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tony Liberatto

Very Important Vintarian
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Posts posted by tony Liberatto

  1. To be honest I dislike the idea and concept of mystical mobs. I would prefer to have natural predators that are active and dangerous at night. There are dozens of other animals that could be added to the game that usually hunt at night, without the need to add zombies.

    As for the fire, right now it is unbalanced. When did you hear of someone cutting down a tree just to cook dinner? campfires burn wood too fast, it should last a lot longer. If for some gameplay/balance reason the devs want to keep the current values, maybe we could have something like a Bonfire, it would use logs instead of firewood, but it would create a bigger structure and burn for a long time.

    I understand you can use fences or cobble to protect yourself against predators and that's ok, Nomad tribes use makeshift fences every night, but fire has a historic and intuitive way for human beings. It really works as wild animals are all afraid of fire.

    The fire would not scare the animals completely away, it would just keep them at a certain distance so you could do your work without getting maw from behind. I would probably also use the fence just to feel safer.

    The fire serves more functions, it is a light source, gives heat, the smoke keeps the flies away, a good idea when drying meat. 

    The main point is that it should take time to process the animal, and you would need to protect yourself while doing that.  

    • Like 1
  2. I think the idea would be for an animal to yield more meat than currently, but at the same time for the process to take longer and be more immersive and actually more involved.

    As much as I know people would only eat carnivores if they were starving to death. Carnivores were always hunted for their pelts, not their meat.

    Another thing that gets me odd is the size of the wild boar, in the game they are too small and should be bigger than the wolves.

    I would like for a Boar/Hog to give a lot of meat, but killing the animal is just the start of the process. I want to make the hunting an event.

    The player would have to plan in advance, prepare for it and maybe even make some traps and or ways to have the animal go in a specific direction.

    Hitting a moving animal with an arrow should be hard, but it should also be fatal. Especially if the arrow pierced the head. 

    Gotta remember that animals do not wear armor, so there is no sense in having to hit the same pig with 10 arrows to kill it. 

    Again, as long as we stop with the automatic dropping of leather, meat and fat, the player will have no incentive in killing everything that he sees. In addition, wild animals should flee from the player and hunting would be just memorable.

    7 hours ago, redram said:

     

    As far as fires to scare animals, it could be interesting, but I don't see it as a vital part of the hunting experience.  Predators attracted by blood makes sense, but if all you have to do is go click on some water, I guess i'm not that excited about the mechanic.  And especially in the current system it'd be more a feature than a deterrent, since the wolves will drop even more meat!  What I do like about predators attracted by blood is it might encourage domestication of animals for food, so that they could be slaughtered in a safe environment.  But I think it requires making wolf and other predator meat a third-rate food source.

    3

    The point is that the player is almost always alone and he/she will be inside some kind of gui or minigame, and completely unaware of the wolves approaching. He needs some protection, as the butchering should take some time. Afterward, he/she needs to wash the insides and that would be done by clicking in water, yes but piece by piece, again Time. Them is time to dry the meat as trying to travel with the bloody meat would be dangerous. Right now if 2 wolves attack the player at the same he/she is as good as dead.

    The circle of fire ( just a few campfires spread around the player, is historically acurate and adds one more thing to be a part of the hunting experience, as now the player needs to have some firepit already in the inventory.

  3. Sometimes the tribe would get lucky and kill big prey close by. That's when you would have that common scene in movies of the hunters on the way back to the tribe with the animal tied to lances and carried by 2 hunters.

    Most of the times that would not be the case. Going around in the forest with a bleeding dead animal is not wise. 

    Primitive hunters actually immediately carry the prey to the nearest body of water.

    In order that's what they would do:

    • Make some fires around to help scary predators.
    • Open the animal and separate the parts they need.
    • remove the hide and roll it for future use.
    • Wash the stomach, intestines, and tripes.
    • If they were farther than one day traveling they would build some makeshift support to dry the meat. this quick-drying is not the same as the result of actually smoking and salting the meat, but it preserves the meat enough to get back home.
    • Lastly, they would wash themselves of all the blood, so they do not attract dangerous predators. 

    Some of the things that would need the implementation to make this work.

    1. Use bladder to make the Water Skin. Of course, it would be cool if thirst gets implemented at the same time.
    2. Use tripes to make Sausage. (It's a very old way of preserving meat).
    3. Have wolves attracted by blood ( Or if we don't want to make the game so graphical, just a dead animal?)
    4. Have wolves and other mobs afraid of fire. It could work in such a way that the player can make ( Or has to make) a circle of fires.
    5. Make animals drop an actual body upon death.
    6. pretty sure there are other steps that I am forgetting. 
    7. No meat or fat from wolves just hide, no fat from goat, no hide from pigs, pigskin is OK, but a lot of fat.

     

    • Like 1
  4. That's a discussion that I had with Bioxx a few times, and hid answer was that it was not needed for him to add something to the game if someone had already made an addon.

    In short, if you wanted to be sure that some feature would never make it into the official game all you had to do was to create an addon with that feature.

    The problem is that after a while some addons were almost indispensable for the common player. Them the devs would just get tired and stop updating the addons.

    I honestly do not understand what the problem is. One will always have bragging rights. What better compliment than to have your contribution incorporated into the game?

    I am of course not talking about total conversions, they are a separate case.

    The game is in such a early development, that there is just a ton to be done and I just don't want to see the developers avoiding some feature just because a modder bit them to that.

    Maybe an idea would be to create a monthly mod contest, ( maybe with some small, or not so small compensation), where modders could enter their creation and the winner would have his mod officially entered into the game, with some special congratulations page on the website and all the bells and whistles to appease their ego.

    I believe this would help to develop the game faster and at the same time, the game would own the rights to the code since it paid for it.

  5. I am not a coder, so my opinions should be taken with a full spoon of salt.

    After following the development of TFC since 2012, I always got frustrated whenever there was a major upgrade that broke compatibility with all the mods. I just could not understand if a idea was good why it could not be incorporated into the game.

    One big example is the leather water sac. It was used by most players and it was always upsetting when we had to wait for the mod developer to update the mod.

    I think that all mods should become available to the game developers without any restriction. If you post a mod on this website you are automatically rescinding all the rights to your code.

    A simple disclaimer on the website would suffice for any legal matters. ( Not a lawyer either.).

    This way the game would slowly incorporate all essential mods without the game developer needing to imagine alternative ways to accomplish the same task just so people would not say they are using the mods ideas.

    Or is anyone here really hoping to make money over a small mod for VS?

    I agree that it would be cool to have some kind of public recognition, but mostly I think a mod creator should feel great if his ideas ever made into the actual game.

    • Like 1
  6. My first thought was, NO WAY, ARE THEY KIDDING? BAG DURABILITY? IS IT A JOKE? Then I read the whole post and started to consider the arguments and it's implications.

    There is a difference between presenting a finished game with a feature and introducing new features to people that already play the game.

    In this case, I believe every time we take something away from the players we also have to give them something else in return.

    The way the game works right now, I believe most players completely bypass the flax cloth bag. After all, it is just easier to kill 4 goats than to farm and harvest that much flax.

    All new players have a chock when they first start playing the game about how the inventory works. It is just too small for a game that encourages the player to explore.

    I think if we get down to actually have a leather treating and manufacturing process that can make possible for players to develop a leatherworking skill we should have the maximum size increased to use all the slots that can fit in the inventory gui.

    That said I think the best way to handle durability for an item that the player uses all the time is just to have an expiration date.

    For example, The handbasket is a very weak material and does not have much durability. Maybe 10 in-game days.

    The linen sac is more durable, so 30 days

    the Leather backpack 3 months.

    The item would need to show how long till it breaks. 

    I do not like the idea of slowly removing slots, I think it adds an unnecessary annoyance to the game.

    Making the items to last for a specific number of days already satisfies the intention of using more resources.

    We could even have a warning system that would show up when the player opens the inventory. 

    All items can be repaired at any time with proportional resources depending on the damage.

     

    • Like 2
  7. I think a more elegant solution would be to make all water sources not placeable by buckets.

    For a water wheel, you need to actually build it by the river, you can build as many as you can fit in the river.

    If you want to move a water source you need to build a pump and use a pipe or aqueduct.

    This way players would be able to have farm irrigation and even fountains for drinking water.

    Now the only thing left is the issue of players being able to build lakes and rivers.

    Right now I am landscaping all around my house on the server, I merge lakes and even created some currents from different levels. It will look beautiful once is done, but is not realistic.

    As long as we have the other mechanics implemented is not a necessity for a survival game.

     

    • Like 1
  8. One of the aspects that really tick me off in Ark Survival Evolved was how not interactive the Dinos were.

    I once had a player comparing the Dinos as cars that bite. they are just static entities with no life in itself.

    I would like for animals in VS to have some simple independent behavior. Nothing too complicated.

    For the dogs, just to play with each other and the puppies, and to walk around the base.

    Maybe one day it would be cool to throw a stick and have them recover it, but that can wait.

     

     

  9. I like very much for a config option. The first thing it does is to avoid controversy. Everyone can set to its own like.

    For me, I like the option of No keep inventory on death. You die, that's what happens. But I would like the option to a recoverable corpse/grave/chest (Don't really care what.). Very important, no time despawn. After all sometimes you are just too far away from your respawn point.

  10. One of the aspects that I disliked in the Minecraft Dog was that I only had 2 options, either follow or sit.

    I would like for my dog to roam around my base and only follow or sit if ordered to.

    Whenever I build a base I always fence the whole area around. I want my wolves/dogs to walk free around the base.

     

    • Like 1
  11. 1 hour ago, Milo Christiansen said:

    Also, the game should let you keep at least some food, or at least a full hunger bar. Depending on how far away your house is it can be pretty easy to starve before you get there.

    I guess once the player is capable of setting spawn point he/she can just set an emergency chest with basic tools and food. That's usually what I do.

  12. I understand your point, is just that is very frustrating when you want it to go one way and it insists on going the wrong way. But right now I will settle for whatever comes.

    Also I thought it would be easier to code in and so faster to add to the game.

    • Thanks 1
  13. At this point, I think this is not a suggestion, it is more a discussion about how it should be implemented and how soon.

    The soon is easy. Yesterday.

    the how, can offer some different possibilities.

    Sometimes it bothered me the automatic corner of Vanilla Minecraft.

    In some situations, I wanted to do something different and had a hard time.

    Maybe have different recipes for right and left side.

    • Thanks 1
  14. [Mod Edit] Moved discussion from https://www.vintagestory.at/forums/topic/301-client-cheat-free-client-side-chat-commands-v020/


    On my desktop, I have my C drive in a small Solid State Drive and 4 x 4 TB Hard Drive in Raid mode. That's my Drive D.

     

    I always keep all the Data in the D drive and reserve the C Drive just for the Operating system and essential software.

    It actually bothers me how more and more games nowadays keep inserting data into the appdata folder. No option for the player there. When I noticed Ark Survival evolved had already used almost 50 GB of my C Drive.

    I will change the Drive if it is the only way to make it work though.

  15. I also voted for the 10E, mainly because I think the game even though is playable lacks some basic features. I like the game, I believe in the project enough to buy it and support it.

    I just think the comparisons are inevitable and most of the player base already own Minecraft, so in their mind, the question is: "Why should I pay money for a Minecraft like game, if I can just download a mod for free?"

    Like I said, not my question, but I believe it would be for many people.

  16. The Wiki says :

    • Black bronze: 70-90% copper, 8-16% gold, 8-16% silver. Has the highest durability and strength of all bronze alloys.
    • The math just does not add up. If I need a minimum of 8% Gold and 8% Silver that's 16% there, so the maximum copper would be 84% and not 90%.
    •  
  17. Yes, I was actually looking for gold and got the Very High Density 1.0% for Gold. I actually found silver before finishing looking for the Center, Once I found Silver I just started mining and soon found a cluster of gold. So far I have 64 gold and 53 Silver. Still working on the quartz though.

  18. 21 minutes ago, redram said:

     

    @Stroam 

    I do feel like right now, all three bronzes have a rare component that makes them tough to complete.  Cass, gold, and bismuth are all pretty rare, hitting 'high' density around 4%, or 1% for gold.  I honestly think that since bismuth bronze takes two components, it would not be unreasonable to make bismuth similar in occurrence to sphalerite.  I will say that I just spent the last couple irl days exploring an insane cave network that has occurences of cass, sphalerite, and bismuth all in the same network.  That can occur.  I think I've seen up to nine minerals in one propick result.  Right now the game basically tests the player's tolerance for exploring and doing a lot of propicking.  It really is about perseverance.  It's interesting because a lot of people want an extended stone age, and we do have an extended copper age, in a way, so missed it by one age!  If copper were as hard to find the player would spend a lot of time in the stone age.  I'm assuming that maybe down the road, there might be more variety of loot in dungeon chests - perhaps the odd piece of bronze constituents - to alleviate the search somewhat.  You can already find sphalerite and cass in ruin urns, iirc.

     

    7

    I think the World see changes a lot. Right now in my SP game, I have found 4 big veins of Bismuth but not even one of Sphalerite. 

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