon sharpening are random
  • Panning is random
  • Loot in ruins is random
  • etc.

The meaningful difference here is obviously, that the current quenching mechanic presents an entirely optional risk vs reward (vs effort) mechanic. You are putting your tool head at risk to potentially gain an even better tool head. You can invest additional effort (tempering) to improve the odds of success.

45 minutes ago, Fogman said:

No, it does not "present a working risk vs reward vs effort" mechanic as demonstrable from the fact that two people who each try to quench their weapon the same number of times produces one person whose weapon randomly breaks (they get nothing) despite attempting it with dozens of items and one person who randomly succeeds (they get the best possible item) in only one try. The former player has accepted more risk and gone through more effort but lost everything while the latter player has accepted less risk and put in less effort and won.

Looking at the probabilities in this example tells a different story. Suppose we say both try to quench their tool head 5 times:

  • Person A successfully quenches 5 times, the probability for their tool to break were: 5%, 10%, 15%, 20%, 25%. Their tool head didn't break, so the chance for this occurring is 95% * 90% * 85% * 80% * 75% = 43.605%
  • Person B failed shattered a tool head on each of their 5 quenching attempts, so at 5%, 5%, 5%, 5%, 5% shatter chances. So the chances for this occurring are 5% * 5% * 5% * 5% * 5% = 0.00003125%

That is exceptionally improbable bad luck for person B. We can't just look at one cherry picked outcome and draw up any conclusion.

The experiment outcome is framed in a way, that suggests Person B risked more, because he lost 5 tool heads, even when the probabilities against this scenario happening were in his favor. The risk of losing 5 tool heads was the 0.00003125% for both of them and chance of losing no tool heads was 43.605% for both of them. Risk vs reward doesn't even mean taking risks always pays off, the premise of the experiment is false.

Person A could have lost his tool head on the last quenching attempt and Person B could have succeeded on the last quenching attempt. How do we interpret this result? How do we even value the different results? Person B lost 4 tool heads, but has the better tool at the end, while Person A has no tool head anymore. Maybe he now has 4 unquenched tools, however that isn't established in the experiment. In my opinion, the thought experiment also has too much ambiguity to be useful.

  • Cookie time 1
Posted
1 minute ago, Erik said:

Randomness doesn't equal gambling. Otherwise every game involving rolling dice would be need to be considered gambling. Gambling involves real money. I can understand not liking randomness as a significant factor in game systems, however randomness already is a significant factor in the game as it exists:

  • World generation is entirely based on generating a lot of random numbers
    • That includes ore and other resource patch generation
  • Drops from creatures but also things like ores are random
  • Critical hits from weapon sharpening are random
  • Panning is random
  • Loot in ruins is random
  • etc.

Well, first of all let's get this question of definitions out of the way. 

gambling noun

gam·bling ˈgam-b(ə-)liŋ 
 
: the practice or activity of betting : the practice of risking money or other stakes in a game or bet

Anyway, unless you object to merriam-webster's definition of gambling, risking "other stakes", in this case, a tool head in a game (in this case, Vintage Story 1.22), fits the definition of gambling without issue.

There is by necessity randomness in the game's world generation and loot tables so that each playthrough is different even if you made the same decisions. It doesn't follow that all sources of randomness improve the game. When the world is different in each place you are encouraged to explore more of the world (and this is a net gain insofar as it is interesting to explore the world), but when your items randomly and inexplicably break due to KRMMO child gambling mechanics when they are heat treated you are encouraged to keep trying until you succeed (and this is a net gain insofar as it is interesting to do the same thing over and over), and my answer is that this does not actually add anything fun to the game. It is just gambling with a thin veneer. It punishes the unlucky and makes people who want something spend more and more of their time and effort in an attempt to achieve it with absolutely no promise that they ever will, and it rewards the lucky who will take for granted that it is normal to receive the reward that they did. 

1 minute ago, Erik said:

Looking at the probabilities in this example tells a different story. Suppose we say both try to quench their tool head 5 times:

  • Person A successfully quenches 5 times, the probability for their tool to break were: 5%, 10%, 15%, 20%, 25%. Their tool head didn't break, so the chance for this occurring is 95% * 90% * 85% * 80% * 75% = 43.605%
  • Person B failed shattered a tool head on each of their 5 quenching attempts, so at 5%, 5%, 5%, 5%, 5% shatter chances. So the chances for this occurring are 5% * 5% * 5% * 5% * 5% = 0.00003125%

That is exceptionally improbable bad luck for person B. We can't just look at one cherry picked outcome and draw up any conclusion.

You misunderstood my comment on a conceptual level. I said that the two people are both attempting to quench each item the same number of times (in this case, 5), not that each person attempts to quench it until it breaks and then the first person has it break on the first quench every time. There is no scenario where in trying to quench an item a person "shatters the tool head 5 times" because that is actually them failing to quench 5 different items. This sort of misunderstanding is probably why you believe that this system is a "working risk vs reward vs effort mechanic" since you imagine that "an item" is an entire imaginary set of multiple items which could potentially be completed if you kept trying. There is in reality no way in this system for your effort to mitigate your risk because for every additional item you attempt to temper to a given level, you once again risk the entire item.

  • Like 3
Posted (edited)
4 hours ago, Erik said:

Quenching and tempering processes replicate the basic idea of what they are in real life

  • Quenching being fast cooling from higher specific temperature range
  • Tempering being slow cooling from lower specific temperature range
  • Only the element of soaking the metal at specific temperatures is lost

[...]

While not entirely realistic, it still realistically depicts the basic process of quenching and tempering. I don't think we need to go further, especially if it would harm gameplay.

The realistic process is roughly:

  1. Normalize (once or more, may be skipped), to reduce risks of quenching and improve toughness.
  2. Quench (only once; if unsatisfactory then go back to 1. and retry), to maximize hardness at the cost of making the metal brittle.
  3. Temper (once or more), to balance out a desired proportion between hardness and other properties.

I can understand simplifications and minor discrepancies, but the order of operations in the current system isn't similar to the realistic process at all. Tempering is actually in this weird spot where the in-game implementation is somehow more similar to real-life normalization in certain regards, because it's done before quenching to reduce risks.

 

4 hours ago, Erik said:

Tedious process: This is in my opinion mostly a balancing issue. There should be an incentive to reward additional effort, but currently the risk reduction of tempering appears to high. Making tempering less effective or maybe just increasing the base shatter chance could "shorten" the process significantly.

[...]

Hyperoptimization: Same solution as 1.

Repetition may be greatly reduced by just tweaking the numbers, that much I can agree with. But making tempering less effective would make it almost completely useless. It's a matter of hyperoptimization in the best case scenario (quenching for low power or for durability), while for high-power tools tempering is strictly harmful in the current balance.

 

4 hours ago, Erik said:

Quenching for durability: Here I also disagree to see this as a problem. If it were a problem, the solution would just be to remove quenching for durability. Quenching for durability is still risk vs reward, though tempering should probably have a drawback (like when quenching for power), to reduce tedium.

The problem with quenching for durability is that it doesn't even offer a proper tradeoff like power does (because power exists on a completely separate balance axis). Shatter chance and durability increase are effectively the same effect but going different ways, and once the risk outweighs the benefits, it's just fundamentally not worth it. The first iteration gives you a 14% expected effective durability increase (controlled for resource loss). The second iteration falls down to a 2.5% expected effective durability increase, or ~4.8% if you temper in-between. Starting from the third iteration, it becomes an expected loss, and that's only considering material savings, while time, fuel and clay costs actually make it even less worthwhile. Even if you abuse the ability to temper indefinitely, which is currently possible though contradicts the handbook guide, it will quickly start costing you more time than it's worth in durability. Why even allow the player to waste time and resources on something like this?

 

4 hours ago, Erik said:

It presents a working risk vs reward vs effort mechanic instead of player skill expression

I argue that it doesn't, because it doesn't have any standard risk-reward mechanics. A proper risk-reward mechanic should generally always have at least one of the following:

  • scarce opportunity - if the player is allowed to risk wasting a limited opportunity for a greater reward, then the risk feels more impactful; in the current system, the risk is taken very frequently, failure doesn't present any meaningful setback besides wasted time, and retrying is allowed instantly,
  • tightened error margin - if the player is allowed to play in a way that leaves less room for error in mechanical execution in exchange for some benefits, then the inherent risk naturally creates tension and engagement, and it also serves as a method of self-regulating difficulty; in the current system, the "risk" is purely an uniteresting random chance.

There's also a lot of other things that could be mentioned here, but scarce opportunity and tightened error margin are, in my experience, the most common and most essential parts of a good risk-reward mechanic.

Edited by MKMoose
  • Like 1
Posted
4 minutes ago, MKMoose said:

The realistic process is roughly:

  1. Normalize (once or more, may be skipped), to reduce risks of quenching and improve toughness.
  2. Quench (only once; if unsatisfactory then go back to 1. and retry), to maximize hardness at the cost of making the metal brittle.
  3. Temper (once or more), to balance out a desired proportion between hardness and other properties.

I can understand simplifications and minor discrepancies, but the order of operations in the current system isn't similar to the realistic process at all. Tempering is actually in this weird spot where the in-game implementation is somehow more similar to real-life normalization in certain regards, because it's done before quenching to reduce risks.

 

Repetition may be greatly reduced by just tweaking the numbers, that much I can agree with. But making tempering less effective would make it almost completely useless. It's a matter of hyperoptimization in the best case scenario (quenching for low power or for durability), while for high-power tools tempering is strictly harmful in the current balance.

 

The problem with quenching for durability is that it doesn't even offer a proper tradeoff like power does (because power exists on a completely separate balance axis). Shatter chance and durability increase are effectively the same effect but going different ways, and once the risk outweighs the benefits, it's just fundamentally not worth it. The first iteration gives you a 14% expected effective durability increase (controlled for resource loss). The second iteration falls down to a 2.5% expected effective durability increase, or ~4.8% if you temper in-between. Starting from the third iteration, it becomes an expected loss, and that's only considering material savings, while time, fuel and clay costs actually make it even less worthwhile. Even if you abuse the ability to temper indefinitely, which is currently possible though contradicts the handbook guide, it will quickly start costing you more time than it's worth in durability. Why even allow the player to waste time and resources on something like this?

 

I argue that it doesn't, because it doesn't have any standard risk-reward mechanics. A proper risk-reward mechanic should generally always have at least one of the following:

  • scarce opportunity - if the player is allowed to risk wasting a limited opportunity for a greater reward, then the risk feels more impactful; in the current system, the risk is taken very frequently, failure doesn't present any meaningful setback besides wasted time, and retrying is allowed instantly,
  • tightened error margin - if the player is allowed to play in a way that leaves less room for error in mechanical execution in exchange for some benefits, then the inherent risk naturally creates tension and engagement, and it also serves as a method of self-regulating difficulty; in the current system, the "risk" is purely an uniteresting random chance,

There's also a lot of other things that could be mentioned here, but scarce opportunity and tightened error margin are, in my experience, the most common and most essential parts of a good risk-reward mechanic.

Honestly, the ideal solution here, for a semi-realistic feel, which Vintage Story is intending to aim towards, would be to make a system where you can quench and temper and you have to balance how much you want of one, at the cost of reducing the other. This system would have a cap of 100% you can freely split between quenching and tampering for downsides and upsides. Normalizing would just be the base for both of these to operate on.

Posted

I think that a good compromise would be to hold off on quenching and tempering altogether until a simplified version of MKMoose's system can be implemented, where a tool can be quenched and/or tempered, once, in a few different methods that decide the trade-off in durability or power gain, and if done incorrectly should either have no effect, or yield an item with only negative additional effects. The game does provide specific information with regards to the current temperature of work items, and work items which are different colors visibly glow differently, and it makes sense to tie this into a heat treatment system. Work hardening and annealing bronze would be an interesting addition but a point against it is that it doesn't seem like it would be a good introduction to quenching ferrous metals because annealing seems at a glance to mirror the quenching process and has the opposite effect on the metal, softening it and increasing toughness while reducing hardness. I like that but it's counterintuitive and could confuse the player.

Either way I think that repeatedly heating and quenching an item for a chance to turn the work item into air is a wholly unreasonable and unwelcome addition.

Posted
16 minutes ago, Fogman said:

Anyway, unless you object to merriam-webster's definition of gambling, risking "other stakes", in this case, a tool head in a game (in this case, Vintage Story 1.22), fits the definition of gambling without issue.

I agree, that by that definition it is a gambling mechanic. But then we can agree that loads of games, digital and table top, are using gambling mechanics. TTRPGs like Dungeons&Dragons for example, each time you try to hit an enemy you are betting your one action you get each turn on one roll of the dice. I'd even argue that when the stakes are higher, the roll becomes more engaging, triumphs more exhilarating, failures more emotionally devastating, the whole ordeal becomes more fun. Gambling isn't inherently fun but it's not inherently unfun or inherently bad either.

I also don't want to defend loot boxes, gatcha mechanics, "KRMMO child gambling mechanics" or casinos. I'd say gambling is inherently addictive to some degree. Preying on peoples money, especially by getting them addicted, is obviously bad. Though I don't worry this will be the case for quenching in VS, as obviously no money is involved and I'd also rate the quenching mechanic to not be very addictive. If you think the current VS quenching mechanic is bad, it's likely not for the same reason you think "KRMMO child gambling mechanics" is bad. That is why I think the comparison to "KRMMO child gambling mechanics" is unwarranted.

56 minutes ago, Fogman said:

You misunderstood my comment on a conceptual level. I said that the two people are both attempting to quench each item the same number of times (in this case, 5), not that each person attempts to quench it until it breaks and then the first person has it break on the first quench every time. There is no scenario where in trying to quench an item a person "shatters the tool head 5 times" because that is actually them failing to quench 5 different items.

Ah, sorry, took me reading your response and initial experiment a bunch of times to finally understand it. Then lets look at the numbers again:

  • We already calculated the chance to quench a tool head 5 times: the probability to break each quenching were: 5%, 10%, 15%, 20% and the 25% on the last quench. So the chance for it not breaking at each step remains 95% * 90% * 85% * 80% * 75% = 43.605%
  • Person A archives this on the "first try", so loses no tool head and only "risked" that one tool head. The probability of this happening is 43.605%.
  • Person B tries n times (where n is a whole number greater than 0), so he "risked" and lost n tool heads. The probability of losing n tool heads is (1 - 43.605%) ^ n. That means that the likelihood for loosing 5 tool heads is ~5.7% (or ~2.487% if doing a 6th 5-times-quenching attempt that succeeds)
    • That is without tempering, when Person B invests effort to temper after each quench, the likelihood of losing n tool heads decreases further. Too lazy to look into the code for how that effects temp and calculate that stuff, I'd then probably also try to factor in the power loss from quenching, i.e. if 6- or 7-times-quenching would actually be required when doing tempering to archive the same power level...

If person A would only ever risk one tool head, he only ever has a 43.605% chance of getting the 5-times-quenched tool head, while person B would have an  1 - (1 - 43.605%) ^ n chance of getting the 5-times-quenched tool head. When risking 5 tools, the chance of getting a 5-time-quenched tool head is therefore ~0,943%. So we can reason, that greater risk means greater chance to get our desired reward. (Risked tool here means that each risked tool head is attempted to be quenched regardless if a previous attempt at getting a 5-time-quenched tool head was already successful. This was done to keep the probabilities of each attempt independent to simplify the math. Thus our calculated probability is for at least one 5-time-quenched tool head, so this could be multiple. The probability to get just one (the first occurrence) 5-time-quenched tool head is therefore even greater.)

While the lowest bet for quenching is a tool head, the probabilities for loss also are part of the risk. A 50% chance of loss is riskier than a 5% chance.

1 hour ago, MKMoose said:

I can understand simplifications and minor discrepancies, but the order of operations in the current system isn't similar to the realistic process at all.

Where to draw the line with realism is obviously subjective. Like I said, the processes of quenching and tempering, not necessarily the results (increasing strength, durability, decreasing shatter chance), are generally realistic (quenching before tempering, quenching being quick cooling from high temperatures, tempering slow cooling from lower temperatures). Normalization I would count as a different process altogether. The most unrealistic part is without a doubt the "repeating for greater rewards" part, but like I said earlier, could just abstractly represent multiple consecutively better attempts at quenching.

1 hour ago, MKMoose said:

Repetition may be greatly reduced by just tweaking the numbers, that much I can agree with. But making tempering less effective would make it almost completely useless. It's a matter of hyperoptimization in the best case scenario (quenching for low power or for durability), while for high-power tools tempering is strictly harmful in the current balance.

Hmm, tempering reducing shatter chance (allowing for more quenches) while also lowering the effect of previous quenches (necessitating more quenches to archive desired effect level) might be a problem (if that is what you mean with tempering being strictly harmful).

1 hour ago, MKMoose said:

Shatter chance and durability increase are effectively the same effect but going different ways, and once the risk outweighs the benefits, it's just fundamentally not worth it.

I think it's intended, that there is a point where the risk outweighs the benefits. Otherwise we would either need durability increases increasing with greater shatter chance or both not scaling at all.

1 hour ago, MKMoose said:

failure doesn't present any meaningful setback besides wasted time, and retrying is allowed instantly

The most meaningful setback/risk is resource loss, i.e. the tool head. I can't think of a more significant (realistic) risk in the scenario of quenching. Reward is obviously more durability or tool power. I can understand not liking it, not thinking it's a good risk-reward mechanic, but I honestly fail to see how this is not a risk-reward mechanic, among the most simple risk-reward mechanics one can think of.

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