Jump to content

Rhyagelle

Vintarian
  • Posts

    250
  • Joined

  • Days Won

    7

Posts posted by Rhyagelle

  1. I don't think new players should be immediately dropped into a ruin, not only because they are almost everywhere and can certainly be found well before the first day is out, but also because that's definitely going to ruin the surprise of finding them out themselves.

    What about an initial "flavor" text for new players/new worlds? Something like (obviously not exactly like this), "Gather x and y for a z"? It wouldn't show again, just for that initial newness. Alternatively, SP could keep the game paused in handbook and then show them a message that directly links to the "first steps" section, which itself would have a bit more depth added to it?

    8 hours ago, BigBadBeef said:

    Nor should they. Incompetence should not be incouraged. a loser is NOT "the last winner".

    For someone so ready to insult people by calling them incompetent, you should probably know that word in bold is spelt "encouraged". 

  2. 3 hours ago, BigBadBeef said:

    I'm a completely new player. Its my first playthough and I'm surviving just fine in a bear and wolf infested area. I got a farm going and a healthy supply of meat. On my first try.

    That's awesome! But not everyone will  have the same experiences. 
     

    1 hour ago, creepyfeet said:

    Dumbing down / hand holding could very well destroy much that makes it so enjoyable for a fair amount of people that pick it up. 

    Wouldn't require dumbing down the game at all. I think a lot of people are confused about the discussion's reach. A more intuitive guidebook is all that's really needed. Expanding knowledge and making it easier to reach that knowledge is not "dumbing down". The difficulty can and will still be there, all that will change is that the guidebook would be more complete and easier to navgiate.

    • Like 1
    • Wolf Bait 1
  3. It's definitely just a hurdle to completely new players. A more in depth guide book an easily solve that hurdle. It's just the beginning part of setting up, really, that's so underdeveloped in the guide. And if you look at the guide without any sort of bias, it is not that good. Open it up and look up leather. The first piece takes you to step 4, with no linking to whatever step 1 is. You have to back track and click through m any things as a new player trying to figure it all out. The guidebook could definitely stand to be far more intuitive. 

    Also, I don't think making fun of new players and what they are struggling with is going to help anything, least of all these players' desires to stick around.

    • Like 1
    • Wolf Bait 2
  4. Most of my friends quit the game because of the same experience. They all complained it doesn't explain enough early on and it burns them out trying to figure it out all that it just doesn't become fun for them anymore. This was discussed a few days ago in another thread in some degrees, as well. It really needs more attention. These people quitting or getting frustrated etc etc would easily stick around or have less of a problem if the hand-book wasn't so...not good. 

    And yes, the game is supposed to be more of a challenge than Minecraft. We all get that. But that shouldn't excuse away poor communication in the game and its foundations, in my opinion. As someone who also used to struggle with the game when I bought it and even more recently as I actually started playing, it DOES get easier to track far later on, but those early hours struggling almost made me quit the game too. 

    • Like 2
  5. 3 hours ago, Maelstrom said:

    It sounds like you think the devs (all 1.5 of them) peruse the forums or discord regularly for ideas.  My experience has been that they are, for the most part, absent from either.

    I wouldn't say that at all, in my experience. Both here on the forum, and on Discord. They may not seem to be hyper active like a customer is, but that's because they're creating a game. And judging by the amount of updates we get quite frequently, they're taking it very seriously. 

  6. 38 minutes ago, Domkrats said:

    Survival guide is not bad (although reading is not so fun for many too especially if it's not in native language), but some pop-up in game should at least encourage player to use it at first. :D
    Then game could tell you to use flint and sticks which is always first thing (whether its tips or some highlights). Then maybe suggest to make torches. And after some first steps, tips should stop as learning game by yourself is more fun. :) I like how game "Cryofall" does this. First steps are like some achievments. After that they stop and you are now on you own. :) 

    It's not bad, but it's definitely not good. It's a bit more than meh right now and it could certainly be a whole lot better. It's disjointed to be very honest.

  7. I agree.

    I've seen many people quit because it's confusing on where to go, three of which were friends who expressed interest but were too frustrated by the lack of guiding features. Even the survival book is not that good at its job. For example, if you look up the leather process making, it's not easy to get the information in the right steps. It shouldn't require you backing out and selecting another item to see where Step 1 is. 

    It would probably be a huge feature addition though, and definitely couldn't be put out quickly. In the mean time, it would probably be really helpful to include in the Guides section a "in depth guide" link that leads to a forum post that's detailed. That would of course require someone to make the post...

  8. I agree with the above statement. While it's not inherently bad, it's not very good either. A larger playerbase means more customers, which means more support to the VS team. Which, in the end, means a better game for us. Unfortunately, I do not see most of the Minecraft playerbase moving over. Everything is "too hard" for them. They want for a more simple game. That said, I think there is definitely a large playerbase out there for this game. It just needs a bit more spotlight. 

    • Like 1
  9. 21 hours ago, Streetwind said:

     

    Since you're calling out ebony in particular, that brings to mind this line from the 1.17.0 patch notes:

    Does this solve your conundrum? Or are you getting the same issue with bronze or iron axes?

     

     

    Yep, it still happens even with copper or bronze. Gotta cut down from the top and any branches. I even tried iron, yes.

  10. 7 hours ago, Avarice said:

    The gear will only spin clockwise when you are gaining back temporal stability, when it's full and you are in a safe area it just wiggles a bit.

    The Rift activity will come and go, it seems random, I just stay inside and craft stuff when the rifts are near my house at night. 

    Awesome! That explains why I have never found a place where it sit stills. lol Thanks!

    10 minutes ago, Maelstrom said:

    Basically, yes.  When rift activity is high rifts are likely going to appear and drifter begin spawning in the area.  Lighting can eliminate rift generation.

    Before I had lanterns some rifts formed really close to my enclosed home.  I had torches lighting up the inside, but still saw drifters spawning within a few blocks of me (and appear before my eyes even!)

    Okay, so I've got to deal with it until I can some light sources down. If only there were more items for light sources. lol thanks so much for all of the help! I'm off to secure my area with torches! 

    • Like 1
  11. 1 minute ago, Maelstrom said:

    Basically, find a place where the gear does not consistently spin counter-clockwise.  That will be a temporally stable area.  I haven't noticed my temporal gear alternate like you've shown; but I haven't looked at it too closely either.

    As for the rift activity in the character screen?  That is something altogether different.  The rift activity is a global change and only indicates the likelihood of rifts spawning to then spit out drifters.

    Okay, thank you! I've not found one place where it spins clockwise, so I'll settle for the back and forth.

    As for the rift activity, since it's a global change, does that mean that they can sprout up anywhere and eventually disappear? 

  12. Hello!

    Okay, I've got to admit these mechanics are confusing the heck out of me. Normally I turn them off on SP if I can and not deal with it, but I'm on a server now and am frustrated by my confusion. So...here we go. Can someone explain these things to me, maybe like I've five? I'm trying to find a place where the gear doesn't spin counter-clockwise but that seems impossible. I've been looking for hours now, nothing. And the C menu I've been monitoring. The best I've found is "low" activity, but again, the clock always spins rapidly counter clockwise. Sometimes I find places where the gear gently moves clockwise and then counterclock wise, and then repeats. Here's a gif of what I mean for that one:

    Oi2OJFN.gif

    I'm aware the temporal storms are normal, or at least they were? Happens every ten days or so. I'm not confused about that one, just stability and activity. It seems like all of the map is unstable and I can't settle anywhere! Any help? Please? 😅

×
×
  • 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.