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Everything posted by NastyFlytrap
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forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
Okay but most of those things have nice explanations in the handbook, which this proposed rework sorely needs, otherwise i feel it would make sense only to us, the ones 'in the know', which, yes, most of us, the main community, have a good, wide general knowledge of everything in this world, but there are still people out there who are more mainstream and not that familiar with niche fields like metallurgy. If there was a nice handbook guide for this, then thats good enough. Something to match what we already have. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
Okay, so its just an opinion on the wording of his mechanics. Alright, this i like. That being said, as someone who is mostly familiar with metallurgy, the idea of the player intuitively figuring it out would work out for me, but would it go like that for someone who knows nothing about metallic alloys, metalworking, material science, etc? -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
Okay, so, in your opinion, what does Hardness and Brittleness mean in terms of game mechanics? -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
I-, well, yeah, as far as i understand the original suggestion said something like this but the original suggestion gave it some depth, like different stats depending on how perfectly you get the temperature and the quenching times right, etc, while to me, yours just sounded like a 'you did quench? Here's a flat bonus', kinda mechanic which is too simplistic. I want it to have depth. I really liked the idea of the player having to estimate the temperature from the colour of it, like a real blacksmith, and depending how close you get to the sweet spot your stats get better or worse. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
Alright, so, how would the system work exactly? The player gets one quench and temper to get bonuses and thats all? Just one flat bonus at the end of it all? Unless they want to redo it but then it erases everything and starts from scratch so it doesnt really make a difference. I dont know how the actual practical gameplay steps would look like. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
I dont know. Maybe i'm just misinterpreting what he wrote but this sounds like a 'quench temper then requench retemper' ad infinitum system, until your tool is either broken or you have enough to your liking. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
I still stand by the view that the current implementation is not fun and yours would be much better. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
Honestly, with an analogue system where instead of it being flat bonuses and negatives for doing the steps, it giving more or less benefit depending on how close to the correct temperature zone you were with your process sounds exactly like the semi-realistic mechanics this game is going for. I want this to be the system in the game now. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
This. I'm here for a good time. This game shouldnt have mechanics that subconsciously play with the functions of your brain to do something you'd choose to not do if your monkey brain didnt make you do it. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
Honestly, the ideal solution here, for a semi-realistic feel, which Vintage Story is intending to aim towards, would be to make a system where you can quench and temper and you have to balance how much you want of one, at the cost of reducing the other. This system would have a cap of 100% you can freely split between quenching and tampering for downsides and upsides. Normalizing would just be the base for both of these to operate on. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
I still hate the idea of 'roll a dice X number of times and if you get unlucky you have to make a fresh tool'. That is peak gacha game BS and has no place in this game. Also, i really dont think the current system of doing it over and over is realistic. OP said it right. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
This is a valid point. Even if we dont go with these ways, i do agree that it just needs a rework completely, and in all honesty, while i am ambivalent towards the actual changes suggested by this post, i support the ideas of less repetition, it losing everything if you heat it too much since it softens up, making the whole mechanic have more depth, and doing that with more skill and knowhow, although im not sure how you'd do that last one, but i like it as an idea. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
I mean, we could just.... Tag them. A bit rude, but certainly effective. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
Yes and now is the perfect time to work on it some more before they move on to other things and it stays like this for three years until it gets reworked. Meh. Never cared for the class system and taking that ability away from the player now would just be rude. That being said, i am all for more diegetic methods and systems. -
forging Quenching and tempering are overly gamified
NastyFlytrap replied to MKMoose's topic in Suggestions
I agree with this. The way quenching and tempering is implemented is anti-fun. I dont like it and it needs to go. I'm all for quenching and tampering but not like this and you lay out some good ways to do it. -
1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!
NastyFlytrap replied to Tyron's topic in News
Holy shit now THAT's a boar! I wasnt scared of the piggies before but it seems the forests just got a new set of hostile beasties to scare the pants off of me when they just appear out of nowhere! -
Its crazy just how much the lightning enjoys striking chickens. Out of the lightning strikes i have witnessed in this game, atleast 70% of them killed a chicken.
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Im having this problem. Game running around 50 FPS at 60-65% GPU usage. Laptop 3050 with an integrated AMD gpu, but its running on the 3050 as far as i am able to tell.
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Iron bloom didnt spawn with enough voxels to finish the thing
NastyFlytrap replied to NastyFlytrap's topic in Discussion
Its contentious because 1: Its a confirmed bug, not an intended mechanic and a small select bunch insist on that which bothers me, and fuels conflict 2: Even if its an intended mechanic, its a VERY shitty one at that, its undocumented and intuitively this doesnt make sense why this'd happen, so its not even obvious what even is going on here, and it absolutely does not feel like an intended mechanic because thats stupid 3: And because a handful of unnamed forum users just whine, moan, and put up resistance against everything. Contrarians, forum trolls, just being a pain in the ass. I am mainly talking about one person here but a handful of others presented some minor resistance aswell so plural it is. -
Iron bloom didnt spawn with enough voxels to finish the thing
NastyFlytrap replied to NastyFlytrap's topic in Discussion
You say that but our local forum troll really cant just keep it to himself -
Iron bloom didnt spawn with enough voxels to finish the thing
NastyFlytrap replied to NastyFlytrap's topic in Discussion
Just do away with this stupid thing completely and dont change anything else. Anyone suggesting this is an intentional mechanic to incentivize helve hammer usage is crazy. No person would make the connection that the helve hammer can just spawn voxels out of nothing. It doesnt make intuitive sense. Fuck this entire thing -
Iron bloom didnt spawn with enough voxels to finish the thing
NastyFlytrap replied to NastyFlytrap's topic in Discussion
Well its a quite terrible way of incentivizing that, not gonna lie. As for this, not really. The helve hammer can only make plates, which you should use it for, but for anything else you still need a hammer, and you need plates a lot less than the others, so it really wont do much to save your hammer. If you are playing with the mod where the helve can make anything, then sure, but thats not basegame, and i'd argue thats quite cheaty. -
I uhh, what? What older items frm an older... What?
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This is huge. Its insane. Hell has frozen over. THANK YOU! After the circa 4-6 bug reports i submitted over the last two-to-three years of the prune command not working, it finally worked! I can finally play my world again! This is easily the best update the game has seen since i started playing it around 1.17 or something. That being said, i originally ran a /db prune 0 keep confirm command, and it kept around 122 chunks, not including the chunks i built my big house on! I loaded my backup(thank fuck for having that), and prune 5 said it'd keep 843 chunks, prune 10 650, and prune 0 122. I have no idea how the math works on those. The prune 1 that ended up working out for me, was keeping 1500 chunks or so. Please look into this, because something doesnt add up with that math.