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NastyFlytrap

Vintarian
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Everything posted by NastyFlytrap

  1. The ease of use and convenience is the problem. Anything that resembles getting high and gliding for kilometers will have that problem, and that doesnt fit this game.
  2. Okay. Honest question. Have you used the glider in this game? Because i have, and it controls like absolute dogshit. Even if you had rockets shoved up your ass you wouldnt go far with this thing, so i dont see how a tall dirt pillar would help when the fundamental problem is the glider itself. Only when its made better would the elytra-like gliding even come into the picture.
  3. To be blunt, i do not want an elytra-like mechanic in vintage story. Even my suggestion of a functional glider is pushing it. You're not supposed to get things done quick in this game, not crafting, nor traversal. Vintage story is a 'take in the sights and enjoy the journey' kinda game. Not a 'i need to get from A to B so i'll use the method that gets me there the fastest' game.
  4. Sounds way too close to that of minecraft. This game isnt really just another block game. Like sure, it uses blocks, but thats almost all of the overlap it has with that game.
  5. Honestly what i want is for the glider to not suck ass. Games that did gliding good are like Cube Worlds ALPHA and Superflight. If the devs modeled the physics of the glider after those games, it'd be a lot better. I'm not asking for air boosting bullshit, just physics that let you control the variables well, so you can choose to go less distance at a higher speed, or just glide long distances at a slow speed and just watch the hills roll by, something like that.
  6. Not the one i like the most but absolutely the one that would look the best when squished into a 1.5x1.5cm rectangle on a desktop... The other designs only look good on a shirt or as a wallpaper. As a tiny icon all of them turn into colourful potato mash.
  7. I love the second one! Its actually proper unique and doesnt have tiny details that would get lost as a small icon! This is probably the best iteration of this style yet and i'm starting to like it, although i question why the clock has so many hands. Wait. I have an idea. Why not remove the bottom left straight hand, and colour the lightning bolt hand blue? My idea is that this'd be a combined clock and temporal stability gauge, the same way a diver's watch has the three hands and the external ring to track dive time, but instead, in this case the fourth lightning hand would stand at 12 when temporal stability is max and start to go down as it gets lower! Of course i know this wont move but i'm just explaining my thoughts on how an item like this would work in the game! I can see why this got picked up as the suggestion by the devs. I like this the most aswell, although it'll still not be good for a small logo on a desktop...
  8. While i think this is probably the best looking suggestion out of all of these here, unfortunately this also struggles with the 'too many small details on a small icon' part, and in addition, i personally really like the tree, the floating land, and the gears sticking out of it. Also the new logo has a much shorter and stubbier tree and i liked it tall and lean.
  9. I like both of them but to be honest the reworked one looks too much like a block game logo. Every block game has a logo thats quite blocky like that. The original had a rustic, vintage feel that didnt say 'yet another block game'.
  10. Oh yeah. If that happened to a steel tool i'd be PISSED. Fuck this mechanic in its current implementation
  11. Not meaningful practically, 'just make another one', sure, the problem is that emotionally it sucks to play with mechanics like that.
  12. This is literally what i did and will continue to do so until this post's rework is implemented because i think the mechanic in its current implementation is not fun.
  13. Speaking of sailing, if you made a breakdown and proposed rework of that system, like this post, but your own, i'd certainly read it. May even agree with the things said there
  14. So, when is this mechanic getting added to the game? It really is superior to the one in the game tbh....
  15. 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.
  16. 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?
  17. Okay, so, in your opinion, what does Hardness and Brittleness mean in terms of game mechanics?
  18. 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.
  19. 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.
  20. 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.
  21. I still stand by the view that the current implementation is not fun and yours would be much better.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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