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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. Looking through Mozzie's draft mod, it looks like they're actually using AI for generated storytelling, so it's not clear how much AI is being used in the coding itself. Wow, @Mozzie_GWG, if you're unfamiliar with coding, this is a hugely ambitious project. It looks like a different game built on top of Vintage Story (not that you'd be the only person to do that in this game or Minecraft). It does seem like it would be worthwile to come up with a minimum feature set, get that running, and then build on it. You may already be doing that.
  2. Could you expand on this? How much counter-cheese has there been? I've been playing heavily for the last few versions, and other than adding two more rotbeast types, I haven't seen a ton of difficulty increase, honestly.
  3. Yeah, I thought more sophisticated line-of-sight pathing for monsters was supposed to be implemented in 1.20 or 1.21, but I haven't seen much change in the behavior of drifters. This is true for a classic RPG where your capabilities are innate to the character, but I don't think it's quite as big a deal for a game like VS or the other game. In these games, your capabilities are largely tied to your gear. You don't spend a lot of time leveling up or building specific skills that could then become useless in important situations. In VS, if your usual style doesn't apply to a situation, you can change gear and strategy without any opportunity lost by your previous choices. There's some interesting brainstorming happening on this thread. I hadn't thought about a need to fortify your base. I agree that it would need to be handled carefully -- folks want to be able to put effort into building a cool base and know that they're effort won't be destroyed. OTOH, there are a lot of things that could be done that don't involve actually destroying the base structure.
  4. Yeah, what does "when they should not" mean? Flax grain is my go-to chicken feed.
  5. OK, yes, this sounds like it's speaking to me. I should check out Darkwood. This is a name I've seen drifting by before in the survival horror space. Depending on the style, I really enjoy survival horror. Most of that energy is going toward VS at the moment, and I tend to go deep rather than broad with my games. It's good to have this sort of example. It seems difficult to thread this needle in these conversations. I want the danger, but I don't care for head-to-head combat. I want to be able to prepare and think and mitigate these dangers, and I want the danger I am mitigating to feel real. I don't want easy mode, and I don't want more mandatory classic combat.
  6. Well, that's nice. I don't care about speed, so I don't have to feel like I'm missing out on resource efficiency.
  7. I strongly disagree with this characterization. I don't think you're taking seriously the number of people who play this game who hate head-to-head combat. If head-to-head combat becomes required to deal with temporal storms, that won't make things more fun for me. I'll quit playing. There are hundreds of combat-focused games out there with objectively good combat systems, and I don't like those either. I don't engage in metagaming to avoid combat because the fighting system isn't good enough. I do it because I find it enormously more fun than fighting. Inasmuch as there's a problem here, It's addressed by preserving the style choices currently available to players. This is closer to my play style, but I don't think this is something they'd be building from the ground up. I currently sneak around in caves and avoid combat. I'd appreciate having more options to facilitate this play style, though.
  8. You don't hear it if you're in a defined room, right? Do you hear it in caves? I feel like this would bother me too, but I haven't noticed.
  9. This is me too. If I'm going to be devil's advocate, though, I wonder how the loss of tools compares to the materials lost from using explosives.
  10. I don't recall that it is constantly blowing. In my head, at least, its intensity is related to the wind level.
  11. I keep forgetting bombs are a thing. I'd really rather use the pickaxe, even though it's less efficient. Blowing up the landscape gives me the icks.
  12. I know there's a good soundtrack to this game, but I turned off the music immediately. Music is just distracting to me in a game like this. I want the immersion of the natural sounds of the world.
  13. I think everyone concedes that combat needs an update. I object to Do you have a quote saying this is true? I certainly don't think so. Temporal storms require you to engage with danger. I don't enjoy head-to-head combat and have focused on trapping and neutralizing rotbeasts so that I can dispatch them without a significant threat to myself. Perhaps this is "engaging in combat," but the focus of this thread seems to be head-to-head combat, and I can assure you the game does not require this in most circumstances. I think almost everyone agrees that combat needs improvement. My objection along with some of the others on this thread is overemphasizing its importance. I assure you that this is not a combat game. There are places where some form of combat is required, but that doesn't make combat a central focus. Moreover, I think that increasing the focus on combat makes the game more generic. We don't lack a wide variety of combat-focused games.
  14. I have no horse in this race because I only know chickens to look at them, but I wanted to point out that Vintage Story locusts are machines.
  15. Oh wow, that was incredibly bad timing. I would have read those lines of yours as aimed at me if I came in with a complaint at that's all I saw, but you were talking about a literal baby. I'd like to think I wouldn't have immediately logged off, but I'm sure MBAP was incredibly frustrated at the time. And also, mean gamers say that kind of crap all the time. Sigh.
  16. Chickens also need to be fed to continue sitting on eggs so they will hatch. Animals that have live birth do not need to be fed after they become pregnant, and the young do not need to be fed to grow up.
  17. Click "Client Area" at the top of this website
  18. I'm sure I've had things messed up by disabling and then reenabling a mod, but I don't know which ones. If there are no problems, you don't have to restore the backup. YMMV.
  19. A pulverizer: https://wiki.vintagestory.at/Pulverizer I think we're talking about the same thing.
  20. There's a staircase next to my anvil, and it has fallen down the staircase, so it does sometimes pop off.
  21. I've definitely had it pop off, usually when I don't have my tongs in-hand so I take random damage when it falls into my inventory. But I can't say what the probability is. Is it possible to automate the output of the pulverizer? I thought I'd read you can't, but it feels like the output squirts out all directions, and it's annoying to hang out to pick it up.
  22. The what?
  23. I make a lot of berry pie. It's got a pretty good shelf life. I also made a variant of Pemmican that takes bushmeat and gives fruit nutrition. I'm investigating what the effort would be to make a pie variant that grants protein and fruit nutrition, since that's what you'd really want pemmican to do.
  24. Oh wow. That's the stuff of in-game nightmares.
  25. Yeah, other than chromite, sulfur is the major thing I still haven't found. Since I need it for my honey bandages, this is really aggravating. I like that Rot Lot Loot adds infrequent sulfur drops from higher-tier rotbeasts. This gets me the ability to at least make the occasional honey bandage after a good temporal storm. (But I ended up making a personal version that reduce the flax from surface drifters and strongly cut the fat drops. It turns out that the changes I want to rotbeast loot is much less than what anyone wants to do )
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