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Varenvel

Vintarian
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Posts posted by Varenvel

  1. On 7/31/2023 at 10:00 PM, Thorfinn said:

    Personally, I like the way it's done. Well, other than it consumes a point of durability for every leaf block, but doesn't give you the drops. Either give me the sticks or only count the actual logs into durability, thanks.

    I've tried OneStick, and the problem with it is you end up having to burn sticks or throw them away or something crazy like that. Rather than be something relatively valuable that you specifically seek out, it's trash filling your inventory.

     

    im not big fan of it and personaly i prefer what game ECO did

    as in that game you chop tree who leaves stump , entire tree falls down (who you need to chop onto logs one by one) and to get seeds choped tree leaves branches/shaving debree all over when it was choped and removing has chance to give you seeds

     

    so choping single tree can be quite lots work , removing stumps to have room to replant trees , debree (who mind you when tree falls/creates debree it destroys any plants in area) , to choping it into small logs (if you do it wrong logs are too big and you got to slice them further) all eats into durability of tools

    and it feels fun , satisfying and makes sense

    in vintage story getting saplings feels tedious as quite often lots trees will be hard to reach and dont feels very "endgadging to player"

     

    (i tried to link timestamp , if it failed its 18:53 )

     

     

     

    • Like 1
  2. On 7/25/2023 at 3:34 PM, Maelstrom said:

    I think the devs will answer these questions through future story updates.  Tyron has indicated 1.19 will have more story included in the update.

    i hope they not answer too much , a lot creepy games like "silent hill" and lots other who have creepy/horror elements (who this game leans into) prefer to keep large dose of mystery , vagueness , tho i admit the story dungeon was one of better experiences i had in quite long time , bringing up memories form silent hill. and old ps1 horror games.

  3. if you want you can try generating few worlds and settle on one who has limestone or chalk nearby  (you can generate few worlds and see if any has any nearby chalk or limestone on surface)

    generaly i wish there was better way to get it but game keeps itself quite realistic

    other then finding it is traders(not recomended) and sometimes you can find it in loot

     

    id share you my seed but unless you would also ran with my settings(i just tried) would not generate same world

     

  4. I would love if game added a bit more depth to cooking , we have items like roasted meat , jam , cheese , bread , but there is no way to combine them

    -New item plate (lets you combine some meals or create full course meals)

    Ability to add sides to meals(like adding bread on side of stew , as its pretty common to eat stew and chomp on bread , similary with soup)

    Ability to make sandwiches (adding raw veggies , jam , honey , meat , could count similary like pot cooking does that some items cant be combined) (and ofc ability to make sliced ham sandwich with cheese)

    Ability to make bigger roast meats in oven (similary like ham , lamb legs and other bigger meats are cooked) , ability to slice it , combine it with veggies/beread to make full course meals

    Frying (could introduce new plant like canola who is very commonly used to grind/extract oil , can use lard/fat too ,wallnuts or  sunflower too)

    Cakes , cupcakes , muffins

    Drying (dried mushrooms , dried meat ) (would take time , or/and drying rack would require "day worth of fuel"

    Ability to add bushmeat to cooking(but provides additional nutrition from cooking it)

    Possibly also that each meat is unique , rabbits were known to be very lean meat to not provide much calories , with deer being somewhere in middle , and pork/lamb "having more fat"

    there is more but did not want to make list too long and listed just big essentials

    • Like 1
  5. On 7/8/2023 at 7:14 PM, Thorfinn said:

    Game balance is probably why it's not in the game -- it would be far too easy to just set up a couple dozen sluices, fill the loading hoppers, empty the receiving hoppers and just hole up and let things run until you have enough tin/copper/gold/arrowheads/whatever, not bothering with the game itself. Better yet, do so on a server so you don't even get hungry while doing so. And particularly if you add mods that let you pan other materials or change the drops of existing pannables. Panning is supposed to be tedious to prevent people from setting up AFK loot farms. Sure, you can kind of do that with windmills, but they are a substantial time and materials investment, and only process materials far more scarce than sand.

     

    you could make same point that for said reasons quern connected to windmill is op , or autohammers , devs could balance it out that its slower (like quern is or hammers) , most people would just use it to pan bone dirt (who otherwise can be very time consuming and very uninteresting gameplay wise) , i personaly not have gripes with lots of other game mechanics as they are ether waiting , or engadging (like cooking or blacksmighting) or dev could make it you cant pan sand or gravel in "sieve" or nerf drops from it

    autohammers also have limits what they can forge , sieve could also limit that you can only use bone soil , or that sieving gravel and sand is very very slow

    but paning is just brain dead click to collect click to pan , problem is you do want to pan as its almost only way you can get early candles , but its most "unfun" mechanic game has , having it automated but slow (windmill) would cut some of that

    even with automation you would be still using a lot shovels , you would need windmill , getting large amount of sand is quite time consuming and devs could make that you get less nuggets from sand or make it slow

    my main complain is in current game you do it due valuable items you get , but your trading your irl sanity for it.

  6. 7 hours ago, Lord Kane said:

    Whether you've heard of it before or not, welcome. You will eventually love this game over MC (mainly because the devs actually care, and uphold their promises).
    Vintage story is one of the best, if not the best survival games I've ever played. 
    The best part about vintage story, is that it's not even finished. Meaning that despite what it lacks compared to MC (minecarts, 'redstone', bosses, etc...) it makes up in community, developer trust, and superior gameplay. 
    Vintage Story will one day be in all fronts superior to MC, and that in itself is one of the best feelings ever.

    minecraft devs care too and iv been on minecraft since its first beta relese

    majority of minecraft development was also mostly 1-5 guys till microsoft bought it

    i personally would not call this game superior , as minecraft flat-out wipes floor on some mechanics (like different dimensions , biomes , ocean having purpose and many more, amount of mods)

    problem with minecraft is game is old , and for devs its hard to "add new monsters , items and other things" due how big game have become , and also they have to take all balance into account , mostly also becouse how many mods game has as most moders run on older version anyway due new updates would break a lot mods.

    I like VS because its different , more focus on "classical survival" who is hammered by seasons , weather , food as well everything taking "more time" so needs more planning , i also alweys wished minecraft had "climate based on position" and "seasons" and this is a feature who kind of sells VS to me as i don't think even mods ever touched these 2 mechanics in MC

    i also like how lots items are more immersive and there is more interaction rather then "craft things in bench or shove stuff in furnace" , blacksmithing and cooking are just amazing

    they are different games who have different goals in mind , comparing them is unfair , and even if so minecraft wins in most categories

    Its not even best survival game i played as project zomboid , and long dark pretty much are "perfect survival games" , but its great game and I'm enjoying my time with it very much

    VS has a lot potential , terraria had too when was released and was such small "fun game" and grown to be most popular game on steam , minecraft did too , i wish this game and devs that this game also grows with time:)

    • Like 1
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  7. On 7/4/2023 at 2:43 AM, Nymue said:

    You'll want to dial down the upheaval slider from default (40%) to something lower. 

    Upheaval slider is not doing that , what upheaval slider does it makes more gradiual hills (as hills spread sightly more to nearby chunks) while indeed this makes more hilly terrain but will make moutains more smooth/look more blended

     

    i personaly have mine set to 40% and lots hills i see are more smooth then 30% making a lot of them blend better

     

    if you set it to 20 or 10 you will see a lot of these "tall moutains you cant possibly climb"

     

    sources:

     

     

  8. Personaly i not find much point to oceans here , in minecraft they can have recources and boat is one fastest ways to travel(and relatvily safe too as mobs are unlikely to ever hit you)

    in vintage story there is no recourses there , raft is slowest way to travel , mobs and even animals can attack you

     

  9. if you still have problem , that particular error can also by potentially caused by corruption or damaged file in 2 windows software ,Microsoft .NET Framework , Microsoft Office Access 2010 , or windows update in itself , or low quality internet (losing packets if its MP thing) , or firewall (also MP)

    i would suggest you do fresh reinstall of net framework as it seams most common cause of this error and potentialy check if it also happens on vanilla server , you could also test your internet connection how stable it is and if you have packet loses , forwarding your ports/firewall to ports this game uses also would help

  10. im not expert but there are few neat things that can help new player.

    Make fruit juicer and barrels as soon as possible , berries last only few days , 7-14 in cellar , juice lasts 28 days in cellar , wine lasts 55+7 days(it takes 7 days to make not taking any spoil rate) and it seams most easy and abundant source , settingup berry farm takes no effort , takes no fertility or seeds(just bush)

    save grains for winter , stored in cellar it lasts ages , and cellar and storage pots is another thing i build like 3rd day at most if i can , berries spoil really quickly unless you shove them in cellar

    Full meals supress hunger drain for few hours(who can be game changer when comes to food) so getting first pots , bowls , and cooking utencils are vital

    farming might not be high prorirety but its good to setup flax sooner or later

    copper is easy to get once you learn about "surface rocks"(as there are deposits below so make markers till you get pick) , i usualy find lots deposits or sometimes just stumble on it in caves , i usualy not have luck with tin tho silver and gold is easier to find due it generates in quartz , who seams most common sufrace ore

    dont be afraid to hide , when drifters are roaming around my base i lock myself in cellar and do pottery or sqeeze juice or cook , i know some players scoff at this but i not care.

    throwing spears is immo best early weapon , you can make 3 , 6 , or 8 easily , latest save blessed me with obsidian , and it takes 3 spear throws for pigs , rams , and normal drifters , it deals large damage , and you can pick them up quickly by sprinting(most of time even if another drifter is there he wont even hit you) , if you throw them fast you can kill most these threats with 0 risk of it fighting back

    you can save food by healing yourself , horsetail or whatever forest herb is can make makeshift healing items

    prospector pick is best friend , i found lots ores by just randomly prospecting moutains or rocks as i "explore , go somewhere or gather stuff"

    charcoal usualy was not problem for me as i ether found brown coal , or got coal from ore pots , and it takes only day to make so its not big deal

     

    i personally not found locations as important as "survival skills" of a player i just settled where its pretty tho this game i settled close to obsidian

     

     

     

  11. On 5/24/2023 at 6:57 PM, Echoweaver said:

    It would be lovely to see a game motivation for making alcohol. The mechanic for doing it is lovely. There's just no reason to do it beyond roleplaying.

    if you mean vines , its cheapest lowest effort to preserve fruit as jam needs honey who can be scarse early on (tho arg trader sells bowls of it) and even if you make it you need sealant

    meanwhile fruit wine stored in semi ok cellar can last 25? 35? days ontop of 7 days of no spoiling when you seal it , when your playing alone or with friends i usualy have more fruits then i can eat or store who ends up half of it spoiling as only 2 cooking recipes accept them(atleast till press is made)

    leftovers from fruit press is also "easy animal feed for sheep and pigs" tho that spoils really quickly

    as for distilled alcohol it opens very good healing items , and making Vinegar(who has no use currently i

    e) , not to say RP reasons , lots seam to carve alcohol ingame , deep rock galactic and other games teached me gamers love ingame booze

    tho i admit "buffs" should be reworked as lots times new player wont know that meals from cooking pot gives "no hunger buff" and few other items as there are icons or timers

     

    my only gripe is that vinegar not seams to have much use despite being used irl in food preservation since "it was found" , pickles date all way 40 centuries to mesopotamia if not even more

    On 5/24/2023 at 6:54 PM, Ogi Teh yeti said:

    Keep in mind, once you turned the apple cider into apple brandy you actually made it so it offers no fruit satiety. It will reduce hunger, but doesn't count as fruit anymore. Wines and the other alcohol you brew from a barrel counts as fruit nutrition, but all the distilled alcohol loses its nutrition though still providing satiety. Also, only meals from a bowl or pie check to see if you are full, otherwise all the foods and drinks can be consumed at max hunger but do nothing for you. 

    Seeing as there are artisanal bottles, but they currently do nothing, I imagine we may see bottles, jugs, and drinks getting touched upon again soon but that is purely speculation. I do like the idea of using alcohol as a means to "cure" freezing, might make the stumbling about a bit more worth while.

     

    well , other post people spoke about potential traveling traders(to make game interesting) who might pay you for stay and will trade items depending on "room provided" , would give interesting incentive to provide booze or have a tavern NPC could visit

     

    i personaly would like the idea of so as currently trading is big pain , unless you luckout on having good starting trader (like argurniture one selling honey/wax/combs) and lots other traders are only usefull mostly early game

  12. On 6/20/2023 at 11:38 PM, Troy said:

    My only problem with drifters spawning at night is that there's no incentive to engage with them. Dealing with surface drifters is pretty trivial by the copper age. It becomes more of a nuisance than anything, because the rewards they drop aren't worth the time it takes to kill them. In Minecraft, the enemies that spawn at night drop worthwhile amounts of useful resources that can't be grown or mined, like gunpowder and string, so it's worth fighting them. In VS, even a low rift activity night will end with 20 drifters growling outside my door, and I'll get 5-10 flax fibers from killing them, maybe one rusty gear if I'm lucky. Flax is easy to come by even in the cold worlds I like to play in, and it's easier to get rusty and temporal gears from traders. Drifters don't drop anything that can't be obtained more easily through other means, so there's no reason to go outside at night and kill them except to shut them up.

    I know I can just sleep through the night or mute the game, but that's just me disengaging from the game. I'd much rather see a small improvement to drifter drops, which would increase my engagement.

     

    i dont hate surface drifters as some nights are safe some aint who is a bit nice change to minecraft as all nights are not safe(till you oput torches and some minecraft mods had portal mechanic too like underdark , who mobs can kidnap/grab you and drag you in , was funny to hear that on my MC ethernal server when friend is creaming while he is being kidnaped)

    but personaly i hate there is no incetive to fight almost any drifters till you reach tier 3 ones, as all drops t1-2 has are just painfuly low

    i know this game goes a bit more survival and most survival games "usually better to avoid fighting" but killing 5 drifters and getting no items is just painful

    even more so you need to skin them who takes even more time

     

    one change id do is they drop items on ground when they die and make them drop reeds , and boost flax drop a bit and maybe get "gear bits" (who would be smaller dominal of gears)

     

    not saying boost them enough to incentivise farming , but every fight would not feel like weaste of time , when portal storm comes in i just lock myself in and wait it out as there is no point to it. (its nice horror thing but as game mechanic its just bad)

  13. as eastern european , dried mushrooms are still staple food in many traditional dishes and not only its great way to preserve them but also adds "flavour" (its like with oregano that drying brings the flavour/changes it for the better) , i personaly like varierity as lots games add maybe 2 , or 5 when they feel generous but having that many pleases me as we picked mushrooms for quite long time

     

    i get the annoyances as inventory size on this game is sparseif it bothers you , you can just throw them into meals , i generally been saving grains for winter and using meat/fruit/fungi as every day food

     

    or maybe have mushroom basket backpack , who can store only fungi , but got 12 slots(similar to ore backpack who is already ingame)

  14. sliced bread not worried me at first

    but...game gives you way to make jam , and jam is not used in any cooking and you just...eat jar of jam?

    so would be great way to have slicing bread, maybe even cured meats , sausages , cheese could use better use  as all could benefit from sliced bread

     

  15. i played 100h and i feel this post with depths of my soul , current implementation of traders is just...unrewarding , aside from having spare gears and getting wax(who is pain to get otherwise) and maybe honey (4 bowls for 1gear is great deal) i dont feel like any of 50 traders i seen had something worth the hastle , especialy lots things they buy have huge marksup and aside from few exeptions i saw no reason to sell them as most goods they buy are not worth hastle unless you do mass crafts and that will take really a lot effort

    especialy lots are far between , on my first map i played i had 5 clothing vendors 1 general and 1 farming , so no good way to get anything in "resonable distance to my base"

     

    having traders have varied stocks and better prizes(depending on quality of stay) and "visit you" would be great to remedy most of these problems , not to say id love traders to offer to buy luxury goods like cheese , wine or "meals" , maybe if even you wont "trade" vilaggers will pay for your stay(and depending on food , and luxury provided would give players more incentive to gather and expand to produce better meals and food as well build proper base)

     

    tho we would propobly need smaller denominal currency like "gear pieces" being worth 1/5 or 1/10 of gear , and temporal gear maybe being worth/being currency too

    • Like 1
  16. On 6/12/2023 at 1:49 PM, 1Joachim1 said:

    if i go full nerd i can tell that the issue with the poison-tipped arrows is not the poison itself but the arrow. there are not so many poisons that are easily accesible and will stick to the arrow tip. the acceleration and/or the "wind" the arrow experiences will make the poison just slip away from the tip, which gives you two options, regular arrows + some kind of sponge-material which will greately slow down your arrow AND not assure the application of the poison, or a special caged arrow which will have it's balance thrown away thus flying lesser and dealing less damage. those are the two real reasons of why there are not burning arrows IRL. too much of a hassle for too little reward.

    if your intention is to kill mobs faster your best bet is to make a Hupa tribe barbed arrow or if you want to increase your odds of finding the arrow in the corpse by adding a hook on them. the arrow will probably still break, but the head will still be there for sure 🤣

    still, eating a poisoned animal is... a great way to... teleport to the spawn point. but if you rather kill drifters just let your iron arrow heads rust in the ground close to your sheeps ... being honest, being on a sight of drifter shaking having spasms sounds kind of fun... 

     

    Yes and no , as somone from eastern europe and mushroom picker(we live next to national parks) there are some mushrooms that are considered unedible unless you prepare them specific way (like boiling and changing water 3 times) and this works only for some of them , these days not many people picks them , used to be gathered more in tougher times and had rigorous preperation

     

    as for person who said "put it on arrows"(im too lazy to quote) , leme introduce you to world not all mushrooms are poisonous to all animals , chocolate is toxic to felines and canines , Aloe vera , healing plant for us is toxic to dogs too

     

    just because specific plant is toxic or poisonous to us ., not means its for toxic or poisonous to specific animal(it can but its not guarantee) and it can be less or more severe , various other animals eat poisonous or toxic mushrooms because they are ether immune , or have different physiology

     

    for gameplay perspective i think its fine as it is , aside from very specific medicinal (or hallucinogenic) there are no good applications of it for game like this , and making some inedible ones be "less bad" after preparation could be interesting gimmick but there are so many kinds of mushrooms , even tho i played 100h so far i only encountered 3 ones who are inedible.

  17. On 6/2/2023 at 2:36 PM, Maelstrom said:

    It's pretty realistic though.  Last year my area had a late snow storm (mid May) that killed mature established trees.

     

    its not , fruit trees have seeds inside fruit , this is how its spreads and how it evolved, some animal eats it , and "fertilises the seed later" , most games hatre that idea and just make regular seed and never program you can "just plant fruit"

    only game i seen do sort of it was "Eco" who had some fruit give seed when eaten raw , and dwarf fortresss(eating uncooked fruit and veggies depending on it gave seeds , also seeds were removed when brewing)#

    i live next to national park and we had plenty of fruit trees who grew becouse "somone threw cherrypits away"

    https://www.indiatimes.com/trending/wtf/tomato-grows-on-an-island-that-nobody-can-enter-thanks-to-scientist-who-pooped-in-the-open-348074.html

    there is also that , so dont claim "realism" to downplay others when your claim is the unrealistic one.

    by game mechanics could do that rabbits/racoons who eat fruit could spread berry bushes or trees , or that trees have chance to "spread every season" and lower chance of dying every season or something like that

     

    i played many minecraft mods who had them and im fine it being rare , but it being super rare and "it dies in wild" more looks like bug then anything else , especialy considering no vendors sells them and its not rare seed like "pumpkins"

     

     

    and while tree's dying its semi realistic , if its in climate it is from that dont happen(tho human induced climate change introduced some anomalies)

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