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Blaiyze

Vintarian
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Everything posted by Blaiyze

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Any game that allows me to pet the animals is my fav. Just another reason to bloody adore this one!
  9. 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.
  10. 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.
  11. Oh for sure. I like some of the smaller dead end ones because those are the ones I turn into my stone age living quarters until I'm at point I can build a reasonable base. I'm just frustrated because finding a horizontal/mostly horizontal cave in the side of a mountain or hill is verrrrry slim, but finding a gaping maw of a chasm in the middle of a valley is super common - to the point that some valleys I would have loved to build in are useless. I like exploring the drop down caves too once I'm more established.
  12. As the topic title suggests - I'm SO bloody tired of the minecraft like gaping holes pocking the landscape just waiting for a wayward Seraph to misstep or full send over a bush just to be swallowed up unexpectedly. Cardiac arrest ensues. I've tried looking for a mod but to no avail. Lord love a duck, I just want caves that spawn/generate in the SIDE of a mountain or hill! I find some occasionally but they're often not complete caves, meaning a portion of them remains open. For stone agers caves are the easiest starting base, but I -loathe- the holes in the ground. Perhaps there's a world gen setting that I'm missing? I do have a couple terrain mods (plains and valleys and watersheds) but as far as I can tell, the random pock mark caverns is vanilla, very much like that other block game. Just a rant. If there's a mod or some generation settings that could change this, I would love that. I just want to be able to run from danger without unintentionally disappearing into the void XD
  13. Or watching bread bake in the oven. It actually fluffs up and changes colour. I love this game so much. Wish there was more NPC interactivity to make the world feel more alive rather than sparse - but that's what VS Village is for atm.
  14. I find they're a lot easier to use in creative and pretty much never use them in survival. You need an empty hand when interacting with them, and when trying to remove one to replace it if the placement has been wrong, you need to be able to view the square end of the starting point. If there's other blocks in the way you'll have to remove them so that you can look right at that narrow square end to be able to access the hit box to get rid of it. In survival, this is steeply annoying and not as easy to do, which is why I personally only use them in creative. It's still frustrating to do all this even in creative but is easier to tinker around with. There's also some placements that, for whatever reason you simply can't get the nub end to pop up and have to remove basically any block around that end to get it to show up again. I recommend playing with them in a creative testbuild world to understand the mechanics before attempting them in survival. Regardless, they definitely need some work because they're very frustrating - the end point can often bounce around and good luck if attaching them to chiseled blocks, if the placement is wrong you effectively have to throw out that chiseled block.
  15. In my opinion, the worst thing about the Temporal Storms is how the mobs can spawn inside the walls of our bases. I understand, temporal-space-time wibbly wobbly logic, but it's still monumentally frustrating when you're just trying to hermit through a storm, baking bread, and suddenly get shot in the back and jump scared by a mob that spawned behind you. In theory, I love the concept of the Temporal Storms, it gives a great sense of foreboding. The visual issues need to be toned down, yes I know we can adjust those in the settings ourselves, but as it stands, the base setting is far too strong. It's near impossible to fight or do anything without excessive frustration during an active storm, without dialing down the visual distortion. Personally, I love the idea of the storms becoming more of a base defense/tower defense mechanic, sort of in the realm of 7DTD but with less overall intent to completely destroy your base and you eventually. Ability to break down doors and windows and small fences is a neat idea (I play with Dana Tweaks and drifters can open doors and windows), which would encourage us to build proper defensive structures. The pitiful drops from enemies underlines why Temporal Storms are viewed largely as a nuisance rather than a neat mechanic we enjoy engaging with: because effectively, the storms serve zero purpose beyond Lore/Story, and that's neat the first couple times you experience them, but the longer you play on your world the less interesting this thought is - especially since it can take a long time of playing before you're able to start the questline and engage with the story.
  16. I'd like to hear other VS players perspectives. How do you like to start a fresh world? Do you custom build a house/base, if you do how far along with the build do you progress? Or do you prefer to start from scratch and build your way up slowly and painfully? And if you do, how do you deal with build frustrations as you go? I'm still waffling between whether I want to just free build a cute medieval-ish cottage for myself with everything exactly where I want it - I've done this before, where I'll at least build my house/base and perhaps mark out areas for expansions, but leave myself at starting tech that I have to build/create myself. This way it doesn't feel as cheaty. I just like having a nice place to live! Lol, I often get super annoyed by basic starting bases because I have to gather tons of materials and I eye twitch.
  17. I would put in a report to the mod creator, this sounds like it's likely an issue on their end.
  18. I keep finding the same vertical drop hole in the middle of my beautiful valley, accidentally. Run clear over the edge of it, stomach leaps into my throat, think this might be it this time, and land on the same saviour ledge that is conveniently the only lip to land on when unintentionally opting to base jump from the same direction. Bless that little lip. One of these days I'll mark it on my map. I've marked everything else, except that glory hole in the middle of the valley.
  19. From what I've experienced, there's always been some surface rusties about. Nowadays I typically play with the temporal storms and temporal stability off (I like to build wherever I want), so I don't know if either of those affect it. But just yesterday I was playing, it was about 2 days after baddies could start spawning (I had a 5 day delay), and came across a rust spider looking mob (didn't catch the name, ran for my life as I was nekkid and no weapons) on the surface, middle of the day, no rifts nearby but medium rift activity. So, my personal experience says that it's something that has always been around, but not sure if it's more common on the new version
  20. Higher rift activity spawns monster during the day, check the activity in your area
  21. Did you remove the mod that the item is from? If the mod is still in your game, are you sure it's updated for the game version you're playing? If you've removed the mod it came from and it's still there, and nothing else works to get rid of it, add the mod back in, reload and delete the block and anything else that mod adds and then remove the mod again.
  22. Experiencing my first Temporal Storm was fun and very creepy, and Dave scared TF out of me. Now? They're beyond frustrating and just annoying, to the point I simply turn them off. What's the point of building myself a nice base, if the baddies can just spawn inside and mess me up while I'm baking bread? I feel like the mechanic is intended to be a base defence situation, which I don't dislike. But it needs some tweaking to move out of the realm of being an annoyance for little benefit. I don't really care about the loot, perhaps increase what you DO get just a little, so you're not left with empty corpses that you have to clean up manually. I'm a fan of building fortifications and traps, but that can very easily spill over into aforementioned factory rust enemy grinder, and then becomes less of a survival game entirely. Some fortifications would be lovely. They don't need to be beating down the walls like in 7dtd, or dropping super lucrative loots. But for the love of Pete, they need to not spawn inside my base and scare the bejesus out of me while I'm just trying to hide away from the storm. Until that happens, I turn them off. It's an annoying half baked mechanic in my perspective atm.
  23. Don't mind me. I pulled a derp moment - I was attempting to use aged meat nuggets. The mixing bowl is working as intended.
  24. I'm wondering if this may be a bug, since I don't think this mod was updated for the most recent release. So far, most everything with this mod seems to work, except the mixing bowl. I'm assuming the bowl functions similarily like the quern of sorts - put items in, hold right click to activate the stirring. Except, that doesn't work. I put the items in to mix, hold right click, and nothing happens. I've tried shift click holding, tried everything I could think of - I see that some mixing recipes require a pot, I've placed the pot and still. Nothing. no mixing occurs. I feel like the handbook needs to be further updated with explicit instructions as lots of things really aren't well explained and recipes aren't shown.
  25. Holy lord do I feel dumb! LOL Thank you!
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