SkyHighSpirits Posted Saturday at 08:42 PM Report Posted Saturday at 08:42 PM (edited) The direction of the game at times seem a little random. I would love to see more progression and survival-aspect-oriented changes. On temporal storms and drifters One thing I would love to have changed is for drifters to be able to break doors, but be unable to spawn inside enclosed spaces. Another thing that would make temporal storms more interesting is if crops can be hit by rustblight from drifters, if you allow them to reach your fields—introducing a siege mechanic to the game. To make this work, drifters should be unable to spawn within 30 blocks of a planted farm plot with at least 16 connected and planted soil blocks. This would make farms something you actually have to defend, instead of something that just passively produces food. That said, while a 30-block spawn radius would be somewhat hard to exploit, it is likely still possible for players to game the system by placing multiple farm plots to prevent drifter spawns entirely. It would therefore be worth considering how to avoid this becoming an unintended “safe zone” mechanic. Another suggestion is for a new mob to be added which is capable of destroying any blocks below mining tier 4 or the like, but very slowly, which yet again introduces siege mechanics. This could be a drill-type drifter that fits into the lore of the game. It should not tunnel through the ground, but instead slowly break through walls, attempting to pathfind towards farm plots or the player base. This also means that drifters will now spawn outside of the player's base, where they will attempt to break in, rather than dead-center inside the room, which is the main annoyance temporal storms and drifters currently come from. The addition of these features means: Farms can be destroyed if drifters are allowed to stay for too long (siege mechanic) Bases can be breached through doors and walls (another siege mechanic) Iron doors, however, should have insanely high health. On progression and late-game systems Some other ideas could include enabling aluminium and titanium to be harvested and then worked through electrolysis. This would require a significant amount of power, which could be generated using coal and wind power to drive a generator. The generator itself could be the final reward for beating the underground boss, tying progression and combat together. From there, more advanced and realistic processes could be introduced, such as: Electrolysis for aluminium production More demanding refining processes for titanium A primitive type of arc furnace for high-temperature metalworking This would add a clear late-game progression path that feels grounded in the game’s logic and tone, while also giving players something meaningful to work towards beyond basic survival. The creators of the game are free to elaborate on this advice, ignore it completely, or implement it in their own style. I will say that food security was never stable in the Middle Ages, and neither should it be in a game like Vintage Story, where most of my goals revolve around staying alive and gathering for winter. Edited Saturday at 08:44 PM by SkyHighSpirits 1
PoisonedPawn777 Posted Saturday at 11:50 PM Report Posted Saturday at 11:50 PM 2 hours ago, SkyHighSpirits said: The direction of the game at times seem a little random. I would love to see more progression and survival-aspect-oriented changes. On temporal storms and drifters One thing I would love to have changed is for drifters to be able to break doors, but be unable to spawn inside enclosed spaces. Another thing that would make temporal storms more interesting is if crops can be hit by rustblight from drifters, if you allow them to reach your fields—introducing a siege mechanic to the game. To make this work, drifters should be unable to spawn within 30 blocks of a planted farm plot with at least 16 connected and planted soil blocks. This would make farms something you actually have to defend, instead of something that just passively produces food. That said, while a 30-block spawn radius would be somewhat hard to exploit, it is likely still possible for players to game the system by placing multiple farm plots to prevent drifter spawns entirely. It would therefore be worth considering how to avoid this becoming an unintended “safe zone” mechanic. Another suggestion is for a new mob to be added which is capable of destroying any blocks below mining tier 4 or the like, but very slowly, which yet again introduces siege mechanics. This could be a drill-type drifter that fits into the lore of the game. It should not tunnel through the ground, but instead slowly break through walls, attempting to pathfind towards farm plots or the player base. This also means that drifters will now spawn outside of the player's base, where they will attempt to break in, rather than dead-center inside the room, which is the main annoyance temporal storms and drifters currently come from. The addition of these features means: Farms can be destroyed if drifters are allowed to stay for too long (siege mechanic) Bases can be breached through doors and walls (another siege mechanic) Iron doors, however, should have insanely high health. On progression and late-game systems Some other ideas could include enabling aluminium and titanium to be harvested and then worked through electrolysis. This would require a significant amount of power, which could be generated using coal and wind power to drive a generator. The generator itself could be the final reward for beating the underground boss, tying progression and combat together. From there, more advanced and realistic processes could be introduced, such as: Electrolysis for aluminium production More demanding refining processes for titanium A primitive type of arc furnace for high-temperature metalworking This would add a clear late-game progression path that feels grounded in the game’s logic and tone, while also giving players something meaningful to work towards beyond basic survival. The creators of the game are free to elaborate on this advice, ignore it completely, or implement it in their own style. I will say that food security was never stable in the Middle Ages, and neither should it be in a game like Vintage Story, where most of my goals revolve around staying alive and gathering for winter. I'm not sure how that mechanic would do anything other than make me leave my base during temporal storms. Why risk anything important getting destroyed when I can just go off into a field somewhere out of render distance of anything valuable to me. I feel this idea, while intended to make storms more interactable, actually ends up going the opposite direction. The main flaw with temporal storms is that a lot of folks either hide and wait them out or turn them off because they don't want to waste time waiting them out. This idea encourages players to leave their bases behind and go somewhere else to essentially hide and wait it out. While I certainly believe that the temporal storms could use some tlc, I don't see siege tactics working here. It will either result in significant frustration from the player, encourage cheesy strategies that circumvent the siege aspects entirely, or result in the feature simply being turned off. Very few people want to invest hours having to rebuild and repair a build that already took them hours to make just to have to do it again in 10 days when the next storm comes. Give me a random tier 4 rustie spawn any day of the week. 5
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