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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. Well, it doesn't stay on the anvil. It's worse. It pops off becomes a dropped item which can then despawn. So you can't get too far away from your helve hammer when it's operating because you could lose its output. It would be very nice to be able to automate the completion of helve hammered items, even if you have to be present to put the next heated metal on the anvil.
  2. Yeah, the X on my map is on the top of a mountain. We're still scouting around to find the entrance to the dang thing.
  3. Well, dang. I ignited a pit kiln and set off a brush fire that burned the entire valley where my base was, but fortunately there wasn't any peat nearby!
  4. I don't play without Player Corpse. I don't want to lose the hassle of dying completely, but I'm absolutely not interested in having a stress timer for going back to get my gear -- or being afraid to bring useful stuff that is difficult to replace because I might lose it. Places I die are likely to be difficult to return to with a lot of hazards that might easily kill me again. Heck, I've died to wolves and had to wait out of sight for several minutes while they camped my corpse. Default settings are just not fun for me, and keeping inventory on death makes dying too trivial. Player Corpse all the way.
  5. Oh, I see what you mean about Bedrock. Microsoft has been slowly tightening the noose. I don't know what you see that makes Glint look at all similar, though. There's no evidence of Microsoft's nickel-and-dime behavior in Vintage Story. Vintage Story is still a single purchase with free updates, and the only ongoing offerings I know of that Anego offers is server hosting. They were originally leaning toward releasing Glint as a Vintage Story game mode, and Tyron said that if it was spun off into its own game, VS players who initially had access to it as a game mode would get the separate game for free. Now they've already decided to spin it off, so I don't know that this applies. But apparently their one-purchase-once approach to Vintage Story has done quite well, and Tyron is proud of it.
  6. I haven't brewed any aqua vitae, but the bandages dry out quickly, right? So you can't keep some handy for sudden combat. I'm pretty unclear on the practicality of using alcohol bandages.
  7. Meaning you can't, obviously.
  8. I don't follow. What comparison are you making here? Java and Bedrock Minecraft are very close to the same game designed for different platforms. That's not the same as two different games using the same engine. Unreal is a game engine. I don't think anyone would claim every game made on it is the same game. Or are you saying something else? I'm not being sarcastic. I just don't follow.
  9. I haven't found it. Please educate me.
  10. This is present in propick readings -- it's what the much-maligned per-mille value is telling us. The qualitative (e.g. "High") reading is more useful because it takes into account just how plentiful you can expect from each ore, but the per-mille tells you how dense that would be. This, I think, is just available on the wiki, so I agree with you. (I guess I don't remember whether it's in the handbook, but I certainly didn't find it there.) Having to know to dig this up on the wiki is a big deal. It actually seems like the depth range of the ore is also something that could be part of the propick readout. This is getting to be more and more frustrating to me. If one wants the game to behave differently than it does, "Use a mod," IS the helpful answer -- particularly if it links to a mod, which it often does. This is true even if the response agrees with with the criticism. It is getting more and more frustrating to me how many forum complainers seem to find it explosively offensive that other players don't agree with a given criticism. As for caving, there seems to be a legitimate debate amongst players who basically like the prospecting system as to whether caving or propick is the more effective way to find ore. So how is this not helpful advice? Because we don't all agree? See above paragraph. What leads you to say this? Is there a bug you know of? If one is using the propick as it actually works, I have not found it to be unreliable. I don't think that it is at all guaranteed that prospecting will be changed to remove randomness. There may well be other ways it can be changed to be more fun. But, yeah, I'll totally look for a mod if the system is changed in a way that reduces immersion for me. I have plenty of mods that make things harder in the service of immersion.
  11. I've heard folks say that before. I think it just comes down to bad luck. I've never found chalk in my games, but I've found limestone. And if you find a place to quarry limestone, you should be set for a long time.
  12. I had no idea what you guys were talking about, and now I've spent an unnatural amount of time on Calm...
  13. Um, yes. It's already been a financial success for years. It took on a record number of new players this year. There appear to be quite a few people who like it. I'd love to see it.
  14. Do you think that if 100% of the people engaging disagree with you, any of your suggestions will be added to the game?
  15. I'm curious about this for different reasons. My long-term game was created in 1.19, and there seems to have been some shuffling of the blocks used in making trader wagons in 1.20. Now there is a selection of ? blocks in all the trader wagons I found before upgrading to 1.20. I can't just destroy and replace those blocks. What can I do to fix it?
  16. OK, what do you want from anyone on this forum thread, considering that 100% of the people engaging don't agree with you?
  17. You didn't answer my question. Why are you posting on this forum? What do you want from us?
  18. Yeah, I think this is it. There's a genre of voxel games, and Minecraft wasn't the first. But it's the 900 pound gorilla in the genre, and a whole lot of people have never seen any of the others. So they see the block landscape and immediately think Minecraft. FWIW, even though this comparison gets incredibly annoying, it probably balances it out. Folks try it out because they like Minecraft, and I'm going to bet that the majority of them either stop immediately when they see how different it is or really get it. We hear from the folks in the much smaller category of people who don't want to think and/or are butthurt that it's not Minecraft. (This part truly baffles me; if you want Minecraft, why not just go play Minecraft?)
  19. I don't know that we even have to argue this part. VS apparently grew very dramatically this year. It's got more than enough players for Anego to expand. It's got a respectable playerbase. People obviously like it. Moreover, attracting more players by being just like a different higher-profile game doesn't pass the smell test. Minecraft already does what Minecraft does better than anyone else. Not only do we not want to compete that way, there's no way to win.
  20. You seem to be claiming that VS is exactly Minecraft and then complaining that it's not exactly Minecraft. Is there some reason you can't just play Minecraft? We don't need another Minecraft because we have, well, Minecraft. I get that you think that your judgment is better than everyone else here because we're all fanboy shills rather than just playing a game we like, but -- what is the point of hanging out here and yelling at us? We obviously don't agree with you. You're not going to make us agree with you. What is it you want?
  21. Mine was digging for iron and finding salt
  22. If you haven't checked this out, Primitive Survival has pretty much exactly this feature, including spikes at the bottom. The feature is really well-done. Good to check out the config, though. It has several features that are not related to the theme that you might or might not want.
  23. That's sympathetic laughter.
  24. I love pit traps too. Mainstay of my gaming style.
  25. Why are you here?
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