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Posted (edited)

If you where 100% in complete control, any all all references to the 'intent' of the game design did not exists. So imagine for example this game did not exists and by magic you were given it with zero reference to its creator, intent, plans etc (EDIT: at the time of this writing, this is not in any shape or form any allusion regarding the topic of the day that everyone seems to be fixated on of which I have deliberately gone out of my way to not know anything about)

Also, you are free to change anything that exists at will including the entire story or any part of it.

What would you personally add to this game?

 

Go...

 

Edited by CastIronFabric
Posted (edited)

I'm pretty happy with the base game; there's not too many things I find myself wanting to modify as I play (and I'm doing a vanilla run at the moment). Some things I've previously posted that I'd be eager to see added to the game that sit at the top of my list:

  • The ability to invest in Trader infrastructure, so the player could earn the ability to view Trader information remotely (I like to trade a lot, this makes the trade experience better).
  • A tool like a spyglass that lets me zoom in on distant things, and tells me what animal or butterfly I am looking at from a distance.

If this was a game that magically appeared in my lap without context, I'd eventually discover that the story did not continue after chapter 2, and I'd want to add more chapters to the story. I like to pursue the story type goals set out in the game (gradually uncover answers to the mysteries of the world, conquer challenges set out by the game, rather than purely setting my own build challenges), so more of that would be good.

I'd like some more overland travel inventory; I really like the additional inventory on the sailboat. I see people sometimes use cart mods, but I like being able to travel off the beaten path, so I'd personally probably like a beast of burden that could be tied to a mount or other beasts of burden, to form a caravan train.

Some birds beyond chickens. Ducks, cranes, gulls, ravens, puffins, more. Given there are 13 types of deer in the game, 10+ different types of bird would fit in easily enough. Different sights and calls depending on the locale.

 

There's some stuff I've previously mentioned wanting to change (rather than complete new additions to the game):

  • Changes to the way Jonas Parts work (to make it easier to pursue building specific machines).
  • Changes to the way Base Return Teleporters work (so that they are useful in a few additional scenarios).
  • Changes to the Rift Ward to create spaces of temporal stability/spaces safe from temporal storms (still powered by gears).
  • Adjacent carpets dynamically connect.

Because I just play single player, so I'm not worried about PvP in my personal experience of the game, I'd make bow hunting more skill based and more lethal for larger non-aggressive game. I would like it if the best bow with the best arrow killed a deer in 1 hit if I hit the right spot (say the head, or the heart).

What I have seen of some of the expanded chiselling mods in YouTube videos looks really good; I'd probably want some of those abilities in the game (being able to grow or shrink a whole plane, mirror chiselling, copying blocks). They'd really help with larger builds.

 

Generally, I really like the direction the game is actually moving in. It's always exciting to see what the developers are adding to the game over time.

Edited by DarkGold
Correcting typos
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Posted (edited)

For me, at a high level I would dedicate the entire point of the game to progress through time via technology (aka Steam Power would be top of the list now for me)

Sure there is a ton of various things I would add or change and I am not going to list them all. I just want to mention my focus of the game would be tech progression through time. 

Its worth pointing out that although I would change the focus and do a lot of various things it is in no way a criticism of the game itself, i think tis fantastic and I make no caveats on that. 

 

Edited by CastIronFabric
Posted (edited)
48 minutes ago, DarkGold said:

Because I just play single player, so I'm not worried about PvP in my personal experience of the game, I'd make bow hunting more skill based and more lethal for larger non-aggressive game. I would like it if the best bow with the best arrow killed a deer in 1 hit if I hit the right spot (say the head, or the heart).

Maining hunter and malefactor, this would be pretty interesting to me. The idea of being able to hit prey in a specific body part and deal more meaningful damage feels like it would be good, but I also feel like it would have to come with an aiming overhaul for arrows so making them more skill based would definitely be ideal.

On the topic of classes: As much as I like the classes thematically (and as somewhat sure I am that this particularly system wouldn't be vanilla), I'd love to see a Project Zomboid style trait system where you pick a baseline class that provides some small/specific traits/boons/debuffs, and then have a field of traits to pick from with both negative and positive values. I also think a quality system for crafting could be interesting, though perhaps gamified too much. We've gotten a taste of it with quenching and tempering, so having other methods to improve the durability and effectiveness of tools through integrated gampelay would be great. Playing Vintage story to me (especially multiplayer) feels like being one dwarf in Dwarf Fortress a lot of the time. Let the Fey Mood take me.

More than anything I would love to see a middle ground between rafts and sailing ships. I would also love to see more ocean and tidal biomes - saltmarshes, mudflats, coves, mangroves, kelp forests, seagrass meadows, oystering, clamming, crabbing, palm groves, seabird colonies as a potential source of eggs pre-domestication etc. I know that actually making a tidal system is probably a bit too advanced (or at least a bit too RAM hungry for the general user) but I'm someone who's always been drawn to coastlines and oceans and feel that they're rarely done proper justice in survival games. 

Generally a revamp on world generation, as well. Although I'm sure that's something that's planned down the line and isn't a huge priority, I'd just quite like vanilla rivers that make interior navigation easier by boat.

Edit: Oh and we should be able to eat tree nuts.

Edited by Mushroomancer
  • Like 1
Posted
12 minutes ago, Teh Pizza Lady said:

I'd work on making combat good and intuitive so that players don't have to create massive mods for it themselves.

For me, if this was 100% my game and I built it with my vision of what I have wanted for decades. I would remove all combat threats others than hunting completely from the game :)

again, I would not expect everyone to like that, its just what I would do.

Posted
8 minutes ago, Teh Pizza Lady said:

I'd work on making combat good and intuitive so that players don't have to create massive mods for it themselves.

Combat has never been a core feature I cared about heavily, besides aiming, on Vintage Story. I think there's so much else to do and worry about that the basic minecraft-swing is all I really need. But given how many people love the idea of larger servers with CivSim, I think it's not a bad idea. Fortunately that seems to be what they're working on as far as the next major overhaul.

Who knows, maybe it will become something more pertinent to my play as it improves, though! And it would be nice to be able to hit something that had moved close enough to hit you without weird hitbox and clipping issues.

Posted
10 minutes ago, Mushroomancer said:

Combat has never been a core feature I cared about heavily, besides aiming, on Vintage Story. I think there's so much else to do and worry about that the basic minecraft-swing is all I really need. But given how many people love the idea of larger servers with CivSim, I think it's not a bad idea. Fortunately that seems to be what they're working on as far as the next major overhaul.

Who knows, maybe it will become something more pertinent to my play as it improves, though! And it would be nice to be able to hit something that had moved close enough to hit you without weird hitbox and clipping issues.

this is what I mean. Hit box issues, the inability to hit the target while using a shield. Attacks that hit the shield splashing through, etc, etc. I'd implement real, locational damage for each limb, the head, and the torso. And I'd make projectiles model real world physics in the case of arrows and spears in terms of trajectory and damage upon impact.

Also a female player model.

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Posted
1 hour ago, Mushroomancer said:

Generally a revamp on world generation, as well. Although I'm sure that's something that's planned down the line and isn't a huge priority, I'd just quite like vanilla rivers that make interior navigation easier by boat.

I think I'd probably really like rivers for interior navigation too. I really like to sail around on my sailboat.

I've only played on one world (I'm the kind of player to invest a lot of time into 1 world), and I happened to spawn in the middle of a big ocean (roughly 5.5k x 7k blocks), so I've not actually done a large amount of travel that isn't walking distance from the coast. Having such a large coast to explore, only story locations have taken me very far inland, because I've found everything else less than a day's walk from the coast. I've really enjoyed the convenience of that, so more routes inland by boat would be lovely.

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Posted
18 minutes ago, Teh Pizza Lady said:

this is what I mean. Hit box issues, the inability to hit the target while using a shield. Attacks that hit the shield splashing through, etc, etc. I'd implement real, locational damage for each limb, the head, and the torso. And I'd make projectiles model real world physics in the case of arrows and spears in terms of trajectory and damage upon impact.

Also a female player model.

have you studied Wurm combat mechanics? I think you would find that very interesting. Although implementing that in a real time twitch based engagement I think would be a huge challenge. In Wurm combat is almost turned based.

Posted
37 minutes ago, Teh Pizza Lady said:

Also a female player model.

To be fair I don't think the models are meant to be masculine, I think they're supposed to be ambiguous so that only one simple model is required for everyone and the use of actual customization choices is meant to imply more nuances, primarily voice options, but I understand what you mean.

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Posted
10 minutes ago, Mushroomancer said:

To be fair I don't think the models are meant to be masculine, I think they're supposed to be ambiguous so that only one simple model is required for everyone and the use of actual customization choices is meant to imply more nuances, primarily voice options, but I understand what you mean.

Well the ambiguity bothers me. That's about the only way I can phrase it without triggering certain individuals to come after me and my report button is already worn out as it is.

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Posted

Something simple, add more brighter colors for marking the color map. It would help those of us that are sight impaired. I understand that there is a mod with the more colors but those colors are to pastel colored and also hard to see as well. This is just one of a few accessibility issues that should be a part of the base game vs leaning on mod developers. If it wasn't for @Apache and @Spear and Fang (Thank you for your work) I wouldn't be able to play VS. 

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Posted

One thing is too few, but I'll limit myself to a top 3:

1)  a separate passive / agressive world setting for animals and monsters. For me that will be set to passive animals (chill, but fight back if attacked) and agressive monsters.

2) give the tropics more variety in plants, across the board. A few more trees for wood, a lot of flowers that extend well into the 30+ year avg climates (maybe the extreme 35+ year avg have none, because there are no bees), other decorative plants, coconut palms, banana plants, etc. 

3) elephants, and if point 1 is implemented I want tigers too. 

  • Like 2
Posted (edited)
4 minutes ago, MobiusvanMars said:

One thing is too few, but I'll limit myself to a top 3:

1)  a separate passive / agressive world setting for animals and monsters. For me that will be set to passive animals (chill, but fight back if attacked) and agressive monsters.

2) give the tropics more variety in plants, across the board. A few more trees for wood, a lot of flowers that extend well into the 30+ year avg climates (maybe the extreme 35+ year avg have none, because there are no bees), other decorative plants, coconut palms, banana plants, etc. 

3) elephants, and if point 1 is implemented I want tigers too. 

I highly endorse number 1. I would put that top of my list of things to change. Granted if it was my game I would remove all monsters but if I would keep them I would have such a setting as you have described.

 

Edited by CastIronFabric
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Posted
2 hours ago, Teh Pizza Lady said:

I'd work on making combat good and intuitive so that players don't have to create massive mods for it themselves.

Hot take coming.

I'm actually fine with combat as is. If they introduce a more interesting version I'm ok with that, but I've NOT been a fan of the combat overhaul mod. To me vintage story is mostly avoiding combat where possible.

I would be ok seeing some expansion on a more immersive experience, like the blood trails, and what Salty was doing with seeing grass and flowers move when animals are in them, but not the total system overhaul.

  • Like 2
Posted

I'm single player only, so I'd like to find the occasional small village or roaming trading party...

Groups of survivors who would not have much to sell, but would add a little spice to the world.

If I could really have my wish, VS would be kind of a first person Kenshi, but very sparsely populated. 

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Posted

I would like to see more expanded uses and need for wine and brews.

Let me sell 10L of a certain wine, brandy, ale, or whiskey to a luxury goods trader in a bucket for some gears.

Maybe slow down or halt temporal degradation while I'm getting plastered. Getting drunk in the mines let stay down there longer, but the trade-off is the drunk effect, and the resources that go into it.

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Posted

More ways to produce leather in the early-game, the tannin method I think should be kept in but I feel like hides are just underutilized and leather is overly expensive until the copper-age. I'd also like to see some more ruins or smaller structures, maybe rubble and broken roads could add a little more flavor to the game....

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