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Perlin

Vintarian
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Everything posted by Perlin

  1. I like the idea of arrow penetration damage and projectiles sticking to their targets. Though your entire suggestion would be a lot of work for the developers. A rework of the game's current combat system would have be done in order to implement everything you've suggested. However improved combat is on the Vintage Story roadmap so it is a possibility in the future.
  2. It is an intended feature. If you have based in a wooded area, there's a good chance it's a spawning zone for wolves and bears. Removing trees from this area will not prevent the wolves from spawning either. I recommend basing somewhere flat, and somewhere where you haven't seen predators spawning. Wolves and bears will sometimes spawn in other biomes too. So if you find a suitable spot to build a base, wait around first and make sure predators aren't spawning there.
  3. A simple suggestion that I think would go a long way in this game is footstep sounds for other entities. Anything walking around, especially in a forest is going to make some noise. I've seen a lot of complaints about bear attacks, and I think this would help. Bears in this game don't always growl while running towards you. Many times they are silent until they attack. It would also add much more immersion to the game too. Hearing the footsteps of potential predators in the woods would be really cool.
  4. One thing to note is the game is taking place far before the 21st century. Bears back then acted very differently towards people then they do now in our modern age. If you read the Lewis and Clark journals, they describe bear behavior that's very similar to Vintage Story bears. Before bears had to worry about firearms, they would charge a human being on sight, just like in the game. Black bears are only running away from your mother because most bears left alive are conditioned to fear people, this was not always the case. Even still though, I agree with you. Bears are a little too aggressive, mainly towards livestock. One bear shouldn't be wiping out an entire herd of sheep. However their behavior against players I think is just fine and plenty realistic (in my opinion). They will not always charge on sight either, only if they're hungry. Otherwise they will only be provoked if you get too close.
  5. Perlin

    Bear too "op"?

    I once had a bear jump up three blocks to get to me. Their behavior and abilities seem very inconsistent. Hopefully some more information about bears can be put on the wiki.
  6. Perlin

    Bear too "op"?

    Yeah I can understand your frustration there, that's rough. My advice in the future would to just be digging a pit around your animals. If you dig it wide enough the bears won't be able to get to them without getting stuck.
  7. If you want to easily take care of bears, or any other creature in the game, you just need a single decent durability spear and a water bucket.
  8. Since your new, let me give you some advice, keep the bear hides. They drop huge hides, which will make a ton of leather down the road. Leather is extremely valuable because you can make high tier armors and backpacks with it.
  9. Perlin

    Bear too "op"?

    After playing awhile in survival, I did have a bear jump three blocks high while trying to kill me. So yes, maybe your theory could be correct. Sadly only the developers really know for sure. Bears have not be documented much on the wiki. Bears appear to be a lot more complex then I originally thought. The wiki page on them should seriously get updated. Edit: Watch out for the bear in your trap. If it is only three blocks tall, it can potentially leap out.
  10. This is a simple idea I had, which I think would be a nice quality of life feature. And that's give a "durability bar" to your bowls with meals. The bar could represent how much of a portion is left in a meal. Here is an example below. This would be a more convenient way to check a portion size, rather then having to hovering over the meal in your inventory.
  11. Perlin

    Bear too "op"?

    I just did some experimenting in creative and I was unable to ever get them to jump a double fence. They couldn't even jump 1 block high fences, though they could hit animals that way.
  12. That sounds like a bug rather then it being intentional. You could report it to the developers and it could probably be fixed.
  13. Perlin

    Bear too "op"?

    I have not been experiencing this, but I was not aware they jump double fences! You just potentially saved me a lot of grief, will be setting up triple fences now. For me personally though, I don't think bears are too op. They are extremely strong don't get me wrong, but I like that. Wolves can be dealt with fairly easily with a few spear throws, so it's nice to have a new threat in the wilderness that's a lot more dangerous.
  14. There are many other ways to replenish hunger in the game. When I started as a new player, I didn't consider the importance of crops since berries and meat was easily accessible, and I was also not aware of the importance of nutrition. You also missed the point of what I said. The advice I gave was to start farming early. Crops take a long time to grow, so even if you start just one in game month late, that's still a massive amount of potential food you missed out on.
  15. Perlin

    Limestone

    I know this is a super late response, but for any new players looking up where to find lime, here is some more advice. If you were not lucky enough to have lime spawn nearby, your best bet for lime is through trading. Survival goods traders have a good chance to sell lime for a decent price. So instead, I'd recommend just looking for survival goods traders, and waiting until they sell lime. And hey while you're looking for traders, you may stumble into lime naturally.
  16. I've actually made this suggestion recently to the developers. I agree with you, the survival guide needs to be more in-depth, and easier to understand then it is currently. In fact, it needs to tell the player a lot more. For instance, have you been gathering seeds? I hope you have, and lots of them. If you haven't, you're going to struggle on your first winter. Crops take a very long time to grow, and if you don't start as soon as possible, you won't have much, if any for winter. This is important, because during winter, food is scarce. Animals spawn less and drop less meat, and berries bushes do not grow. So you need to start making meals, and sealing them in crocks for the winter as well. That was the biggest thing that kept me from playing as a beginner. My first few worlds felt bricked once winter started, because I didn't realize the importance of farming and preparing meals for winter. The survival guide doesn't put enough importance on that. It does say in the survival guide you should start preparing for winter, but that advice is buried at the bottom of the starter guide which a lot of new players won't read. The advice also does not in my opinion emphasize just how important it is to preserve meals and grow crops early.
  17. I agree, and I've actually grown to love this. It's what sets the game apart from other voxel games. When I first started playing Vintage Story a few years ago, I was not a fan of these gameplay mechanics, and how long it took to do things in the game. Now however, that has started to grow on me. It gives an awesome sense of accomplishment completing goals, because of the difficulty and time consuming nature of Vintage Story. While I am in favor of a better tutorial and extra hints for new players, I do not think they should make the game easier. The difficulty is part of Vintage Story's identity. But, I do think they should add some type of mellowed down experience for new players, or players who would prefer that. I know you can already customize your game to be like this, but all those customizations could be confusing for a new player. A built in preset for this theoretical experience I think would help a lot.
  18. I agree, and I think that is part of the problem that's preventing the game's playerbase from growing. It is very intimidating to try and play the game the first time. A more in depth tutorial and extra hints I think would definitely go a long way in getting more players into the game.
  19. 100% agree with you, here is what I said. If they were not making enough money, then yes, it is far more important that they get a steady flow of purchases. I've noticed a lot of responses seemed to miss what I said there. So I'll add that I do still think the developers could use a slightly larger playerbase then what they have currently. It would still be small, but they would make more money, and be able to put more resources and time into the game.
  20. I just tried to make a new world and didn't get the popup. Though I feel like remembering having one awhile back. Maybe it's only for the first few worlds or something.
  21. True, it would be a big undertaking, but it could very well be worth it if implemented well. From what I've seen with other games, most players oddly do not refund a game if they don't like it. To give an example, if you check the global achievement statistics on steam for Terraria, only 78.7% of all players got the achievement for completing the first night. That means around 21% of everyone that bought Terraria quit the game very early. Though, it's very unlikely everyone of those people refunded it. If everyone of those players refunded, that would be nearly 3 million refunds. (According to the public metric of 14 million sales for Terraria). Though if the Vintage Story refund rate is below 0.1%, then the problem of people quitting early may not be as severe as I considered it was. I used personal experiences to determine people quitting early. People I've tried to get to play Vintage Story such as my friends and family have quit early due to the complexity and minimal guidance. The few that did play awhile had me guiding them through the game, and only played when I was playing with them. Though to be fair, my experiences alone may not reflect actual numbers of people quitting early. True, even just that would probably make a massive difference. The survival guide is very useful for me, but I didn't realize how useful it was until getting that advice online.
  22. From what I've seen, there are two barriers of entry keeping new players from the game. The first one being the similarities to Minecraft. I personally do not agree with the mindset of "Voxel game = Minecraft clone", but sadly a lot of new players will write the game off for the voxel graphics alone. The second barrier to entry is the complexity. I've seen so many cases where people want to try the game, but the complexity steers them away. I personally really like Vintage Story's gameplay mechanics (most of them). They set VT apart from other games, and really adds another level to your accomplishments. What I think Vintage Story could benefit the most from is a well thought out, in-game guide. I know there is already a survival guide, and you can look up crafting recipes. However, I don't think that is enough. A more in-depth guide walking new players through the game could keep them from quitting. This hypothetical guide could appear as little GUI boxes on the screen. Nearby rocks and bushes could be highlighted for players to get the resources for starting tools. The tutorial would continue in this fashion until the most basic game mechanics are covered. Then, the tutorial would quit, and recommend the survival guide to continue. This tutorial could also be chosen to be disabled in the settings for veteran players. The survival guide should also be updated. In it's current state, it's mostly just text. I think showing more visual examples of what the guide is talking about, and maybe even animated gifs what help a lot.
  23. Ever since I started playing Vintage Story, I've seen a lot of people saying stuff along the lines of "Man, this game is underrated", or "Wow, this game should be more popular." And while there are obvious financial advantages to a bigger playerbase for the developers, I don't think enough attention is put on the advantage of a smaller playerbase, which is the community. Many people consider Minecraft's golden age it's time in alpha, when the game had a small playerbase. There is a charm to a smaller community, that a bigger community can't hope to compete with. People can get to know each other very easily, and there is far less potential for drama and toxicity. If the developers are making enough money to work on the Vintage Story full time right now, then I think they're in a good spot. Vintage Story gives off very good vibes, which is because of the thought and care put into the game, but also the small community playing a role as well.
  24. I think having a more interesting combat system would for the most part improve the game. Have a good system in your game that would work well with PvE & PvP, but don't make PvP, or the combat in general, a main focus. Games that focus on their PvP combat more then any other aspect tend to have the most toxic communities. But, it's still important to have a good combat system in open ended games like Vintage Story, just to have good PvP an option for the players who want it. Even if combat doesn't change, or the combat does change, but doesn't bring attention to competitive PvP, toxicity is bound to happen at some point if the game gets more popular. Any popular game community is going to have a toxic, hateful side, and that's fine, as long as that side of the community doesn't grow, and stays the minority.
  25. Minecraft live happened today, and with it, a lot of new announced features. Two of these new features look, and act very similar to two of Vintage Story's. You can now dig up dirt and gravel to find items inside of it, very similar to Vintage Story's panning system. Clay pots will be added to the game too, difference here being you can add little ceramics to these pots. They too, like Vintage Story can be fired. Difference here is you do it over an actual fire, not a campfire like you do in VT. Interesting how these features are making it to the game, perhaps a Minecraft developer was inspired by some of Vintage Story's game mechanics.
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