mac1969 Posted Monday at 12:47 PM Report Posted Monday at 12:47 PM You couldnt resist it, could you? You had to add RNG to the game in a big way! First off, to put a layer of fire clay on something you have to cool it down and then reheat for quenching, wasting time and coal in the process. Second, I broke a shovel head 5 times in a row at 10%. I know what your going to say - dont quench and it wont break. The answer is, if its in the game why shouldnt I use it??? Please reconsider the RNG, or at least lower the odds of breaking. I almost rage quit after those 5 breaks in a row! As one of my VS friends said - realism is OK, but too much realism make the game no longer a game, but a real life sim. We dont want that! Please, dont turn this awesome game into another hard core survival! 1
williams_482 Posted Monday at 01:06 PM Report Posted Monday at 01:06 PM As discussed previously, the quenching RNG isn't even realistic. I'm not a big fan of the new implementation and would be much more interested in a realistic system. The devs are aware of the linked post, so although I wouldn't expect to see much change in 1.22 they might move in that direction in the long run. Personally I'm hoping a mod for more realistic heat treatments comes out once 1.22 is released. With that said: 7 minutes ago, mac1969 said: I broke a shovel head 5 times in a row at 10% You should only get a 10% break chance on a second quench. It's not clear to me right now if the first quench is risk-free or a 5% break chance, but for most things you are only going to want to quench once, especially if quenching for durability and not power. Quenching for durability (assuming 5% shatter chance) is a pretty good choice, you get 20% more durability at a 5% chance of losing the tool. Quenching for durability a second time is pretty much net neutral and thus not really worth it, quenching three or more times is just burning metal. The intention under the current system is that the player choses how much risk of shattering they are willing to accept in exchange for increased stats. There is no limit on how many times you can quench, only progressively greater shatter chance and reduced benefits to each successful quench. 13 minutes ago, mac1969 said: Please, dont turn this awesome game into another hard core survival! I think most players would already describe Vintage Story as a "hard core survival" game, regardless of the quenching mechanics. It's explicitly advertised as "uncompromising wilderness survival." 1
LadyWYT Posted Monday at 02:29 PM Report Posted Monday at 02:29 PM 1 hour ago, williams_482 said: The intention under the current system is that the player choses how much risk of shattering they are willing to accept in exchange for increased stats. There is no limit on how many times you can quench, only progressively greater shatter chance and reduced benefits to each successful quench. Pretty much this. I've had pretty good luck with a handful of quenches in a row, boosting tool power by around 25%, durability around 20%. While I could push the numbers higher, I also don't want to spend that much time at my forge, nor break multiple items trying to get the "perfect" one. A weapon that can kill enemies with one less hit or a tool that can last longer/work a bit faster is more than sufficient for an upgrade. 1
Emeal Posted Monday at 07:40 PM Report Posted Monday at 07:40 PM A quick googling says quenching was mostly only done once to three times historically and then with risks. I think we probably hit the nail the right way with an RNG system. I don't see how this is bad, you have a choice to invest your hard earned material or not. Unless you really really really want a Sword that is super good. 6 hours ago, mac1969 said: The answer is, if its in the game why shouldnt I use it??? Poisonous Mushrooms are also in the game. Some things are just the way they are because that's realism. 6 hours ago, mac1969 said: As one of my VS friends said - realism is OK, but too much realism make the game no longer a game, but a real life sim. We dont want that! Please, dont turn this awesome game into another hard core survival! But that's why I bought the game because it promised to be a hardcore survival... The trailer tagline literally says, "prepare for uncompromising wilderness survival" 1
KahvozeinsFang Posted Monday at 10:45 PM Report Posted Monday at 10:45 PM 9 hours ago, williams_482 said: There is no limit on how many times you can quench, only progressively greater shatter chance and reduced benefits to each successful quench. Literally what's the point then? High risk with almost no reward. That is completely the opposite of what it should be. Higher risk deserves higher reward. 1
Tabbot95 Posted 23 hours ago Report Posted 23 hours ago I think quenching should be more abou "heat treating" metal work objects.. perhaps with harder options not allowing for the player to accurately tell temperature from sight alone.. possibly this might incentivize a tech tree of forges, and etc.
Athowar Posted 10 hours ago Report Posted 10 hours ago On 3/30/2026 at 5:45 PM, KahvozeinsFang said: Literally what's the point then? High risk with almost no reward. That is completely the opposite of what it should be. Higher risk deserves higher reward. I'm pretty sure that the damage (or durability) boosts and shatter chance from quenching stacks with each sucessive quench you do, but the magnitude of the added quench buff decreases as the number of quenches increases. While you could quench until you make an amazing weapon you would have to succeed an equally horrible amount of rng. Which is pretty much high risk and high reward. 1 1
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