Jump to content

Ketoth

Vintarian
  • Posts

    11
  • Joined

  • Last visited

Everything posted by Ketoth

  1. As far as As far as I think this thread has established, it depends on how foggy it is outside, which feels utterly unintentional, especially since it doesn't even present as fog, rather just breaking light sources. No idea why it being foggy outside would affect how a sealed or nearly sealed cave behaves either, caves tend to have their own general climate rather than following exactly what's going on outside, humidity and fog and such doesn't make it too far underground, it tends to drip down walls and at best turn into streams.
  2. cheers, left a post on that thread to corroborate it.
  3. That's exactly what I'm trying to show with the screenshots, I placed down my lantern (my usual handheld lightsource) because the oil lamps I was placing down as breadcrumbs were totally invisible, and the lantern itself is just as bad, the fog makes it so it's only visible when you're right next to it. There Is an upgraded lantern in every single one of those screenshots in case you haven't looked at the last one. If you're not holding any lights the effect is less pronounced, the placed down lantern is faintly visible from a distance rather than completely pitch black, but (I think?) it still shouldn't behave that way considering who the hell runs around a dark cave with no light in their hand.
  4. I'm trying to figure out if I'm meant to log this into the issue tracker or not since there seem to have been some changes to how the fog works in 1.20, but as of right now, occasionally the moment you go 20-30 blocks underground light simply stops working, and it happens in a very unrealistic way. As an example, can you see the light source on this picture? Right here, see? Getting a bit closer it starts to exist But you only start seeing the light emanating from this lit, electrum plated lantern, the best craftable light source in the game, when you're inside it's light radius and close enough that your handheld light illuminates it. That's obviously not how light works, even though you're holding a small light you'll still see a significantly brighter light off in the distance. I could see this having been done to create a more oppressive darkness in caves, which it does, but it works in a very annoying way such that you can't even see where you placed lights unless you're yourself submerged in complete darkness. If the murky darkness is an intended effect I don't think it was done well, it'd probably be best to gradually dim the rendering of light as you get deeper, rather than create this fog around your character, dynamically lower gamma the deeper down you go, down to something like 5-10, further than our current slider goes, that way distant lights would still render, just much dimmer. Either way, anyone happens to know if this is intentional? If it's never been brought up anywhere I'll probably put on a bug report. Cheers. edit: a word
  5. Try searching on the handbook for the ore you want to find, you can see the mother rock for each ore there. If you're having a hard time finding copper try in an area with a stone type that either goes to rich or bountiful (the ones that have 3 or 4 entries). In copper's case something like Limestone, basalt, Granite, peridotite, slate, the marbles, or phylite. It should be more common there, at least as far as pro-pick veins go Surface copper with the little chunks to indicate it I think is evenly distributed evenly in every area that can have copper at all.
  6. Mostly agreed, I wouldn't say it's easier to torrent the game (especially considering itch and humble store) but the two separate accounts for the site and game along with the "client area" and such are definitely a pointless over complication. The "Buy now" banner in the main landing page with the trailer should probably be in the header area or at the very least visible without scrolling down and looking for it. It should also become a double "Download the latest stable version" and "download the latest unstable build" button once you're logged into an account, be it forum or game account, that owns the game. I don't understand why I'm seeing "buy now" given I own the game, I'm logged in and my accounts are connected. In my case the "Buy" menu in the header is enough in case I want to buy someone else the game, It doesn't make any sense having it on the main landing page.
  7. mostly agreed, though I wouldn't necessarily nerf spears, they were after all the true "main weapon" of the medieval period. If anything I'd argue in favour of iron and steel polearms, maybe with less thrown damage and more melee damage to reflect their changing use later in history.
  8. Well this thread got completely and utterly derailed into general combat mechanics which OP straight up said isn't what the suggestion is about, be nice if a mod could have a look since the OP is a very well written post and I don't wanna have to do a similar writeup to make the same point if this thread dies lol. But yes, completely agree, hunting in 1.20 has become inviable with animals requiring 4-6 hits to kill using steel arrows and bolting away the moment you get the first hit, hunting anything bigger than a rabbit is now a hugely losing proposition. Trying to hunt deer, the quintessential iron age prey, you'll be going through a steel bar every 20 or so units of red meat due to lost and broken arrows, you'll also be chasing the animals around for at least 5-10 minutes each, not stalking, sprinting, which burns the very satiation you're working for. And all of that is the best case scenario where your quarry doesn't disappear or fling itself into a hole and give you a crushed carcass (60% of the time because VS has so many god damn random swiss cheese holes everywhere) It's ridiculous to the point that I'm pretty confident about half the nutrition you're actually getting goes towards either the hunt itself or the crafting of arrows to go hunting. Considering having access to chickens is required for arrows and the massive detection range on animals makes spear hunting very finicky, who exactly is hunting for right now? It's incredibly inefficient satiation for the resources it takes, and you're already getting your protein from the chickens (and killing wolves and bears, which is outright bizarrely EASIER because they run at you rather than away) A slow bleed mechanic as per OP I personally think would be the absolute ideal solution here, humans are persistence hunters. We have hunted from the neolithic period with the power of ""just being annoying and walking until they got tired and died" so something that replicated that such as a 0.25hp/s bleed would work IMO Could very easily be balanced for combat with a separate set of "hunting arrows" (broadheads or swallowtails as opposed to the vague bodkin points we have currently) from bronze and up which has no armor penetration at all (and maybe even a negative damage value) but inflicts bleed for just long enough that the only thing you'd need more than two shots for would be a bear. I definitely think the bleed should be very slow, 15 damage for a minute or something of the like, so a steel tipped arrow is just enough to kill deer and two of the other arrows kills most things but bears. Again, we don't want this to be useful in combat, it's a hunting mechanic.
  9. Agreed, and both would be fairly simple to implement, stamina for animals and a slow bleed debuff on weapons (slow enough it shouldn't affect actual combat, just hunting) would make early game hunting a LOT more accurate to what humans did in the stone age and early classical period
  10. Finally figured out I had to link my account, thanks! Tyron has mentioned actual villages being planned for sometime in the future more than once though, even that he'd like for you to be able to live as a trader, going between them and buying/selling items for profit. And even disregarding that, it's not because ultimately defenses couldn't save humanity that they were useless, there's a couple lore tidbits talking about people being "the last ones standing after everyone else is dead" meaning people didn't all die at once, some places are safer, even if ultimately drifters will break trough every defense. I think in the end, the concept of the temporal storms is good, but it's executed in a way that is very unfun, even people who like the difficulty of temporal storms don't tend to like the event itself, just the risk it poses, and I think it's fair to say it could use a rework into literally anything that doesn't involve lvl 4 drifters being impossible to block and spawning directly behind you while you make soup.
  11. This is my biggest problem with temporal storms personally, the way they spawn makes building any kind of defensive structure just... decorative work. (this is also true of bears running up 5m tall vertical stone walls, but that's a different problem, I made a mod for that one which... needs updating) If the drifters were to spawn something like at the edge of entity render distance and run towards the player, even if it were more of them, that'd probably be a much more fun and interesting event to "defend from" since that would mean building some kind of a fortress and trying to actively plan for the storms would be an interesting and involved activity rather than "wait until clock giraffe, run around and stab with spear for 10 minutes" sure you could argue current drifters would be too easy to defend against, but hell, make some capable of breaking doors (or even slowly trough wood and cobblestone so only stone blocks are TRULY safe, reason for a big late game castle) and some of jumping gaps to get at the player and you have an event that's actually semi-fun. IMO taking inspiration of something like project zomboid hoarde defense would probably be the best way of going about it, nothing you build is TRULY safe, but it should hold back most basic enemies fairly well, they probably won't even break anything unless you build out of dirt or let them pile up in a late game max difficulty storm, so they turn into more of a building ingenuity challenge rather than a grind.
×
×
  • 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.