Jump to content

caffeine9999

Vintarian
  • Posts

    49
  • Joined

  • Last visited

Posts posted by caffeine9999

  1. Yeah doors are always "open", which is really inconvenient and leads to bugs and weird behaviors like this: https://github.com/anegostudios/VintageStory-Issues/issues/596

    Even worse, drifters' groans are audible even in perfectly airtight rooms through many layers of dirt/stone. Again, there is an open bug for it: https://github.com/anegostudios/VintageStory-Issues/issues/595

    I'm also looking forward to have it fixed

  2. 2 hours ago, l33tmaan said:

    I do think it's very weird that standing around for 8 hours will heal you, but sleeping for 8 hours... doesn't? What's the logic there?

    Not sure I understand this one. Currently both sleeping and being awake automatically heals. What I suggest is to give some bonus healing during bedtime. Say, staying awake heals you at X hp/min, sleeping heals for 1.5X hp/min

  3. My 2 cents regarding healing mechanics.

    Currently there are 2 means of healing: slow automatic healing over time and immediate healing from poultices. Immediate healing feels a bit arcade-y to me. What I suggest is to replace immediate healing from poultices with temporary healing speed multiplication. Say, horsetail poultice should give non-stackable +400% healing speed bonus for 2 hours, honey-sulfur poultice could give +600% for 3 hours etc. Maybe they could give a minuscle +0.5 or +1 hp immediately (again, non-stackable). IMO it would greatly benefit immersion.

    Also, sleeping in beds would give a healing speed bonus, different for different bed types. It looks rather natural that staying in bed improves healing speed.

    Furthermore, we could throw satiation into equation. E.g. well-fed (>60% sat) would give +25% to healing speed, starved (<15%) would give -25% etc

    What do you think?

    • Amazing! 1
  4. My suggestion is, well, make it playable?

    Actually there are a lot more unbalanced things there, e.g. there are lots of polar foxes in icy biomes but almost no life in cool biomes -> no means to get food.

    I assume a cool/icy start would be fun and challenging for more experienced players, more survival-focused.

  5. When you start a fresh world in a cold or icy biome a couple of problems appear immediately:

    1) no surface stone. Really, I tried at least 10 fresh starts and maybe one or two times there were some surface rocks. Most of the time there are no stone -> not able to make even simplest tools -> death from cold and starvation. I found some obsidian once, but it didn't help because of

    2) no grass -> no fire -> death from cold and starvation

    The only option is to quicky run to a more hospitable biome which kinda defeats the purpose.

    Now, I'm not complaining about the harsh start and things like cold damage, inability to do farming, difficulties with initial food, lack of cattails etc. It's totally expected to be harsh. But the lack of that basic resources looks like a lack of balance to me. There is basically no reason to choose cold or icy biome as a starting option.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.