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Everything posted by Zane Mordien
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Well now that we have heard from the coolaid drinkers. It's time for debbie downer to post. I used to use spears heavily so they are nerfed pretty hard. Oh sorry Balanced pretty hard. I think it is a bit of an overcorrection. They are super slow to throw accurately and do less damage. It's going to change how a lot of people play the game. If spears are going to be so.. balanced.. then I think they need to make hit boxes more realistic on animals. If I'm hunting with spears early game it shouldn't take 15 spears shots to kill a bear and 5 to kill a deer. Head shots should do more damage for example. That 15 is probably 10 if you aren't a blackguard or other class with a range debuff.
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Someone was saying before that alcohol was too easy with berries and people ignored fruit trees because they had berries. I don't think the change to berries will make anyone wait out fruit trees to get fruit to make berries. I'm also not against the change, I was just stating it really is a pointless game mechanic mostly. If Aqua Vitae was completely removed from the game would your game play really change that much? The change to spears makes me rethink my game play in a serious way on the other hand. My combat strategy has to adapt. I would hit everything with a few spears and then go in for the kill with my melee weapon. That won't work anymore since spears are basically nerfed out of usefulness. This also makes me more of a proponent for a combat overhaul though. It's time for hit boxes to mater and damage not be the same if it hits the foot or the head of a animal. Drifters and other rust creatures maybe not so much since they are unnatural.
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New player. I know Winter is coming. Mimimal spoiler tips, please?
Zane Mordien replied to Makeshift's topic in Questions
@Makeshift Alternatively, just dig out the soil and replace it if the nutrient is spent for the seed you are planting. There is nothing sacred about farm plots and medium fertility soil is abundant. Dark Thoughts has provided a good list. One thing he didn't mention which is another noob trap is the temperature ranges on the seeds. I think he meant this in item 1, but ignore the temperature ranges. Getting 75% to 50% yield on a crop is better than nothing. Also don't wait for wild seeds to mature before you pick them. Grab every wild crop ASAP and plant it as he says. PS. Eat the wolf puppies! The meat just falls off the bone. -
New player. I know Winter is coming. Mimimal spoiler tips, please?
Zane Mordien replied to Makeshift's topic in Questions
That's why you eat both of them! -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
They most certainly could spawn in your house pre-1.21 or at least back to 1.18 when I first started playing. I had one spawn on top of me in my very first base. -
New player. I know Winter is coming. Mimimal spoiler tips, please?
Zane Mordien replied to Makeshift's topic in Questions
Wolf puppies are good eating. -
Are you saying you set your spawn in the building and it kicks you out on respawn?
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Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
Actually, I would say most people in this thread, even @LadyWYT, is okay with changes as long as they mesh with the story. -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
True, but you have to accept that the creators of the game want there to be Lore. Tyron and his wife have made that decision so when suggesting ideas it is better to suggest something that fall in line with their vision of the game. -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
There is not supposed to be a safe place. Anything you do to block the spawn of the drifter is basically an exploit. They have slowly patched them out and as far as I know a drifter can spawn directly on top of you in a hidey hole, it is just extremely rare. -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
There can always be an alternative. Just like almost everyone gets tin bronze and never look at the other types of bronze, but sometimes Bismuth bronze is the way to go because you have zinc and bismuth readily available right next to your base and no tin. Then there was that one playthrough where I ended up with a black bronze anvil by some freak of RNG. Similiarly, there could be a main path of using the storms to progress some mission for the lore or alternatively Tobias can give you a fetch quest to a bunch of locations where you are able to get the same result and both would advance the story and mesh in with the lore. I agree with you and one thing we need to remember is the lore doens't even define them. It just says they exist and they used to be worse in the past. People on the forums attribute all kinds of things to the LORRRRRE that aren't written in the lore. If berry bushes and forging can change then so can the sacred Temporal storms IMO. -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
After 1-2 storms the lore check box is checked. Then it is just repetition of a mechanic. I want them to add something to make it engaing. Maybe there is special crafting that you can only do during the storm that progresses the story. That would make me engage in the lore. I want depfth to the storm and not just time out. Going inside doens't fix anything though. You can still have drifters spawn on top of you. So you can't just go inside and do smithing or paning to be safe. Odds are lower since it is a smaller area, but that tier 4 drifter can spawn anywhere you an be. -
Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
I think they could do something interesting with them. They fit the horror vibe, but once you are past the initial shock they need to have a game mechanic where you can do something with the storm to add depth vs just hiding or cheesing them. Maybe a Jonas armor that can be built from common Jonas parts that is fueled by temporal storms. So in effect it gives you an armor buff, damage buff or HP buff, whatever, during storms only. It would also encourage you to try to kill something during the early temporal storms to get the parts you need. -
Why, so year 2 you have compost which you don't really need because you have more food than you can ever eat. I still don't understand why wild trees can't be mature the first year. They are king of a useless mechanic, making alcohol doesn't impact game play yet. Maybe they are adding that with alchemy.
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Temporal storms are a bad implementation of a good idea.
Zane Mordien replied to Tabulius's topic in Discussion
What loot is that? Pointless Jonas parts? I'm a broken record, the storms are just boring time outs until you build a cheese base and then you cheese them. They are sort of fun at first but after a few storm time outs it's boring. -
How would you revamp Vintage Story's classes system?
Zane Mordien replied to Calmest_of_lakes's topic in Discussion
Maybe but Blackguard probably isn't what a new player should choose either. You have to learn how to get food before you pick blackguard. Other than that, yeah it's the best class IMO. I think Hunter is another class with tolerable downsides and it helps you early on with food.This is my recommended class to anyone new to the game. Atlhough with the 1.22 spear nerf, that may not be the case anymore I really wish they would give clockmaker something to make up for the massive debuffs. Translocators are just not that powerful anymore now that 1) gears are harder to get and 2) the elk or boat can travel just as far without the hassle of exploring caves to find the translocators. I wish they would buff the translocator to let it go further and the clockmaker should be able to repair it with one temporal gear and 2 rusty gears, set the teleportation range up to 10K and pick the direction. If that seems to powerful then maybe they could add a second temporal gear to pick the range and direction since they know how these things work. -
Sorry, I didn't mean it literally. There is a wolf there hanging out with the bear in the center of the screen shot. I've always found that annoying. Bears and wolves are not friends. They should definately not just hang out together. I don't know if I need them to attack each other, but the AI should be written so the wolf runs away from the bear.
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I finally found 6 wolves and another... god knows how many bears. There are 3 bears right on top of each other in the screen shot below. By the time I took this snap shot the one on the left had run after something to kill it, but they were all standing right there within 50 blocks of each other to start with. There is also another bear about 100 blocks to the left of the screenshot and I killed his twin brother already. So thats 5 bears just in this location. I swear every major release they turn up the bears for awhile.
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Question for people who play with monter spawn on day one....
Zane Mordien replied to vinnland's topic in Discussion
@vinnland This all depends on how far you think you are going to move. Do you want to move 5-15K blocks away or just somewhere nearby that is perfect? Either way for me the first base location is just a temporary place to get stuff done while you get an anvil. Long Move: Plant only turnips for a quick harvest. You have to forget the clutter you accumlate and just take what you need when you decide to move. The only things that matter are the anvil, temporal gear if you have one, food, flax seeds, cooking pot & bowl, and then anything else you can fit in your inventory. You'll find more of everything else at the new location. I need to be moving by July 1st so there is still time to grow some flax at the new location. If you go far enough south there will be a longer growing season. If you move north you're crazy. Local Move: Plant everything as soon as you get the seeds, because you can always come back and harvest the crops. Scout the area to find the perfect base and when you have the anvil move to the new location. Make small trips to move stuff as you need it. -
The console command is the easier way, but if you for some reason don't have access to the console and can edit the whtie list file then see below: You need your UID which is not your playername. It's a mix of numbers and stuff. This is how the VS server knows who you are. Example:"PlayerUID": "jUmaRpDmzhnf22XD/gJa7kO", You can find it in your Playerdata Json file. { "PlayerUID": "ENTERIDHERE", "PlayerName": "ZaneMordien", "UntilDate": "2075-01-19T23:59:18.4396958+00:00", "Reason": null, "IssuedByPlayerName": "Console" },
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I'm not aware of any way to get rid of them. I think this is one of those things they fix in the future, but it's just not he priority.
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I got in at the very end of 1.18, right before 1.19 and the story missions started. Progression was very similiar, but the world generation has changed some since then. The ruins completely changed and now there are larger bodies of water that didn't exist in 1.18 or 1.19. I liked the mechanics vs Minecraft. My kid always wanted me to play Minecraft with him, but I found it boring so this was a good alternative to play with him.
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This is why my houses are completely stone.
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Even vanilla chiseled blocks sometimes break rooms and then some blocks with holes in them still count as a room. It's hit or miss sometimes.
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Is it just my RNG or are there more bears spawning now that wolves? I've seen at least 20 bears in my world in Pre-3 and exactly 3 wolves. I thought I had seen 5 wolves but turns out two of them were the new boar model. The new models are great btw.