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Dizuki

Vintarian
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Everything posted by Dizuki

  1. I would really like it if beels would play different tunes based on what it will spawn. Perhaps make the more difficult enemies a slightly longer tune. I know the idea is that the alarm is getting the attention of nearby enemies, but i personally like the idea that its actually summoning them (as it is mechanically). Perhaps makes each summon actually damage it, so even if you don't fight it directly, it'll just die after you hold out.
  2. Dizuki

    Beyond steel

    I think it was said that the game doesn't plan to expand past steel (not sure if that also includes stainless) but they wanted to encourage mod makers to go beyond. I think they have alot of features plan within the tech levels already available.
  3. Sometimes when I'm animating a model, there will be a frame where some parts of the model can't be adjusted. I can rotate the part 180 degrees and there will be little, if any, movement. If I make a new frame and delete it, that seems to fix it. I'm not sure if its a bug or something i'm doing wrong.
  4. No problem glad i can help. Throwing spears do a lot of damage, they just bog down your inventory.
  5. I personally kind of like the simplistic style, it makes it accessible. However I do think vintage story could use some. . . spice, something to make it different from Minecraft. The game has a pretty in depth damage calculation, that isn't really felt by players. I think more enemy types and armored enemies to make use of what's already there. I think some weapons with special bonuses could be cool, like maces do bonus damage vs mechanical. I would really like it to be like you need to plan out an attack on nests and enemy strongholds.
  6. I would suggest make some spears, like 5 or 6. Wolves are tough but if you can kite and throw spears at them they go down pretty fast. Once you get them away from your spears, loop back around to pick them up and repeat. As you get better at doing this you can carry less and less spears. You can also make some really basic grass armor that will give you about an extra hit before they kill you. Once you get a flax farm going making gambesons are really good.
  7. Dizuki

    Satisfaction

    Thanks for the kind words. I've been playing on a server with my friends (12 of us total) and alot of our passive conversations are about gameplay improvements we would make. One of my friends loves to stay home and just cook. They love how each meal looks different and gives you a real sense of actually making something, but in the end meat and cabbage stew always is superior. My thought was always I'd hate to eat the same meal everyday. Rice portage with blueberries for breakfast and readmeat stew with cabbage for dinner. Woo. I's like to think people felt the same way since when it was put up to a vote people strongly wanted the homesteading update before a story update, theme update or even combat. Honestly I hate the heavy downside to armor, but I get why its there. In truth though historically armor doesn't slow you down, its just uncomfortable. Since this game is quasi realistic I felt like this was a good way to make a middle ground. It seems I left a small part out I had planned in the original post. I also was going to add that you don't properly start starving until 24 hours after hitting 0, but your satisfaction would drain rapidly as hunger pains set in.
  8. Ok so I love how the developers decided to do nutrition. Being well nourished as a bonus instead of a malnourished being a downside. Now I've read (and felt myself) that some people have had issues with various systems of the game such as how you start dying as soon as your health bar empties for instance. So I had a idea to split the difference. Give your character some sort of satisfaction or Moral stat. The idea being that your player can make better and more complex food to boost your character mood. You can add spices that offer very little nutrition or satiety, but fulfills your character. You will have 6 bars to fill. Sweet, Sour, Salty, Bitter, Umami, and Alcohol. These 6 bars are averaged to measure your characters satisfaction. So what's the reward for all this hard work? Well the bonus would be a % of this bonus based on your average fullness of the 6 bars. But if they were all full you could get something like +15% move speed and +20% mining and gather speed. I would also like one other bonus, Negate the movement penalty from armor at the cost of draining satisfaction instead. So if you were at 80% satisfaction and wearing armor that reduced your speed by 10%, you would reduce the movement speed debuff by 80% to 2%, but loose satisfaction 8% faster. As your character gets bogged down by the armor, they will slowly slow back down. This will only negate the move debuff, the hunger debuff and the healing debuff will remain unchanged.
  9. I feel the same way, I really like hunter as a all around good class. It has a damage boost that scalers well, a early game crafting recipe and a late game recipe. Extra animal loot helps a lot early game. Walk speed also is really strong throughout the entire game. None of its bonuses really ever become useless or are useless in a certain part of the game. Not every class can be like that, but every class should have some early and some late game utility. Like I feel like the clockmaker needs a huge rework. They are just bad except in one very specific situation. Their big boost is a combat ability, and all their negatives are anti combat. Then you have the bad, but good class the tailor. The better gambeson is really really good. Repair kits are good early game when flax is in short supply. But as far as day to day activity is concerned they are weak. However the balance of the class comes from its good crafting recipe's. If I had to order them from strongest to weakest I would go Blackguard, Hunter, Malefactor, Tailor, Commoner, Clockmaker. Blackguard- strong combat boosts back up good mining boosts. Negatives are really bad early game, but quickly fall off as the game progresses. 10/10 Hunter- Early game they can easily hunt with throwing spears and run down hunt. Late game their higher damage bow/range damage boost makes them strong in combat. Movement speed is good throughout the entire game letting you explore and trade easier. Negatives are also negligible as game progresses. Lower ore drop rate sort of canceled out by faster exploration. 8.5/10 IMO This should be the point of balance. Malefactor - A really good early game class, but falls off late game. Sling is fun to use and is the range weapon of choice for a lot of my group. Lower animal seeking range does a lot of counter its low HP. Foraging boost does give double drops on resin, mushrooms, and extra berries which is nice with the new alcohol system. Could definitely use another advantage though that carries through the late game. I really wish they would switch out the weapon damage debuff with something else, too many classes have damage debuffs and Malefactors already take a really big hit to bows. the fact that they have the -2.5 health already discourages melee, and being bad at bows discourages ranged, they don't need a flat -15% damage. 6/10 Tailor - A pretty weak class at first glance, Low health, slow mining, lower animal loot, in exchange for a little extra armor durability, a boost blackguards get better (10% vs 15%). Their real strength is their crafting recipes like their upgraded gambesons. The fact that they can make the best armor that has no downside, can craft winter clothes and make repair kits for cheaper clothe repair makes them really strong in multiplayer. They would just really struggle on their own. 5.1/10 Commoner - Kind of boring, I get having a no upside, no downside class, but most classes come out to some net positive. So having one net 0 class will naturally make it rather weak. I kind of wish they at least had some extra crafting recipes to add some flavor even if they are not a strong or even useful. 5/10 Clockmaker- So I said most classes are a net positive. This is the one class I don't see the point of. Lets give them a flat -15% damage but then give them a +25% against a small group of enemies, locus. Now that wouldn't be too bad, but lasts also give them -2.5 health and a pretty heavy bow defuff to force them into melee. Its like the one thing they are suppose to be good at they are worst at then blackguards and hunters. The hacking spear is really cool and is a really big step in the right direction but I still don't think its enough yet. 2/10 (was 1/10 before the hacking spear was added). Also one last thought, if it requires black bronze it should at least be as good as a black bronze spear.
  10. I don't remember where, but I read that some metals they put in without an intention to ever use them. They were just common ores mods used in Minecraft and they wanted to put them in to allow mods to play nicer with one another without having duplicate ores. Modders can just enable the ores and ajust the spawn values.
  11. Somethings I would like to see in a "finished" version would probably include: A combat update A late game "goal" such as a boss More expansion on the Lovecraftian theme. I think the important thing is for players who hop into the game to quickly realize they are not in Minecraft anymore. The game still kind of feels like I'm playing a very good Minecraft mod. Not like thats a bad thing, but i think the game needs a feature it can boast really sets it apart. It could be a more in-depth crafting system, or just a stronger theme that doesn't just kind of appear here and there. Right now with Locus, Drifters, and wolves being the only real enemies makes the world feel so empty. I really get that the game likes to be a good canvas for modders, but Mod makers will come to good games on their own. I'd love to see the game itself show off what its capable of.
  12. I'm trying to make a mod to add new classes for a server I'm going to run with my friends. So I found most of what I'm going to need, but I can't find where the stats come from. I can see that a berry bush benefits from the foraging boost, but where does the bonus actually get applied. I feel like there is a character script somewhere that holds all this, but I can not find it.
  13. I'd really enjoy "loot". But I don't think loot in the traditional sense is what I'd want. I would really enjoy killing things to be useful because right now enemies are only a hinderance. Even if they made more uses for the temporal gears that would be a huge improvement. Perhaps also you have some enemies drop the occasional sheet of chainmail or some scales, things that wouldn't break the game, but are useful to find. But i wouldn't want to find a +6 flaming longsword of doom, it would seem a bit out of place.
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