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Blaiyze

Vintarian
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Everything posted by Blaiyze

  1. 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.
  2. 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.
  3. Stop engaging with them. If you've read this entire thread, you'll see that they just enjoy arguing for the sake of arguing.
  4. 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,
  5. I see we both have the same RNG skill, for better or worse lol.
  6. Agreed 100% - which is why I used to play with the Plains and Valleys mod (sadly not compatible with Terra Pretty which I'm giving a tryout atm). Larger relatively flat sections between upheavals would be really lovely and tuck in very nicely with rivers when they get that sorted - I really hope they reach out to the creator of the mod watersheds, which in my opinion, is the best damn rivers type mod that I've seen - I do wish they were longer for river traversal but even with the shortened versions it REALLY makes the environment much more visually appealing. Plains are a must. Clover would be wonderful too. Great suggestion.
  7. I haven't yet loaded or played the latest update yet - I always wait for the first stable build (and for my fav must have mods to update) before I truly give it a test run, but I definitely was a biiiit concerned with some of the things. Mostly, I like the looks of the update and understand that there's going to be balancing to come. So, definitely eyeballing people's feedback here. On one hand, I like the look of adjusting berry production. As it presently stands, they're the cheesiest early game mechanic, just slap the bush with your hands/knife/axe and uproot the entire thing and bring it back home. That's a liiiiiittle too simple in a game that has very in depth mechanics elsewhere. I am a bit concerend about the fiddly looking mechanics for propagation and fertilizer requirement however - I think it would be better served to simply be able to harvest seeds from berries that you can replant, give them a similar type of mechanic as the fruit trees - wherein some of the planted seeds have a chance of not surviving - and tie their berry growth to seasons as mentioned above. With option to fertilize to increase bounty on harvest. While I love the majority of the in depth crafting, harvesting, cooking mechanics etc - there's also the possibility of going TOO far with that, and making the game so cumbersome that it will feel too burdensome, especially to solo players. On a server with a group of people I'm sure it's not that bad as the work gets spread around. So then it becomes a balancing act between ensuring enough content for the multiplayer servers, and not being too burdensome on the solo or 2-3 co-op players.
  8. *raises hand* I was one of them. Bingo. As it stands currently the Temporal Storms don't directly tie-in, in a meaningful way I would have anticipated or expected, with other game mechanics. Which results in the Storms feeling separate and apart and ergo feeling a bit raid mechanic-y, and if that's what they are, it's a very unsatisfying experience interacting with them with little reasonable payoff for what you have to go through. If the Storms are just a raid mechanic, well there's ample games out there that have done it better and devs can learn from those rather than leave a half assed attempt. If that's not what they are, then they're missing the mark on what they're supposed to be and not blending well with other mechanics to make them feel like a comprehensive part of the experience other than 'ignore this annoying thing either by hiding or turning them off, or get ganked by T3-T4 mobs that you're woefully unprepared for, oh and they can spawn inside you base LOL GET GUD'. As one of those people with horrid RNG, my first experience of this game was a never ending death spiral, rage quit, restart cycle on the normal settings because I like to experience the vanilla intentional version of a game. By pure tenacity is the reason I've stuck around and this game has become one of my favourites that I enjoy seeing updates for. Ten other friends, went through a similar experience and absolutely refuse to touch this game again. Hence the need for a proper on-ramp/tutorial of some sort for this game. Beyond that, the mechanic needs something to make it worthwhile engaging with.
  9. Because walls infer protection in some degree, otherwise why give us a sandbox where we can build to our hearts content? If the only option to not being attacked without warning inside your base is to either bury yourself in a hole, or turn the mechanic off and not miss out on the rest of the Lore or the rest of the game, then the mechanic doesn't matter. Deliberately overlooking the multitude of suggestions that have been mentioned within this thread alone merely because you don't like them, doesn't mean that no one has offered any other ideas on how to implement Temporal Storms. The main point of contention seems to be: people want to engage with the storms but are annoyed by the lack of reason for doing so, lacklustre rewards in the absence of any other reason to experience this mechanic, and want preferably a heads up or functional way of mitigating spawns of rust baddies, and high tier enemies spawning during storms which is entirely unfair for a player new to the world lacking proper equipment to take them on - thus having to hide and ride it out. As mentioned before, I have bad RNG and the amount of times I've had a rust baddie spawn directly behind me inside my base during a storm, with no indication its' there until it's up my... tail pipe, is ridiculous. Maybe this doesn't happen to everyone, fine. But it has happened enough to me that I turned the storms off due to a lack of being able to mitigate this happening in game - hence suggestions of giving us a craftable pre-Jonas tech that will give the player a safety bubble where enemies won't spawn in, so one can better prepare. Or tie Rift spawn to the storms, have enemies spawn from Storm Rifts with a touch of a delay and allow Rifts to spawn wherever, including inside your base, but the appearance of the Rift and a bit of a delay gives you time to react - whether that's going and hiding or choosing to fight - we should get that choice. Other suggestions such as increased visual distortions to varying degrees depending on storm severity I like the thought of too and additional features to stability. It's a bit of an underbaked mechanic atm which is why it leads to such divisive discussions about it. The game is functionally a sandbox crafting, building and exploration game with an actual functional back story that the player discovers at their own pace. To disallow the player the creative discernment as to whether or not they want to engage with the storms and the enemies from them, by forcing them to have to deal with enemies that can spawn anywhere including within their own base, functionally contradicts the underlying creative sandbox theme. Sometimes, we just don't WANT to fight enemies in that moment, forcing us to fight because devs and lore say so, is a piss poor way of doing game dev - which is why I brought up 7dtd in the first place.
  10. No, and I'm not interested in engaging in video game whataboutisms either. COD is hardly a reasonable comparison to VS. What difference does it make with how the TS's work presently, when enemies can spawn inside your base, behind you, disobeying the fact that your walls exist already? Frankly, I plan on turning that part of the mod off - but the other parts of it, Rifts spawning as part of the storm and the rust devastation etc, I'm interested in checking out.
  11. Yes, I linked to it earlier. I want to give it a try and see if it resolves the issues I've personally been having with the TS's.
  12. The reward for spending hours making your house pretty is your enjoyment of it - that -is- the game reward. There is -no- game relevant reward to the Temporal Storms presently aside from some components that may or may not be useful to the player depending on where they are timeline wise in their playthrough, hence the arguments against being able to turn them off and just never engage with them. It doesn't have to be a specifically lootable reward. The reward can and should be with the experience of the mechanic itself - whether that be choosing to engage in with the baddies and get some pieces of loot that are potentially useful, or the process of the mechanic be fun to actually interact with. At the present, the TS's don't provide -enough- of that feedback to a chunk of players, to the point that the mechanic can be bypassed entirely without having a direct impact on the rest of the game itself. Suggestions have varied from making loot a bit more useful, suggestions for making the actual event itself more fun or even more challenging, to having some aftereffect to them as a lingering reminder of wtf is going on in the gameworld. At present, rust baddies can simply spawn quietly behind you within the confines of your base, with no warning to properly prep - unless they spawn in another room/other level and you can at least hear them wandering about. If they spawn right behind you you're likely to be near one-tapped without notice.
  13. THIS The mere fact that the player -can- turn the TS's off and NOT LOSE ANYTHING in terms of the main function of the game and the Lore - renders them a moot mechanic. Given that the Temporal Storms are lauded as a critical Lore important -thing- then the aforementioned is egregious. We're not talking about loot cannoning goodies to the player. We're discussing functionality of gameplay of the mechanic itself. When I first heard of the Temporal Storms, I thought that would mean that it would spawn Rifts, and from those Rifts would spawn the enemies. Instead, we get visual wibbly wobbly that makes it difficult to -do- anything (yes, you can turn these effects down - aka *season* their effects for preferred gameplay) and enemies that spawn anywhere, with no bounds, no rules, and the player has to deal with them after being surprised. And then there's no post effect TO the storms, they just up and end and bleh. Dave is a fantastic piece in the background that leans into the existential horror of the storms, but after a handful of storms, you stop paying attention. The Storms spawning Rifts would make more sense to the monsters spawning inside our bases, give a bit of a cooldown after spawn so that the player has a moment to go "oh f-ck!" and get a weapon/prep, and deal with whatever comes out of the Rift. When the storm ends, the baddies from the Rift weaken and have some way of removing the Rift or have it despawn in a certain period of time. Just a spitballed idea off the top of my head, but this makes the event more engaging, gives the player a chance to prepare if they were initially just hiding inside, gives the player the choice to decide on how to respond - as opposed to storm happens, enemy spawns quietly behind you with no preparation possible, one taps you from behind scaring the bejesus out of you, and then death spiral initiates.
  14. I said nothing of high action in any of my comments - consistently my statements have been about making the Temporal Storms more compelling to actually engage with, rather then sleep through them, shut them off, or bury yourself in a block hole and walk away during the duration of the storm. My only comparison to 7dtd is the -relative- similarity of the events and highlight what bad game development does to a game mechanic, when the devs become hyper focused in forcing the playerbase to play a certain specific way, in a game that is predominantly a sandbox survival. I made mention of one area where they actually did something good with their development, by accomodating for it elsewhere, and the player base settled down after initial grumblings because it ended up working. TS's already present a relative tower defense style, which is why I mentioned that. Regardless, they're an interruption that the player has to deal with, which that's fine. It's just we don't want enemies able to consistently spawn INSIDE our bases - we want some form of safety -at some point- with time investment. Especially considering the gameplay once you spawn into the world is focused on the player homesteading and prepping to cave spelunk and engage with the actual storyline. That begs that there should be SOME way of mitigating the storms, including in the earlier stages, besides walling ourselves in and walking away from the game, which is purely a bad game design choice. If you're designing your game for players to disengage and walk away from it, then you've not succeeded in creating a compelling mechanic that the players actually want to interact with, or a portion of them anyways. All people want is more reason to engage with the storms - loot that is slightly more useful than a few pieces of flax fibers, and the occasional gear or Jonas part, which is useless in the early game anyways. This is an entirely different mentality than what has formed in the community of 7dtd, where the devs have focused on funneling their development into trying to force players to engage with a mechanic that, by design, will eventually render a gameworld impossible to play in - there is no cap on Bloodmoon intensity. Eventually, your gameworld will be so strong/levelled up, that surviving a Bloodmoon will become impossible - yes this can be very drawn out by adjusting when Bloodmoons happen and spawns etc, but it will eventually reach the point where your Horde base will suffer so much damage that the 'fun' of repairing it will be gone. Uncompromising doesn't have to mean no fun. Inducing ragequitting seems like a very poor motivation for creating game mechanics.
  15. This is exactly why I brought up 7dtd in my earlier posts. Every discussion about Temporal Storms - specifically about how they're currently implemented, all the players commenting want to see the mechanic improved to encourage us to engage with it, rather than simply turn it off. It's a different kind of divisiveness compared to the 7dtd community, but it's here. I definitely don't want to see the TS mechanic become something that VS devs start trying to force the player base to engage with it in the way they feel we should be engaging with it - as I mentioned in previous comments. VS is largely a sandbox game with deep Lore that the player uncovers, unlike that other block game. But when creating specific mechanics in a sandbox game, some devs - looking at The Fun Pimps here - decide that there's only one way to engage with a mechanic and hyper focus all their development into trying to funnel/push the players down a specific pipeline, which led to them almost entirely ignoring the progress on the rest of the game. Ten years+ later, TFP have finally learned their lesson. We don't want to see that with VS but unanimously most people agree that the TS's need some tweaking - it's not a horrible mechanic in an of itself, it can create longevity of play which ultimately, is what game devs focus on. We want to see the mechanic improved to the point that players are more willing to engage with it regularly, yes if that includes options on how to 'season' it as LadyWHT so eloquently described it, that's a good possibility. As the TS's currently stand however, look no further than peoples comments, a good chunk of people avoid the storms - either by burying themselves in a small hole and walk away from the game, sleep through them with that option on, or simply turn them off. It just begs that the mechanic should be looked at again by the devs - not to punish people for disengaging or trying to force players to engage in a specific manner, but to make the mechanic more compelling to engage with.
  16. I unfortunately have the worlds worst RNG lol - all the most improbable things seem to happen to me or when people play with me. I've had a bowtorn spawn directly behind me in my home whilst baking bread during a storm and near one-shot me. Scared TF out of me - which yeah, CAN be thrilling, but like c'mon - why give us chiseling and the ability to make things pretty if we're then forced down a building pipeline that disallows us to play with aesthetics? That therein is one of the things underpinning my frustrations. VS leans into the sandbox-y nature of the other block game, just with an actual proper story and lore to discover - something I LOVE. But then we're hamstrung from creative building to prevent spawns inside our builds or just bury yourself and ride out the storm by disengaging with the game for the duration? Nein. Bad game design hence the various topics on this subject. Despite all my frustrations - yes, I do like the Temporal Storms, in theory. In practice, they have some wrinkles to be worked out and enjoy engaging with people to see what suggestions they have, which is the partial point of having public forums in which the devs encourage feedback on the game. Whether they implement our suggestions obviously remains up to them. My point precisely.
  17. TBF much of Minecraft 'lore' and creepypasta was born from the game being as deep as a puddle on the sidewalk. There is no story to speak of, the game is a sandbox, wherein people will insert their own imaginative story telling to fill that gap. VS has an established story and lore that the player discovers as they play and dig deeper, and the world already has eldritch horror - there's no need for creepypasta when many of the in-game enemies are essentially creepypasta in their own rights.
  18. https://mods.vintagestory.at/show/mod/35820 As usual this conversation always goes this way - the people offering up suggestions for Temporal Storms WANT to actually engage with them. We're frustrated that the way they're -presently- designed is not fun, give little to no reason to actually engage with them and therefore become an annoyance we would rather turn off - because Tyron gave us the option to turn them off, not -because- we want them off. Go back and seriously re-read the suggestions in all the topics. We WANT to engage with the storms - we just want the enemies to not spawn inside our bases, or within a certain section of our bases, without being -forced- to build a storm-safe hidey hole and wait out the storm. Sure, in the start of the game and in the stone-age tech era, you're not supposed to have much, if anything at all, to defend or protect yourself. The game also puts heavy emphasis on it's supposed to be a slower progression through these tech eras, hence the in-depth crafting involvement. If we were supposed to shoot through the tech eras rapidly, we would be able to progress as quickly as that other block game. Ergo, we're supposed to fuss and fart about longer in each tech era - giving tech aligned craftables that a player can assemble to create a small no-spawn bubble that perhaps is weak and needs to be regularly maintained/rebuilt after each storm, would be reasonable and not break the devs intent or mess with lore. Most people just want some sort of enemy scaling with player progress. As it currently stands, a high level enemy can drop behind you or literally spawn on you, during the first storm which creates a ridiculous scenario that will lead to a death loop. I've tried to get 10 people into playing this game, who all entered a death loop, ragequit and never came back - HOW is that benefitting the game overall longterm? Chalking it up to some pretentious "only the strong remain" attitude only drives more people out of the community. Temporal Storms do not have to be a super gamey gift cannon event to the player, but making the loot dropped a tiny bit more useful and scaling enemies a tiny bit more in-line with player progression, and not having the enemies spawn inside our base either just as default or by giving us a scaling craftable that can be accessed from the earliest point of the game, would -encourage- engagement with this mechanic. Look no further than the amount of people that say they dig a small hole and bury themselves for a duration of a storm/otherwise hide/or turn on sleep through storms to understand that a large chunk of the player base is actively avoiding engaging with the storms because they feel there is little to no benefit for doing so. Considering this specific mechanic is considered one of the core mechanics that was touted in the trailer for the game, players seeking to NOT engage with it underlines a development flaw - hence all the suggestions and discussions surrounding them. I brought up 7dtd only for a mild comparison - the two games are functionally entirely different. Even 7dtd dealt with ensuring the Bloodmoon events wouldn't be a gift cannon by reducing drops from zombies - much to player frustration at the time, they removed every single zombie being lootable in favour of giving a chance to drop a loot backpack, wherein the loot scales with the player progression, just like the intensity of the Bloodmoons scales with player progression as well. Creating a mechanic that develops as the player continues to play. While it was an annoyance at first, the switch was accomodated for elsewhere and players made that transition with little ongoing grumbling, which infers it ultimately ended up being a good game design choice. Yes, the game also has the option to turn Bloodmoons off and many people do play with them off, most that do turn them off merely want a world that won't eventually get to the point that it is impossible to survive - which is the point with the Bloodmoons. With VS, the Temporal Storms increase with intensity but have a cap where they will eventually plateau at - indicating, unlike 7dtd, the intent of this mechanic is not to eventually make it impossible for the player to survive and thus goodbye gameworld. That means the mechanic is intended for us to play with indefinitely and be a complication that we work with/around/and engage with as we see fit, which means it should be a mechanic that people -want- to deal with in the first place. Which begs the discussion - some sort of scaling progression with the storms, perhaps other impacts of said storms etc should come into play.
  19. The mere fact that this game is a work in progress is precisely why these discussions are important - because the game is in active development and feedback from the player base helps to craft and shape the direction of development obviously with the devs being the ones at the helm. Which is why topics like this are important and exist. It does a disservice to push away feedback in favor of 'just let the devs do their thing' when, if they didn't WANT our feedback in the first place, these forums wouldn't exist and we wouldn't be able to provide suggestions for improvement. Thus far, I love the direction development is going. Every new version the game improves in ways that I wish other games doing similar 'early access' style dev would do. In particular, I love that some mods end up being effectively rolled into the base game. Given this is probably the fourth topic on this very issue that I can recall in just the last couple years, and everytime it becomes a long, and sometimes divisive, topic just like this one - is evidence enough that the community has a lot of feedback about this particular mechanic - one that we all unanimously seem to like and want to see it done better. It's fair to say that until such time that improvement are made to the Temporal Storm mechanic that isn't a mod, we're going to see this discussion come round and round again. In the meantime, I just spotted a new Temporal Storm mod that I'm definitely going to try.
  20. Just because he put a rage quit button, doesn't make it good game design. Deliberately pushing new players to rage quit your game is literally driving OFF a portion of your new player base. I'm sorry I don't see that as smart game design. Which is exactly why the majority of games give some sort of on ramp for new players - you don't have to hold a new players hand, but there's no real tutorial to speak of with VS as is beyond the first Handbook introduction. I'm aware of how bad the storms used to be. I've had this game for a long time - my short chat history on the forums means nothing for actual time spent in the game. There's nothing wrong with established lore re: the Storms, but the mechanics of the Storms in-game is lacklustre and severely lacking. Look no further than the divisiveness of this discussion, and the multitude of others exactly like it. Which goes to show there's plenty of long term players that generally like the concept of the Temporal Storms but want a mechanic that is more satisfying to engage with. As it stands, the mechanic loses its' spark of joy after a handful of Storms and leaves enough of the player base annoyed with them that they turn them off. Sure, customizability is great - but if a good chunk of your player base is turning OFF a critical game mechanic literally presented in the trailer for the game - then you've missed the mark. It's impossible to satisfy everyone, but the main underlying complaints are the same when you distill the arguements down, which therein shows where the mechanic itself can be tweaked.I'm a lore fiend myself in games and love seeking out the books etc, but LORE is not a singular good reason for a mechanic that is universally divisive like this. I've made enough small games myself to learn this one. A poorly implemented good idea still remains poorly implemented. Most of the suggestions people are making are not to overhaul the Storms entirely, but to tweak them slightly to rid the annoyance so people will actually leave them on and engage with them more often as a fun part of the game, rather than an annoyance to avoid. I play games to engage with mechanics, not turn them off.
  21. My frustration with the discussions around the Temporal Storms is it always devolves into two camps: One camp saying they need to be tweaked/fixed/better implemented and spitballing suggestions And the second camp assuming that the above means overhauling the Storms to become a gift cannon event to the player - which is not in the least what most of the suggestions are saying. The point is: yes, due to lore, the Storms are supposed to be a disruption. Fantastic. That's still not great game design esp when players are in the middle of their first couple days ever playing the game, still don't have the mechanics fully figured out, possibly in the middle of a death cycle, and then have a storm dropped on top of their heads, no shelter, no way or tools or knowledge for how to deal with the storms, and a high level enemy one shots them up the tail pipe. You want new players to engage in a game, and more importantly stick around, you need to give them an on ramp. Older players, even those like me that would like to see them fleshed out or redsigned LIKE the Storms conceptually, just not with how utterly useless they end up being to the overall experience of the game. Adjusting the Storms so that enemies cannot spawn within player bases would increase the experience significantly - the engine already knows how to identify rooms and differentiate between a room and a cellar and a greenhouse, so it's in the realm of possibility. The intent of the Storms is to be a Temporal glitch/unnatural disaster, fine, but give the player base room to breathe. A mechanic that forces the players to play the way the devs want you to play, rather than letting the player engage with the game with their own creativity - is literally one of the reasons that 7dtd keeps failing its fanbase. Not that these two games are the same, but the comparison stands. There's already the concept of tower/base defense with the Storms as is, so give us tools to deal with that. Allow us to craft something that will prevent spawns indoors/in marked rooms, allow us to craft traps/defenses that will allow us to deal with the baddies when they spawn, give some other impact from the storms such as what someone above mentioned, turn certain things to rust, damage structures to some degree, have the enemies that spawn linked to player progression in some manner so that a nekkid Seraph weilding a stone spear doesn't have to come face to face with an enemy they're not prepared for yet. Make the loot from the enemies a teensy bit more useful without turning the event into a gift cannon. It isn't about creating a mechanic that ends up being a benevolent gift to the player, it just creates a REASON beyond "LORRRRRRRE" to have the mechanic in the game in the first place.
  22. I'll echo what others have said and what I've said in other, similar topics. When I got VS and started my first world, the first few Temporal Storms were a chilling and thrilling experience. However the novelty wore off really fast. Too fast. Enemies shouldn't be able to spawn inside your base, behind you, while you're baking bread trying to wait out the storm. Plopping high level enemies on the tail of a newbie Seraph honestly just is not great design - sure, adds to the hardcore concept at the core of this game. But ragequitting is a thing and some people will never come back to a game after it has driven them to this point. The 'loot' from vanilla drifters and enemies is pitiful, especially for a fresh start. Which is why I typically turn the storms off. Heck, I don't even play with the Temporal Stability either as it has an unfortunate tendency of rendering too many decent places for a base unbuildable. So that definitely begs the question: if your player base is turning off what are supposed to be, according to lore, critical game mechanics - then you should take a harder look at those mechanics and tweak them. Rule of thumb is, mechanics should be fun or at least engaging to interact with. The Temporal Storms, to me, come across as some sort of minor tower/base defense mechanism a la 7DTD/Bloodmoons, but not implemented nearly as well. At this point the storms feel more like an afterthought rather than a main feature. I like the idea of all the temporal mechanics being wrapped up together as generalized weather pattern - Temporal Storms could spawn Rifts, and spawns from those Rifts tied in some manner to the players progression for fairness to newbie Seraphs. I wish I could experience the storms again for the first time as it definitely was a treat the first time.
  23. Any game that allows me to pet the animals is my fav. Just another reason to bloody adore this one!
  24. All of those tweak cave generation as in the internals of the caves themselves, not their surface entrance placement, which is the topic of this conversation. One is outdated hasn't been updated. I looked at all of those myself too, hence why I made this post.
  25. This is my exact frustration! Especially with the flat plains that have those bushes all over the place - they're beautiful, but SO many times I've been running from a bear/wolf that I wasn't prepared for, jumped over a bush and yeeted myself into a hole I didn't realize was there. I just want horizontal caves with entrances on the sides of mountains or hills with the occasional hole in flat terrain - there's too many holes IMO and not enough cave entrances where you'd expect them - in the side of mountains or large hills. Bear caves? In my most recent play I actually managed to find a little horizontal cave in the side of a hill! Perfect for a fledging Seraph living in the stone age lol.
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