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Everything posted by Zane Mordien
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Usually this comment triggers me, but here I think it might be accurate.
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Let’s think about players who like to play this game for a long time.
Zane Mordien replied to kalifer's topic in Suggestions
I mean every day mobs and technically that wasn't a rust creature. It was a human made thing that got corrupted like the locusts. -
Let’s think about players who like to play this game for a long time.
Zane Mordien replied to kalifer's topic in Suggestions
With 6 more chapters, which will take years to finish I expect more mobs will be added. Mark my words, flying rust creatures will be a thing one day. -
Let’s think about players who like to play this game for a long time.
Zane Mordien replied to kalifer's topic in Suggestions
Guilty, I may chisel around my windows and that is it... if I even do that. It doesn't have to be exactly like the author described and destroy blocks, but I like the idea of increasing difficulty based on some measurable metric in the game. Time passed or story progression. If you keep adding difficulty to the game from day 1 it drives people away IMO. You gotta hook people on the gameplay before dropping the flying bowtorns that shoot lava in the game. Warnings could be added to the game to warn you. Let's say you finish the 2nd chapter and what's his face tells you now that the lens is removed X will start happening in Y months. Weather could be handled with some type of warning system either player built or built in the game like the temporal storm warnings. This was bothering me so I jumped back to it. Not that I think we need acid rain, but to me the constant interaction with the rust realm might cause this or some unknown Jonas device out there pumping out toxins. I don't get the impression that Jonas cared about this type of stuff. -
Let’s think about players who like to play this game for a long time.
Zane Mordien replied to kalifer's topic in Suggestions
Nightmare bowtorns in your first storm added to the game = acceptable Weather changing year 3 = blasphemy! Okay, thats just me giving you grief, but doesnt this contradict your stance the game should be challenging and the player shouldnt be comfortable in this eldritch horror world? Besides, Bowtorns and shivers got dropped in and that changed how players plan for the world and we have to adapt. I would like to see something to give the game a challenge as you get further in the game play. I personally like the idea of the games getting harder over time and not everything on day 1. On a server it could just be disabled since it would be punishing. -
Sounds like you have multiple problems going. The half slabs are an issue depending on which way they face. I recommend using dirt blocks to cover areas that are questionable until you get a room. That is my quick and dirty method to identify issues. Fix each problem as you find it. Keep in mind, your whole house doesn't need to be a room. Just where you are spending the majority of your time in the winter months. As long as the crafting room is a "room" the rest of the house can be decorative.
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Things I don't understand about Vintage Story.
Zane Mordien replied to WinnieTaylor's topic in Discussion
I blame north Korean hackers. -
@OwenODST thanks for the laughs. I don't recommend any mods. I also don't recall that many threads about prospecting being broken myself but maybe I've missed them all. Once you get the hang of it, its fine. Add me to the dog sitting there while the room is on fire meme.
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Just remember that caves have nothing to do with temporal stability or "sanity" as everyone first calls it. The stability does not change at a location (x,y,z) ever because its set by the game seed. As you go down in a cave typically the stability will drop, but that is a function of the Z depth and not it being a cave.
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You must just have a bad location. I prefer to find at least "decent" if possible. That being said, poor is good enough if you are persistent. I often mine for iron if poor is the best reading near my base. It usually takes about 4-5 vertical shafts to find it.
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Plainly stated, I disagree. They got caught up in chasing the meta the same as 7D2D and not following a vision. Hopefully that ends and they focus more on gameplay instead of poorly tuned mobs. I do appreciate they rebalanced them and the bears in the recent releases. I still don't understand how the spawn rate was so much different then the release candidates when bowtorns and shivers were added. Sorry, you're just collateral damage on my combat rant. I'm personally triggered by any mention of its not about the combat. That used to be what all the veterans said before when anyone dared complain about the combat system. As the combat intensive story chapters have rolled out they slowly dropped that argument.
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@Kalzamar I agree with you for the most part. Although I do think they have done a decent job of rebalancing the spawn rates of the new mobs, but early game they are still a nuisance. The random shiver attack in broad daylight still annoys me early game. I also would prefer that the shiver and bowtorns be introduced over time to be less in your face day one but thats just my opinion.
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I hope they expand the mechanical power options someday. That combined with the moving water suggestions would be awesome.
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I think this is a very dishonest statement about the devs. A large part of how the devs make the game is to align with Tyron's vision for the game. If players figure out a way to break the game, then the devs will patch it out, but for the most part, he leaves it up to the player to decide how to tackle the challenges, with the most obvious solution being the easiest path forward. But they aren't doing these things to spite the player, but rather to keep the game in line with how Tyron and Saraty envisioned it. In his defense, they are chasing the meta on mob fighting. People were building paths above the ground and they added the ability for the drifters to throw rocks. Then the meta became to run and throw spears and we got shivers and bowtorns. Now they have dialed back the same shivers and bowtorns based on player response. These are responses to player actions and not a vision. I do not agree with you about fighting. The game is leaning into fighting with every story chapter. You have to learn how to fight in the game or you will be woefully unprepared for the later game and way more frustrated dying in the story locations.
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I know this is the logic behind the current vanilla ruins, but I still don't understand it, because there are humans around. Surely they tried to found new settlements and they failed. You should be able to find modern ruins as well, maybe not just as many since there are fewer humans now than before the calamity. If the traders can be EVERYWHERE and make some sort of "lore" sense, then there can be ruins of recent human settlements.
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The system isn't very intuitive to start with but once you get the hang of finding ore in VS, you find that it is everywhere. I don't think they are going to change it, but it would be nice maybe if they added a better in game tutorial so people can understand the system. That's just bad luck, but it happens. I've played this game A LOT and I recently was beating my head against the wall not understanding why I couldn't find iron until I realized that iron doesn't spawn in the rock strata that I was at. Where I was at, it could only spawn in the first rock strata that was only 30 blocks deep. The odds of hitting iron there were slim to none even with a "decent" reading. A updated tutorial telling players to check the rock type to make sure it can even have iron in it would help people, although I knew that and still made that mistake.
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The savegame file name is in the serverconfig file. I switch save game files all the time on my server. This is my personal server and not a rented server.
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Welcome to Vintage Story! I agree play some single player to learn the game unless you have a friend to play with you.
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As I stated above your first post. The stability is tied to the World seed and does not change during gameplay or ever. You can create the same world over and over and go to the same location and it will have the same temporal stability. The temporal rifts as Thorfinn stated may change it for a limited time when you are near them but they go away in time. It was probably always slightly unstable but you were coming and going and didn't notice. Then after you went below your house where it is more temporally unstable and came back up you noticed because it isn't recovering. Unless you are using a mod of some sort, I don't think what you are saying is possible. I built my first base in a location like that. It wasn't unstable enough for me to notice until I was trying to regain stability and it wasn't happening.
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@LadyWYT hah, I was getting ready to reply and realized I had already said everything just 1 post up.
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Is this even a thing anymore? I haven't built a fence around my crops in a few playthroughs and I haven't seen any crop damage. Ever since they turned down the rabbits to stop people from farming the meat I barely ever see them near my garden.