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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. Fortunately, the game supports plenty of styles. I don't generally play in Exploration or Homo Sapiens modes. You're more than welcome to not care about this one. I personally love story-driven gaming.
  2. Yeah, I totally agree with that reasoning. Oh, now I see. FWIW, I haven't even found a hot spring, but I tried a kill zone for a while that dropped drifters onto a burning pit kiln. It was effective in killing drifters, but absolutely terrible for harvesting them, and I lost most of the loot. If one is going engineer a kill system, it should definitely be difficult. I absolutely love this. Incentives for collaborative play in multiplayer is right up my alley. And I agree that there's just too much flax in drops for even fairly high-level drifters.
  3. Oh, I meant to ask about the last hit rule. I haven't seen that discussion. What is being considered for an active loot system?
  4. OK. I have found a couple of rusty gears outside of drifter loot, but I've never found a temporal gear or a jonas part. Since temporal gears are required to reset your spawn and repair translocators, if you don't want to fight, it's hard to get to some important parts of the setting. It's just how my devious mind works. In part, in a setting like this, I enjoy the head canon that rust creatures are more dangerous than they are. In addition to just enjoying figuring out ways to avoid combat, creeping around and avoiding direct confrontation feels like more of a horror style to me.
  5. Is there any way to get temporal gears without killing drifters? I think a rebalance like this is a great idea. This is never going to be a combat-free game, but I like having options. As I've said on other threads, I'm not really in a game like this for combat. I'm already monkeying around with various ways to trap and at least partially neutralize drifters in temporal storms so that I can kill and harvest them with a minimum of risk. I wouldn't want access to a fully automated kind of drifter harvesting, but having an alternative built around trying to trap as many in one location as possible so that I could sweep in to gather as much loot as possible before it disappears. As @LadyWYT said, it shouldn't be as effective as running around with spears, but it would give some access to higher-order drifter drops to players who just don't like that kind of play.
  6. I don't understand why there keeps being confusion on this. There's opinion, and there's conduct. The user in question described Tyron and people with positive opinions of him with rude profanity. That's what got them banned. Thus, "this kind of language." No, it wasn't in the quote calling Tyron.
  7. Generic game forum justification for bad behavior #1: "We're just expressing an opinion. Nobody can handle negative options. Everyone here is just a shill/sycophant." The same, almost word-for-word, whenever a thread gets toxic, no matter the ratio of negative to positive comments on the thread, usually by the individuals being the rudest and most insulting. Generic justification #2: "It's all a money grab." I'm curious -- what IS wolf bait supposed to signify. I kind of figured it was a teasing, "You are a noob" reaction, but I'm not sure.
  8. No way. Adventure Mode is totally on-topic IMHO, and so is brainstorming related to it.
  9. Haha. We have a lot in common.
  10. Just looking at the VS Rustbound Magic mod. It look awesome and just the kind of deep system I would be looking for, though its mood is definitely lovecraftian horror rather than high fantasy. There are great ideas in there. I don't tend to jump into a heavily-modded game that adds major features until I've really explored the vanilla experience, but that is definitely going on my list for the next level.
  11. Along the lines of building your city, I played quite a bit with Tektopia. A similar mod was Minecolonies. Tektopia had a really lovely system of villagers with specialties doing useful things. Even (sort of) better, it had a built-in threat of of invading wizards/monsters that would attack every so often. I burned out on it because the invaders seemed to be far more powerful than anything my village could defend against, but the whole structure was great.
  12. Yeah, I have been pondering what kind of VS configuration would be appropriate for villages. Definitely different from what I have. I'm currently focusing on a vanilla-feel game with mods like sharable map waypoints to play with my kid and putting pies on shelves and other QoL tweaks. (I can almost never go unmodded for long, heh). I think a village-friendly setup would need to be pretty heavily modded to change the feel of the world. I've been pondering something in Homo Sapiens mode with the lovely Stone Age fauna mods. Or possibly default mode with temporal storms turned off to keep the threat of drifters. I have watched a rust magic mod drift by but never really checked it out. Build some new lore in my head. What it needs is some sense of over-arching goal, because even though I spend most of my time on survival, it starts to feel pointless once I get the homestead pretty comfortable unless I have incentive to explore. Obviously, a game with NPCs and RP could go far to fill that hole. That's mostly a brainstorming tangent, but I figure it's useful if some of the Adventure Mode team wants to mine this thread for ideas That would be pretty cool. Rebuild this ruined city, help its inhabitants, perhaps become its leader. Alternately, build a kingdom of your own.
  13. I'm kind of in the category of wanting to be able to both fight and tame/ride them, but I could totally imagine taking a turn AS a dragon. Yeah, I have VS Villages and VS Quests installed in my primary game because I just couldn't imagine playing a procedurally generated voxel landscape without them. Those mods are very well done, and I think they'd be a great source of ideas for Adventure Mode features. BUT, to my shock, I don't like them in this setting. The problem is that the post-apocalyptic vibe really works. That game is just vanilla with basic QoL mods, and the world feels like it should be mostly empty. I think I'd need to start a different game with a different vibe and headcannon for the villages to feel like they belong. That seems like exactly the kind of thing that Adventure Mode should be looking at.
  14. Dragons! Subterranean dwarven cities. A vibrant color palette with beautiful varied landscapes. A deep magic system. One of my favorite mods in That Other Game was Electroblob's Wizardry. You could build out your wand's capabilities with all sorts of specialties. It had a mana resource to gather. Grimoires and spell scrolls could be obtained a variety of ways, with some interesting ones to be found in dungeon chests. And the spells were USEFUL and well-designed. My default play style in That Other Game was to find a village, build it out, encourage it to increase population, and install myself as its defender. I'd love to be able to revisit that basic structure in a game with an actual RP focus. The usual expectation of high fantasy is that you'll be a roving adventurer, but I really loved building a community. Relatedly, some NPCs that are interesting, though even better if they're still procedurally generated (assuming they're still planning to be procedurally generated environments).
  15. While being defensive of the team and the existing game, I don't think I mentioned that I am TOTALLY PSYCHED for a game by this team with high fantasy RPG.
  16. I just hope Tyron isn't getting pissed off and considering going back on the whole plan. It's a great plan, and when it gets going, it will generate a lot of excitement. I don't think I could handle working in game development for this very reason. You pour your soul in to building something that is explicitly supposed to be fun for people, and then you get this kind of pile-on whenever you discuss your ideas in any open-ended way.
  17. And literally every other game forum I've ever been a part of. Whenever topics like the direction of game development come up, the thread is always the same -- no matter if it's a AAA title, an indie game with a couple of developers, or something in between. It kind of astonishes me.
  18. I wouldn't use the term "pipedream," but I admit that I wouldn't use the term "roadmap" for that list, and that's obviously what they call it. It's a checklist of cool stuff that the team thinks ought to be in the game. It's not, as said many times, either a timeline or a set of promises. My remark was intended to point out that VS development is working as intended -- it's a journey of updates, not a single completed thing that gets done. Each chapter is essentially an expansion, except they're not priced that way.
  19. Echo Weaver

    Bush Meat

    There are a few crafting recipes that use bush meat, I presume for the sinew (see bows). How far along are you in the game? If you domesticate boars, you'll never need any more red meat. I have to be strategic about feeding mine so that I don't end up pinned under a seething mass of piglets. I think of bushmeat as something that's useful for nutrition at the very beginning of the game when you need every calorie. After that, the hides are super useful for leather, but the meat is just a good source of rot for compost.
  20. Tyron answered most of the concerns here, and they focus on the same sorts of concerns I see in other video game forums. Software development is not as linear as some folks assume. You don't get better quality or faster features if you completely finish one thing before starting another. Some parallelism is much more effective. Moreover, fixing all the bugs in software of any size is literally impossible. Bug fixes, enhancements, new features, and experimental projects pretty much all have to run in parallel. That's just how software engineering works. Tyron has already described how the current team structure is bottlenecked by the guardians of consistency. Adding more developers is not going to make development of VS faster. A AAA game studio has to break development up into many more pieces that can run in parallel semi-autonomously. That brings its own risks, and Anego has already decided against those risks. One may not agree with that decision, but it's a valid one, and that's how it's going to be. Moreover, every game studio pays for new projects with the proceeds of the old ones, so I don't see how "Vintage Story dollars" even makes sense. It sounds like early features might be released in a Vintage Story game mode as more of an open alpha. That should give Tyron and co. enough information to decide whether the project is better as a VS game mode or a separate game entirely using the same engine, and they'll change direction appropriately. I view VS as more a subscription game without the, um, subscription. Chapters drop over time, and we expect to play each one and explore it before the next one drops.
  21. This is not my observation from plenty of play time, but you do you.
  22. Hay-bale bed is about as early-game as it gets, and 7 hours gets you through the night.
  23. My base has the constant sound of drifters nearby. It took me a while to be sure they're not accumulating in a cellar I built or some easily-locatable cave. I also verified that I'm not on an unstable location because I had THAT happen to me when I didn't know to look for it and got myself down to 0 stability at night while mining once.... I'm assuming this means that my base is above a cave or something like that. I'd like to be able to optimize my chance of finding it if I dig down. If I can hear a drifter on the surface, what's the maximum depth it might be?
  24. DanaCraluminum makes exactly the kind of mods I want to use, but their descriptions are pretty sparse. I don't know what things this enables you to pile. You can store coal in a pile, but it's visually not very good and not terribly space efficient either. I'd love to see a better coal pile.
  25. It does turn out that there is an impressively large number of ways to assemble the parts that doesn't result in it being powered. And also removing a part and placing it differently doesn't always result in power flowing even if the parts are in the right place. (This is in 1.19. Yes, I know I should upgrade.) When you put a bloom on the anvil, what do you expect to see? Does the bloom need to be heated? Do you need to be holding tongs? How many bangs does it usually take to output an ingot? It's useful to know that you'll get options to select things you can't actually make. I admit that my teenager was the one who actually tried to used the hammer when we finally got it powered and banging on the anvil. I'm not sure what she saw. It might actually be obvious to me.
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