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I was excited to see the firepit change in the changelog, as I too have been using a firepit mod. Alas, burn rate is a bit too fast IMO so I usually manually edit how long firewood for ex burns. It's very likely that this will change further, especially once the status effect system is up and running. Personally, I'm intrigued if the status effect system will impact actually heating indoors via firepit/other heat sources. If that's the case, burn length will likely have to be adjusted to prevent players from having to clearcut an entire forest for fuel for winter.
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The latest release, 1.22 rc is an unstable release, which means there will be issues/bugs/glitches/performance problems.
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A General Discussion on the State of the Forums
Blaiyze replied to Teh Pizza Lady's topic in Discussion
Using AI to try to explain your thought process is intellectually lazy - and it failed to give you a proper example. That is what is called, ironic. You comment like Jordan Peterson, picking apart meanings of words to bring the discussion into an alligator deathroll of nonsense. Insisting your perspective is the only correct or valid one on a topic as subjective as enjoyment from playing a video game, rather than actually engage in the topic being discussed, is what some would consider trolling. It's the argumentative equivalent of fighting windmills a la Don Quixote; it doesn't provide any substance, and doesn't bring the conversation forward. -
Truthfully, the main reason for my using the Primitive Survival mod, was for fishing. Especially with adjustments to the berry bushes - which I like on the surface (still haven't played 1.22 as I prefer to wait for stable versions before jumping in), given berries were the cheesiest part of the game and weren't as intricate as other things. Honestly, I prefer simplistic fishing mechanics - too many games jump too hard into mini-game mode and it becomes cumbersome after a while. I don't know how many VS players play solo, my assumption would be a fair amount of us, and if that's the case, I definitely don't see the point in over complicating fishing - all the systems are already intricate and relatively time consuming to some degree to the point that you have to focus on organizing your days potentially around doing one or two things. In short, I'm looking forward to checking out fishing in 1.22 and potentially removing a mod from my already extensive mod list.
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A General Discussion on the State of the Forums
Blaiyze replied to Teh Pizza Lady's topic in Discussion
Honestly, I've always read your responses as someone who deeply enjoys and cares about this game - as I'm sure majority of us do - and we WANT to see this game not only continue development and eventually finish, we want to see the development be good rather than go down some of the disaster pipelines other games have gone. I make a deliberate point to not play the pre and rc releases because I understand that new features may well be underbaked, so I'll withhold harsh criticism until the release is fully stabilized and then give opinions. Overall I like where VS is going and enjoy the community here. I also typically avoid discord because it's very impulsive and divisive. -
A General Discussion on the State of the Forums
Blaiyze replied to Teh Pizza Lady's topic in Discussion
Generally yes, respectful environment by way forums go - which is impressive as many forums have full on imploded over the years due to user generated drama or bs. I've been here about 3 years but have mostly been a quiet lurker until the last while. My general rule: the internet is awash with highly opinionated folks, a$$hats, trolls, and people just looking for outlets because they don't have a better way of processing things, so they act like an anonymous d!ck online. Simple answer: don't feed the trolls. It usually becomes apparent very quickly, within a couple messages or so, when someone is arguing in bad faith or otherwise just trying to get a rise out of you. When you recognize that that's what is happening - stop engaging. In short, don't feed the trolls. They will eventually either see themselves out because no one is taking the bait, or they'll just become quiet. Even when someone tries to make a debate personal, it's our choice how we decide to feel about it and especially, how we choose to respond about it. Don't let people under your skin, they're not paying your bills or living your life, ergo they're not worth the wasted energy. Otherwise, I really enjoy hearing the various perspectives from people on this forum; there's fantastic feedback and discussions about a wide variety of features, mechanics, and goofy stories, and ultimately, that's what I love about this community. Stepping up moderation could perhaps wrangle the outliers a bit, reminding them that this isn't exactly an anonymous free zone to be an unmitigated lint ball over things - but that's up to the dev team. -
I already play with a sleep mod lol, realy makes me think more carefully and strategize my daily activities and movements rather than just full sending.
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Temporal storms are a bad implementation of a good idea.
Blaiyze replied to Tabulius's topic in Discussion
I was just spitballing numbers off the top of my head. IMO it would make sense for Temporal Storms to have a heavy impact on our stability, to have stability fluctuate wildly at first, potentially dropping stability below the spawn threshold long enough for a couple monsters to pop in, and fluctuate higher again, thus players that want to fight don't have to wait too long, and players that prefer not to fight are incentivised to craft the thing/whatever to stabilize the fluctuation quickly. Iunno, tossing ideas. Someone else mentioned more wonkyness with like, ghosts of monsters/creatures that appear and flicker in and out of existence, just to add to the existential dread during the storms and I think that's a brilliant concept - but have no clue if that's even possible to do. -
I'm still not sure why the devs haven't ever considered tannin - easiest no-brainer for early game leatherworking. We can already debark logs, let us collect the bark and make tannin from it. I play with the Ancient Tools mod which is one of my favs and has easily become a must-have mod for me. It allows us to create an early game barrel out of a log, at the handicap of it not being as efficient/able to hold as much as a proper barrel, has to be sealed wither either pitch or fat, and we can collect bark from logs we've stripped to soak in water and make tannin. It also adds brain tanning but I can understand if the devs don't want to go in that direction. But ultimately I agree, gatekeeping leatherworking behind lime, something that we need to at least be in the copper era to be able to utilize, yet several of the leatherworking recipes would be -very- useful for early game hunter+gathering/nomadic playstyles. It doesn't make sense. Make it less efficient, that's fine, but we need to be able to do some leatherworking earlier on.
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How to make traveling an empty world enjoyable
Blaiyze replied to Bruno Willis's topic in Discussion
This is exactly why I play with worldgen mods - I've tried several river mods and I gotta say I love traveling via raft being nomadic for the first while just exploring. The Watersheds mod is absolutely gorgeous and creates really beautiful areas, I just wish they would design their rivers to run greater distances so that river travel would be more likely. At this point, Watersheds has been added to my list of personally absolutely necessary mods. Been testing out TerraPrety and yeah, I'm hooked lol. I think it's fair to say that Worldgen could definitely use a bit of TLC to further distinguish it from that other block game. Really looking forward to the future of status effects which will really up the ante and I'm hoping, make it so we can actually heat our homes with our campfires. It's kind of odd atm to be sleeping next to a roaring firepit but the temperature indoors is only registering the same as the ambient temp outdoors.- 8 replies
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Temporal storms are a bad implementation of a good idea.
Blaiyze replied to Tabulius's topic in Discussion
Stop engaging with them. If you've read this entire thread, you'll see that they just enjoy arguing for the sake of arguing. -
Temporal storms are a bad implementation of a good idea.
Blaiyze replied to Tabulius's topic in Discussion
No, because then it would be 7dtd, not Vintage Story. The issue with TS's with how they've been designed at the moment, is there's no reason to engage with the storms - that doesn't mean they should become a siege event. The only reason people are assuming they're some form of weirdly programmed siege event, is because of how poorly they've been implemented. Someone else mentioned a good solution earlier: Tie-in temporal stability to the storms - the longer the storm rages, the lower your stability becomes, but give the player the ability to increase their stability. We can already do this by killing enemies, but there should be another way to do it for the people who don't wish to fight, but has a bit of a handicap compared to fighting. Should your stability stay above say 80%, no enemies spawn. Stability drops, enemies start spawning in small-ish numbers. Keep stability during the storm above that threshold, and the storm ends quicker. The more instable you are, the more and harder enemies show up. At a certain point of low instability, make it so the storm will rage during its' entire duration and no way to shorten it. Beyond that - increase the loot a smidge and perhaps some sort of lingering after effect post storm. As is, the storms give no reason to actually engage with the enemies. People see the pitiful loot and think "damn that's it" and then ignore the storms going forward by skipping them entirely. Which, as has been thoroughly discussed in this thread and others, renders the entire mechanic moot. Turning VS into 7dtd would be the worst decision the devs could make. I'm not opposed to enemies being able to open/knock down doors or gates, but absolutely devastating peoples builds - people would stop building because what would be the point. Which is anathema to the point of this game entirely. As mentioned elsewhere as well - the Bloodmoon mechanic in 7dtd has NO cap. It will progressively become more intense and difficult the longer you play, eventually leading to the point that the Bloodmoons become impossible to survive, and everything you've built to withstand them will be detroyed beyond the point of being fun to repair. The Temporal Storms are NOT that. They have an intensity cap. We should be (and I'm sure we are, without spoiling) incentivised to find a way of stopping the storms/rust corruption. This. It would be far too much of a punishment, -
I see we both have the same RNG skill, for better or worse lol.