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Everything posted by 7embre
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Almost looks like this was personal to you. You're free to play this mic dropping game, I don't care. Can't understand who you're trying to show-off tho. That's your words, not mine. I have clearly stated my position in regards to your suggestion in a related topic (hint: it was neutral), and have no intention to deliver it third time. I respect precise language, but not to the point of it becoming a) annoying and b) harmful to the discussion flow. Sure, you may ask what another person meant, but flexing with dictionary will lead you nowhere. We know the meaning of a word, and so we use it to deliver thoughts. If you get the idea, what's the point in arguing about technicality? If you don't understand something - it wouldn't hurt to ask, but assuming for another person - will. Sound like you didn't get the joke and the tone I set for the whole message. I wasn't being serious about "grave sin" part, else - I'd choose different way with words. TLDR: You're probably fine on that one, as you only derailed topic; my understanding of reasons of why people may have reported you; my stance in all of it - I don't care. This time tho - It's clear you're trying to defend against attack that has never been there in the first place, I only shared my observations to hopefully help you understand what was the reason for a report (rest assured, it wasn't me). Action speak louder than words. Yes, this is an assumption, but you clearly didn't take "time argument" seriously, as it didn't affect your farm-related rhetoric in a slightest. It wasn't a derailment, it is a part of "my understanding of why people are not enjoying to engage into discussion with you". Both extremes are poor game design choices. You're getting into sophistry yet again. Speed of aquiring items does not correlate with "valuing player's time". What correlates tho - is the attitude towards player you have in mind designing anything. And no, I'm not talking about what you assume your attitude is, but rather - real attitude, from your actions. Ask "what will player get from it (both positive and negative)", "what would it cost (punishment, amount of time)", "how fitting and difficult it is" toward any feature. Let's have a little thought experiment: I'll compare your feature to clay/fireclay rework. I don't need you to answer to this part - just listen. It's a derailment you've brought upon yourself (just kidding (I'm not kidding about answering part tho - please don't. I don't want to spend another two hours writing essays on forums)). Clay: What will player get from it? One more accessible type of clay (red clay) that was only availible via trader. Fireclay will get a bit difficult to come by, as it's tied to coal deposits and to bauxite biome. Utilization of flint in the early, mid and late-game - it was essentially garbage past copper age. Whole new gameplay loop with beehive kiln and tonns of new recepies with ceramics, which covers even previously exclusive brown clay and adds a few whole new variations to fit any aesthetic need. What would it cost? Time investment into beehive kiln, which is superior way of firing anything in terms of resources. Aquiring fireclay will get a bit harder and more precious, plus would require fuel investments for firing flint, in case one would decide to make it instead of looking. How fitting and difficult it is? It will require to study under which conditions each ceramic type is fired. As for the fittingness, it was already in the game, we just got a way to produce it. Plant diseases: What will player get from it? 10-20% bigger harvest to what we have now, as bigger numbers will be both unrealistic and balance-breaking. Necessity for looking over crops, thus engaging with farming mechanic more often. Probably some unique side resources as well. New mechanic of plants sickening. A bunch of solution to each disease type. What would it cost? A lot more time for checking the crop, adding another task to the list, FOMO for not engaging with it, plus punishment in a form of loosing 10-20% yeld in a form of either extended growth period or plain crop death due to RNG. Plus it would require player to essentially study modern day agriculture in a simplified (for the game's sake) way. This mechanic will create an issue, while offering a solution that would require efforts in the end, at the same time punishing player and emphasizing FOMO in a form of 20-40% difference from not tending to field at all in comparison to engaging with the mechanic that this game isn't even focusing on. Vintage Story is a game about story based on your experience. Sure, planting things and spending time on the field is a part of it, but not the story itself. You may tweak numbers all you want, but in one case it would lead to "it isn't worth the effort" or "this is annoying" in the other, with very rare "I love it!". How difficult and fitting it is? Having to study modern-day science in XIII-XIV century doesn't sound too fitting, plus, it contradicts already established game lore with rusty things. As to the difficulties, you would have to memorize usecases, causes, different diseases and be able to produce big load of fungicides, pesticides, herbicides, bactericides and insecticides. I can only say "that's not for everyone", summing all up. See? I've been listening to you and have read every message. I'd say my understanding of what you want to implement is pretty solid and may differ only in a few minor details, which won't change the end picture at all. You, on the other hand, failed to understand the message and did exactly the same thing you were doing this whole time on that big post of yours. Cheers mate, and let's end this dispute.
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Yeah, write a support ticket. What I can also suggest is to try looking for help in discord, maybe you'd get it resolved sooner, as support might be pretty busy right now, given all that Hytale stuff happening.
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Well, if you've done nothing wrong, then you have nothing to fear then? Plus, I support Zane's take on the fact that one report probably won't change anything. I can only notice derailing as your grave sin, in a sense that you're not debating over what the composition of words mean (read - opinion), but rather "technically, that's not punishment on player, but on a plant" even tho it is, as the end recipient of consequences doesn't change kind of thing. But I guess that's just how you operate. Some people cannot bear it, and I get it. Plus, you have habbit of ignoring other people's arguments, as if they're losing it's weight when repeated multiple times and by different people. I suppose you're still not conviced that the most precious resource player has in any game, and the game is managing - is player's time, right? Same with forums, people choose not to engage into said discussions as it will only lead to mental frustration. Personally I have nothing against you, but the way you start arguing about unnecessary (imho) things, such as "how I said it, instead of what it meant", forces me into position of talking to you like a freaking layer, leaving no room for dual interpretation. As if "words you say will be used against you". That's not what I would call "healthy" and "deep" discussion I think, as it's filled with unnecessary debate over things that are not an original topic, but rather - personal perception of what it is and what/how other person said.
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Can't agree on your examples, as the game tells you instability level of every rock in the cave. With lightnings, you see where it will strike before it strikes - this spot glows slightly for a short time, just enough for you to get away from it. These two RNG examples are avoidable with enough points in perception. Dirt slides, however... Well, I'll quote Elvas on this one - "this fluffing dirt block was sitting there for thouthands of years, completely stable, with animals and probably people, walking on it for, thouthands of years. But when I step on it, it fluffing slides". Dirt slides trigger is based on RNG, and they can create fun situations (example), it's just that they're annoying most of the times, occuring a few times per every hill you traverse. Good RNG, in general, brings something new to the game and creates interesting situations. Bad RNG arises from poor implementation and poor understanding of how player will engage with process in question. Random terrain generation for a sandbox game is good, even if some may argue about how it's done and the lack of things they can do in an empty world. Random animal spawns are good - after all, you can't know for sure how many wolfs are in this forest and where they are. You may or may not encounter them, entering the forest. And that's a good thing. Even though the game's trying to go into the direction of "you can eliminate all of the wildlife in your area, and that would be on you" (or, at least, tried to go. Have no idea how things are now on a dev side). Getting sick in game randomly is as bad as it's frustrating, as game forces you into udesirable gameplay. And, well, plain boring one. Some may place temporal storms in this category as well (even though they aren't random), but that's something we have to live with. I'm personally fine with them, as they ground things up a bit. Randomly killing crops for no particular reason is bad. If you're to implement such thing, you should clearly define it's cause, as that's a negative effect. Making things arbitrary will lead to frustration on player's end. Please notice: I'm not trowing this suggestion out of the window. I'm pointing at the fact that you have to think carefully about any side-effect of said decision. In regards to RNG in loot, can be both good and bad. "You can't say if this particular drifter has temporal or rusty gear, and they shouldn't all have them" (good). "You can't say if this drifter/shiver/bowtorn will drop Jonas part or not, thus you have to grind them to fight the odds" (questionable). "You can't say how much meat you'll get from this boar, but you can guess the range from it's weight at least" (good). "You can't guarantee if you'll get any meat from fish" (bad). Making games is both talent and a job. Not everyone can understand how to make a good experience, and it's fine. That's why we have those who are making games. My vision can have some flaws and biases as well, I don't deny that, as I'm not a professional. But I at least have solid arguments as to how I view things.
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Yeah, you can look at a block, press these keys, and it will open the handbook of said block/object. Really helps with mushrooms. I don't remember if it's tied to a sprint key, so if you're using default control settings and it doesn't work, try ctrl+H instead. I switched places for ctrl and shift for my layout, as I prefer it that way.
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Devs have dedicated coder working on QoL for a handbook, which joined VS team relatively recently (pizza). So, probably more of the things will come in later updates, but what I have seen already from Tyron streaming 1.21.dev, cooking got some love on a handbook in unstable version already. Newcomers were almost certainly playing on 1.20.12, which is latest stable.
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Small-ish, but, in my opinion, valuable update - it's one of the milestones I set at the beginning. Added maintenance spiral stairway to both large rose windows, masked them with a tower on the outside; made decorative fencing on side facades quite a bit higher, and, finally, installed the spire. (edit: bell tower wasn't there at the point, but you get the idea)
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I believe those are peridotite, slate (cold dark brown), chert (rusty brown) and sandstone with occasional granite (neutral gray) above peridotite. Shale is a dark gray rock, and andesite has blue-ish color, I don't see any of it there. That's a great find nonetheless, both the scenery and rock types! Would be absolutely lovely place to settle in.
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Wish you enough patience to finish it, my fellow cathedral builder!
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Or cotton. Or jute. It's hard to grow flax in a hot climate.
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What a wild ride this thread is... First of all, let's not forget that the purpose of any game is to be fun and/or enjoyable. Personally, I really like @LadyWYT's suggestion/take on fields becoming dirt blocks over time when left fallow for an extended period of time, hoe right now is a single-time use tool, plus, you can't move any tilled soil without using mods (understandable, as it leads to a possibility of ignoring soil nutrient mechanic altogether). Perhaps this direction needs some thoughts to it. Albeit thought-out simplicity most of the time is more fun to engage with and better in general than unnecessary complication in a vast sea of sandbox game's possibilities (at least based on my perception and of people I know). From on my experience, if you're trying to build something nice (and I really enjoy building in this game), the amount of chores you have to do on your base just for, well, existing, is already big enough to introduce any kind of complication to any of them. Even the implementation of necessety of tilling the field after each harvest will be met a lot of negativity, as it's not fun to them, even if it's realistic - you have to prepare the field. In my latest playthrough I'm on my 1st year june, and still have not managed to finish all the chores there are after visiting first story location earlier in february. Like tending the bees, animals, the fields, trees, berry harvest, food preservation, cooking, cattail harvest, iron blooms, bloomeries, a bit of a resource gathering, leather making, cooking candles for lanterns, forging for necessary tools and for some gears, moving goodies to a proper storage room, making said storage room, building a house which isn't just a kitchen with beds in the basement, building a proper forge (it's still in a state of "windmill is bare, I have dirt blocks above molds, forges and anvils, and everything just lies on the ground on vessels, reed baskets or in a bazzilion of crates"). And that's with the fact that we have 3-6 people on any playing session. It's summer already, I have and I want to go and explore things, trade for gears to buy elks for everyone, heck, even look for iron, as our previous deposit is about to end. Don't even make me start talking about steel. In regards to @Rudometkin's latest suggestion with viruses, pests and fungi killing/rendering inefficent both the soil and a crop, I don't really see it in the base game, as it implies too much focus on a single game mechanic and dealing with it, which is fun only to farming enthusiasts/professionals in the field (I'll cover that later in the same post). It will also discourage players from making terra preta, as it may just become useless one day due to some RNG shenanigans. Plus, don't forget, we're in the middle ages, as the game implies. Don't force modern day's technologies and discoveries into the game, it would only lead to a loss of game's identity (having that gamedesigner mindset should make it easier for you to understand this argument). Implementing thirst mechanic (as a supposed challenge for hot climates) as another bar you have to keep your eyes on, with probable punishment in a form of a heatstroke and coma for a few hours; player diseases, which you can't really avoid and it'll force you into inefficiency for a few ingame days; some combat-oriented players wanting dark souls-esque combat system, which I find hilarious in a sandbox game - just imagine exchanging vulnerability time frames with a freaking wolf, dodge-rolling in the meantime, or stupidly circling with it in anticipation of it's charge. Yes, I played souls games, and I enjoyed them, thank you. I understand what I'm talking about. That's just a few of the most popular, yet out of game context suggestions, and I didn't even step into the territory of suggestions like proper metallurgy, which essentially will force you into material study (that's a special degree, mind you) and will probably come with an encyclopedia in a handbook, and OP's suggestion falls into this realm, with all these countermeasures to problems it'll introduce. It's not fun when any game mechanic steals agency from the player, forces a player into extensive study, or when game as a whole looks like a bunch of neat, but not interconnected mechanics. It's also not fun when you can't comprehend how the game works, or when it reacts to your input in an unpredictable manner. I really doubt that Tyron's vision for VS lines up with any of it, and some of the suggestions are proposed in a form "I played game A, and I want said feature from it in game B" which is just lazy in my opinion, as most of the time it doesn't consider how it'll fit in the current VS gamedesign whatsoever. I'm not saying that this suggestion is irrelevant due to said reasons, and I acknowledge the fact that it may appeal to some. Just not to the majority of the playerbase, and thus should be optional as a game mode, or left to modding realm. That's what @traugdor, @Thorfinn and LadyWYT meant too. And yeah.. sorry guys for bringing you back here. Also I'm not discouraging you from suggesting, I'm simply being open and honest as you were writing yours. In conclusion, I can't say for sure if current farming system should be more difficult than it's now. Sure, it might get some love from the devs with introduction of birds, which Tyron really want to have in game, but Vintage Story is already a game with learning curve steep enough, encouraging people to read the handbook guides for several hours. Most of the playerbase are townsfolk, and, for obvious reasons, they had no experience whatsoever growing stuff, and that's supported by numerous examples of people going blind into the game and being mindboggled by the sole fact that fields need rotating. It's not common knowledge anymore.
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I just drop some blocks into shapes to cope with this feeling, and that's already enough for people to become inspired or to solve their own troubles in regards to building and/or chiseling, lol
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For me, that was probably the other block game... Can't even say how much time did I spend there in singleplayer creative, just building stuff - recreating builds of others or just having fun with rails. That probably was a few thousand hours. Remember organizing blocks in my head into shapes, when I didn't have the opportunity to play it, or just some simple drawings on a grid paper After that, I got into terraria, in which I (surprise-surprise) also build things for the most part, this time on a server and, as the time passed, as a stuff member. So basically I have extensive building experience (more than 10 years) and experience as a moderator for 3.5 years, lol. In the end, building scene become too competitive for both of them (yeah, I somewhat contributed to the popularity of cutting furniture pieces in terraria with world edit, sorry........) Not sure I have the same feelings towards it, however, as I do towards TOBG. I just feel.. nothing. It's not like I didn't enjoy that time though, more like - I moved on on a good note. Somewhere in between those 10k hours I spent in terraria, lies Skyrim, which I really enjoyed despite the fact that this game is broken as hell. Coming towards it's grand finale, I was level 245 and a master of all possible traits and guilds. That dialogue with Tsun was surely a funny moment. As for now, my game of passion is definitely Vintage Story, as evident by the fact that I'm working on a single build for about four months.
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Yep, pretty much. Official response was that "VS team have tested it, and with the way forums are currently setup, previews from external sources won't work", so they advised me to have low-res pics as a preview, and to post a link below it to the hi-res, which is stored on some third-party cloud service, as external links should work fine. In the meantime I did ask Tyron on one of his coding streams about that, and he said "I was thinking about increasing the limit", but I wouldn't take that as a promise. After all, our cookie man's got too much things (and cookies) to deal with.
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That was a long wait, I guess... Another build update! (a lot of pictures from initial post are changed, so check them out. That's a little teaser) Chiseled tympanum for the inner side, and changed the plain look of the gate walls, added little statues at the top of the gate. Changed altar configuration and added two more stained windows to it. Chiseled remaining stained windows as well. Finished about 90% of work for the altar (pulpit, choir, rood screens, balcony for clergy). Changed floor materials. Some of the interior work done as well. I would probably need to make pews a bit less chonky.
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These are creative-only, for the time being or probably forever
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You've got pretty high-tech teremok here, with all that wind power... Also, keep the bears away, or else
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Amazing! I've been looking for places where elks spawn on my current world after seing you implementing that on a stream, and actually did find some near the base! Can't wait to get into stable version, bying four elks for the whole crew is quite pricey
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Thanks! First of all, this is creative build, so I can use world edit to copy empty frames with back walls to lean glass onto, and have the ability to not bother with resources. All these blocks are 12 material types multichiseled blocks, lol. Regarding time it took, a few hours/window. And like 6-10 hours sketching all of them.
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I love the fact that more and more people find themselves making stained glass windows. Amazing job.
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Yep, pretty much. Vanilla glass and ice. VS logo with gears, some water, islands, reeds and wisterias at the top.
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Alright, after careful examination of your other post, I'm convinced to try it out. I have some small-ish stained glass drafts, but they require more colors. Mind expanding the palette? Like for eight or four voxel thick applications. Although math says there would be a lot of combinations... I suppose you can even make a guide for it, and that would be very welcome. Again, very neat discovery!
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Huh. That's interesting, I've never tried that. Not like I can apply it in my current project, as I only have two voxels thick windows, but still