Cetasaya
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Everything posted by Cetasaya
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I dunno what the original topic said but... I despise AI. Or at least what they all call AI and what it is now and the people desperate to force it into everything. But it definitely has its (extremely limited) purposes and uses and REAL AI will (eventually) make the world a far far heathier, safer, more joyous, and more fun place to live in. But as a longtime professional artist, AI and art (in all of its forms including video games) are about as diametrically opposed as they possibly can be. And they always will be. No matter how close to the singularity REAL AI will ever get. Art is human. Simple as that. A machine MAY be able to ACTUALLY create something akin to art, but ART is HUMAN so it would still be a different thing. Would a machine's "art" be as "valueable" as ours? I dunno. Could those machines feel ACTUAL joy and hate? If so then probably. If not, then no. AI can EVENTAULLY be a TOOL to use for art, but it is now and will be fopr a long time, will never be the ORIGIN for GOOD art. Just like our modern computers. But lmfao AI is absolutely nowhere near where it needs to be for ANY of that to matter and it won't be for a looooong time. If we survive as species it WILL attain its uses but not in my lifetime, that's for sure. Hell our AI can't even be technically called AI at all it's so unbelievably primitive. 99% of the population just don't know anything about ACTUAL AI and that's kinda sad. So about AI in Vintage Story? IMO absolute not. Not in any way. Not even in the smallest of shortcuts or whatever. It's about more than "just" AI. It's about losing the entire fucking goddamn purpose of developing a video game past just making money. If someone is gonna use AI to "create" art, why are they even alive? Seriously. Why are they even here? Just cause they fear death? Cause they wanna make easy money? Cynical. Shallow. And once you start leaning on a crutch, it becomes the floor, then it becomes your grave. Today it would be "just one texture". Then, "just one animation". Then on and on, wider and wider, deeper and deeper. if Vintage Story ever uses AI in any capacity I would immediately drop the game and not look back. Cause that would indicate a far deeper rot and moral failing in the devs and I ain't gonna stick around to watch this awesome game with so much incredible potential slowly weaken and die. And also we forum members need to remember to attack IDEAS and not PEOPLE. We're not facebook or twatter. And IMO those that attack people need to be immediately and permanently IP banned. We cannot be tolerant of intolerance that's why the world is in the mess that it is. We're so soft and gentle that the bad guys aren't being properly dealt with. Ban hammers should never be used frivolously, but they should be used when they have to be, and they must be heavy. Not saying none of this is happening just saying it all in case someone out there needs to hear it.
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1. Tyron hates it but I think Vintage Story could benefit massively from ray tracing. Especially if it's left up as an option in the settings. Double especially if its an intensity slider instead of a simple binary toggle or short list of degrees. Yuh it would require basically rewriting the entire game. Yuh it aint worth it. Yuh features and bug fixes are far more important. Yuh no everyone likes it. I dont care. I wish ray tracing was in Vintage Story. I want it. Do I expect it? Nah. Would I be upset if ray tracing never happens? Nah. Do i want it tho? Yuh. 2. Animals eventually NEED far far better AI. Complete overhaul. Top to bottom. Right now they're all just cute little roaming hazard and/or loot boxes or worse yet just ambiance. Just like in Minecraft. Nah fuck that. This is VINTAGE STORY ya'll we're going for GROUNDED RUSTIC REALISM not HYPER SATURATED FANTASY. Minecraft CAN be lazy on its animals and mobs because it's got a bunch of them, and most are fantastical, and a bunch of them have weird powers and quirks. Vintage Story CANNOT bacause Vintage Story don't, our mobs aren't, and they don't. Animals NEED to ACTUALLY eat, shit, breath, drink, get sick, play, hunt, bleed, run away, swim, dive, drown, fly, dig, make nests, form packs/colonies, fight for territory and food, fuck, get pregnant, lay eggs, be born, hatch, grow up, pass on genes, die, rot, ect., ect. Animals, wildlife, the rust eldrich horrors, ect. all NEED to be deeply entwined INTO the world and not just dropped on top of it or spawn outta thin air like they all are and do now. Vintage Story isn't a ripoff of Minecraft. It isn't even a branch. It's its own forest. It has and should continue to both differentiate and exceed Minecraft. If Vintage Story wants to continue to focus on realism then we need to start from the bottom up. Can't do everything at once, and god knows everything has a money and time cost. But the devs need to continue to move everything from the physics, to the water, to the dirt, to the stone, to the temperature, to the wind, to the clouds, to the weather, to the erosion, to the stars in the sky, all away from placeholders and iterations and closer to evoking ACTUAL emotions, memories, immersion, ect. Vintage Story does those things the best, but it has the potential to do all those things far far FAAAAAR better. 3. Touched on it but we need some serious physics. Gravity, erosion, electricity, friction, heat, plate upheaval, ect. I wanna eventually see water voxels flow down the side of a striated cayon wall, taking voxels of soil, sand, limestone, and sandstone down with it. Those voxels settle at the bottom of the river that has been slowly carving that canyon since the world was created and will eventually amalgamate to create the soil that will suport the river's life. I wanna see new tall mountains and old domed ones. Wanna watch cliffsides slough off and fall into the sea and hear glaciers thunder as they crack open and their water flows from the fissures as winter nears its end every year. I want rabbits to knock off dew voxels off of leaf voxels at the start of fall as they run to escape a wolf. I wanna chase down falling meteroites. Jump off waterfalls. Swim in silted deltas. Knock off Icicles off my roof. Sweep leaf voxels off my porch. I guess i'm basically saying that Vintage Story should be pivoting much harder into realism and being more ambitious and unique in its physics. I don't wanna move away from the rust world, the lore, the fantastical flairs, the cubes, the voxels, ect. I want the underlying systems and forces to be deeper and more impactful. They can be, they should be, and it's possible. Vintage Story needs to get to a place where our worlds are alive and where nothing needs us to be there. Everything has what it wants to do and we're just there, free to interact as deeply as we want and free to observe it as long as we want.
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I'm extremely excited for literally everything on this roadmap. This is all top tier stuff. Imagine water physics and waterwheels and rivers and aqueducts and erosion and... well, that all sounds like a bit much lol. Raindrop pixels rolling down a window while the fireplace crackles and emits an oran - I better stop now before I start acting up... The trader post assets are world class as always. The art direction in this game is better than almost any AAA game i've ever seen in like... at least a decade. No other game besides Stardew or NMS has me literally just vibing like im actually there. Games are often about goals and progression and story but Vintage Story is a bit more than that. When I build and chisel a home it feels like I actually built it. A little. I'm betting on us being able to access or enter into the Rust World in some, even if limited, way and that will be the procedural dungeons. I appreciate Glint being a completely seperate entity from Vintage Story. I remember absolutely hating whatever was proposed at first. I think it was a mode within the game that wasn't even Vintage Story related or something that baffled me. I'm assuming it was more of a technical/efficiency kinda thing I dont know. Glint sounds killer and while i've never heard much about Hytale it has a passionate following hopefully Glint can live and thrive. Will be checking it out thats for sure. Goblin's avatar at the bottom of this post is... amazing. Holy shit. Didnt even dawn on me that that would even be possible and that animation holy shit again lol. Glint sounds a lot like Cube World or Block Story. Cube World was great before whatever released on Steam and BlockStory was a nice fantasy themed Minecraft clone. Thanks for listening to us. It's depressingly rare to feel like people listen to their players/fans/supporters/ect. Truly feels like we have at least a small say in steering the sailboat here in the dank and stinky forum dungeons. Demonstrates a great amount of humily, pragmatism, and intellegence on your part. I dunno if I would be able to do the same if I were in your position... Never change. You all could not have be doing better jobs right now.
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the elk controls and that 2nd boss fight were two of my most disliked things in the second lore update thank you so much for changing those things. playing through again right now and still hanging around the first story location but once i reach that boss' location (the 4th story location i think?) im desperately hoping the parkour and impossibility of scaling that building have been changed too cause im STILL shocked and confused that was even considered let alone actually added, its such an extreme and wild just straight up below-the-bedrock-that-is-below-the-dirt-that-is-below-the-grass-that-is-below-the-floor-that-is-below-the-bottom-of-the-barrel downgrade from the absolute brilliance of the first location. like, going from THAT (which i will likely remember as an absolute peak experience in any game ever for a long long time. im talking final fantasy 7, 9, and 10 levels here. im talking super mario world. freaking san andreas. as good as rimworld, shovel knight, stardew, ect., ect. going through that dungeon for the first time was legit MAGICAL) to THAT (which made my physically enraged in terms of impossibility, time sink, and completely destroyed all my expectations (which were reasonable i knew topping or exceeding the first location was way too much to ask for and i was fine with and fully prepared for that) and dissapointment) is insane. the 2nd boss' visual and sound design are actually awesome though. the fight and the tower were beyond unacceptable but the design and vibes of the area AROUND the 4th location are immaculate and brilliant. and so much combat and loot my god it terrifying but oh so rewarding. peak vintage story. while im here, the 2nd location was a decent 7/10. only experinced right after it was added but i remember that being mentioned to have been improved recently too? cant wait. and the 3rd location has always been close to perfection. i love that place. very very useful and convienient shopping and trading. almost always set up a permanent base nearby. and the treasure trader hut just added around spawn is gorgeous as well. his elk keeps escaping though. the hut spawned in. elk running away. i reach it and find the trough and went, "...oh. okay, he's farming pigs maybe? where are-? OHHHHHHHH lol whelp.. shoulda built a taller fence buddy.. not like you cant afford it, mr. treasure hunter" the hut's surrounding area almost always screws up the landscape though it seems to spawn as a massive massive plateau for my worlds at least. probably a terrain generation mod's fault, though. too lazy and dont care enough to test. plateus arent even bad at all its just kinda weird. it makes the hut very easy to find at least. anyway. one of the greatest games of all time. in my top 5 easily all day long. only game i care enough to post on their forums about. this game's updates are the ones I care the most about. only game besides rimworld, stardew, final fantasy 9, and final fantasy tactics I ever reccomened to people. 11/10.
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What store are yall getting your interior deco skills from? Cause i'd like some too. These textures and color scheme slap. But. We need dedicated, shorter end tables or taller beds. Its been a minute since ive VintageStoried but this pic has reminded me of just how STRONK BUILT our vanilla tables are. Look at that massive fucker. Imagine waking up and instead of lighting a candle to go piss in the middle of the night you snap your wrist in half smacking the side of this massive slab of wood.
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Another excellent (and relatively quick) update!
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Skimmed the thread so apologies if im retreading the same ground or running off into the ditch here... I dont really bother with anything but commoner in single player and if we wanna make it more fun for multiplayer, the classes need to have MUUUUUCH more bite in both positive and negative traits. Like ONLY the clothier can make ANY clothing better than rags, not just one or two recipes. EVERYONE needs clothes and gets massive temp/defense/movement buffs from it. Making clothes is a very time and material consuming process that is incredibly deep, customisable, and intricate way to play the game. Just like smithing and pottery making is now. And you can NEVER deal more than a tiny fraction of the damage a warrior equivalent can do. Cant make bows better than the starter one. Cant cook as well as a cook. Cant chop trees down as effficiently as a lumberjack or can chops the better trees and cannot get nearly as much useable wood, seeds, sticks, resin, ect.. Cant gather as much as a gatherer, ect., ect. No toes can be stepped on, we all have our vital roles to play, even if we each can take on 2, 3, 4, ect more classes. Imagine. Logging onto a server and window shopping fully customisable furniture, paintings, clothing, pottery, armor, ect. that you couldnt make yourself. Entire economies driven by scarcity just like real life. 90% of the time, the way the classes are now are just afterthoughts that are only noticabale when one of the negative traits rears their ugly head. If im a clothier, I want the entire experience to be tinted through a clothier's eyes, just like in real life. Because in a multiplayer game, if everyone can do everything and if everything can be done in a reasonable amount of time for everyone, it's not nearly as compelling of a multiplayer experience than it could be.
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1. no and no. i have chiseled literally thousands of blocks in some of my worlds. im rocking a piddly 2060 mobile gpu in my laptop. performance is fine. i mean every single story locale is complete full and bursting with chiselled blocks, man, i dunno what to tell you. who said anything about partially chiseled blocks? i get those all the time while editing and living in the resonance archive or the village. annoying and clogs up the inventory. what my idea would do is create a stackable rubble/gravel/rocks/whatever item that stacks in the inventory +1 for each chiselled voxel. and would allow you to place them back in the world one by one. i can see why you'd assume that though since thats the way the game works now and apologies for not explaining myself better. 2. "there is a mod for that" isnt really an argument against a potential vanilla feature. there is a mod for almost everything added to this game since it was first published. "autochiselling" is extremely self explanitory i dunno what to do with your complaint there... i admit there is a better name for it out there but "auto chiseling" works fine enough as a placeholder. 3. yeah i guess i failed to understand the entire purpose of the "adventure mode". going back and rereading the blog posts, it seems to be a VERY stupid idea if it ISNT related to vintage sotry to... attach it arbitarily to vintage story. i was under the impression that this would be a slightly mechanically different mode but still thouroughly vintage story (cause you know that would actually make some sense), not hytale 2.0. cause you know... it would be a part of vintage story. the entire idea sounds like a half-baked and personal issue with tynan and his relationship with the hytale devs and him wanting to employ them and is wholly inapproprite to use vintage story's popularity to just make hytale 2.0. hytale 2.0 should just be its own thing completely and not realted in any way to vintage story at all. 4. well, tynan is attaching "adventure mode" to vintage story so it's by its very nature SHOULD be related to vintage story. i dunno where you got the idea that this is an entirely seperate project. it literally isnt. if it isnt related to vintage story why is tynan attaching it to vintage story? going further, this entire hytale 2.0 "idea" thinly disguised as an "adventure mode" is a really bad one. it should have gotten shot down immediately. should have never even been mentioned to the players. tynan, you wanna make hytale 2.0? awesome. make hytale 2.0. dont let your affection for the hytale devs or your sadness over them losing their project cloud your judgement. as far as I could tell they couldnt even ship their own game after TEN YEARS OF FAILED DEVELOPMENT. keep them far far away from vintage story please. no matter what tynan says (I LOVE all his answers to that MASSIVE list of concerns, a whole lotta "nuh uh just trust me", cmon man), if this hair-brained idea continues, vintage story will be dragged down with hytale into death. if they couldnt finish a game after TEN YEARS man they should not be allowed anywhere near vintage story. never played hytale, but if they make a hytale 2.0 game thats COMPLETELY SEPERATE from vintage story i'd check it out for sure looks like it had promise. dont let the hytale devs anywhere near vintage story though for the love of christ. this "adventure mode" idea is a terrible one, i hope it never materialises, and I am finished thinking about it.
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Auto chiselling effect applied to blocks hit with tools, weapons, ect.
Cetasaya replied to Cetasaya's topic in Suggestions
yeah well playing a video game is having fun with extra steps -
Auto chiselling effect applied to blocks hit with tools, weapons, ect.
Cetasaya replied to Cetasaya's topic in Suggestions
maybe it takes a little longer if a block wasnt "natural" and was placed by a player. and a lot of us including me chisel single voxels for hours at a time and we're all doing just fine. and even the weakest tools would take about 15-20 voxels at a time. and no the broken voxels would not reappear, they would "move" to your shovel or ground or wherever. and there would be a trowel/level/masonry tools item to repair accidents too. -
You know how it is. You're out back digging a hole with your shovel in real life. We've all done this before and all know what happens we've all taken middle school natural science classes, but humor me. We take the shovel, waggle it at the closest perfect meter cubed block of perfectly uniform dirt and it dissapears from the ground before immeditely reappearing as a floating eternally rotating entity in which we suck up into out shins and pass it through our bodies up and into our hands. We've all got this bit of realism down in both Minecraft and this game, Better and More Cottagecore Minecraft. But here me out. We get wild with it. We go full fantastical batshit crazy and have our shovels actually CHISEL the dirt away bit by bit! We aim the shovel at the dirt just like we aim the hammer at an ingot and it hits the dirt and takes away a number of voxels dependant on the shovel's quality (flint, copper, ect). The dirt stays in the shovel until we swing it again and the dirt falls into piles all around the block we're digging (or us, the player) and can be picked up with a right click or left to just pile up on the ground in a kind of slightly randomised reverse chiselling kind of deal. Same for stone and pickaxes of course. I mean, thats what these tools are just really big chisels. We will actually have to MAKE our cobblestone from gravel and...mud? (I dont know what binding agent cobblestone in fantastical fantasy worlds use, we all just harvest it in perfect meter cubed blocks here in RL obviously) Whaaaa? MORE tedium and MORE squalor? Inject it directly into my neck right now. Also. You're in a dungeon somewhere and are ambushed by one of those ugly drifters and you swing your falx! Oh no! Instead of drifter neck your blade hits the corner of the wall you were retreating around and it... chiselled a chip outta the block and sent a cloud of fine brick powder into the air obscuring your view, making your screen darken (from the irritation), and blorring your vision! Oh and tools or arrows glancing off a window or fine tile leaves a permanent scratch! You could take this much further of course. I'm sure this has been suggested at some point before and is likely way too intensive for the game but I dunno seems like yet another way to extend Vintage Story's realism if it's feasable.
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i dunno. a rando feature that i came up with while reading the latest blog post for the coral reef update and people talking about auto chiselling would be a chiselling effect applied to anything softer than our weapon/tool when it hits a block like the falx can chip out a small chunk of a brick wall (with a cloud of dust) when we hit it cause we missed a difter's head or our pickaxes can ACTUALLY chip away at rock instead of just minecrafting it off as a large meter cubed block all at once after swinging at it for a second or two.
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Cuthulu is trying to reach you about your car's extended warranty.
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wolf bait indeed... in every sense of the phrase. Yo, can it be my turn to post about the combat next week? Also OP's first ever post mentioned that wolves easily outrun us??? So that was good chuckle. A wolf could chase me up a steep mountain and it still can't catch me, we're ALWAYS faster than wolves, quadrupuly so in the water. Only time a wolf cathes me is when i run into it while it's sleeping or I bonk my face on a tree in a dense forest. Op's cooking, but I dunno what he's smoking for some of these points. Is homeboi literally just standing around and letting bowtorn swiss cheese him? Why does he get so many bowtron? I don't. Combat isnt the best in VS but its FAR better than vanilla MC's
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Yeah it'd be cool if we had a more efficeint and clear way to do this but we CAN do it. Here's how. Create the world you wanna template with all the settings you wanna save. Name it something descriptive like "lone survival island template" or whatever works for whatever youre saving. World Menu click on that world's edit button on the right side click the copy button next to Playstyle Create New World Customise Hit 'ctrl+V' The world you are now editing has been loaded up with all of the template world's customisation settings without copying anything else. Tweak as desired. The 'ctrl+V' part is always what i have to look up. It should be a button. It's weird that we have to use the clipboard but it's functional.
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Damn. This is gorgeous
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That view is sick
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Very nice. Proportions are perfect and it's cozy af. Very expadable as well. This is the kinda build that ages like fine wine the more you use it and fill it up with chiseled furniture, artisan trader goods, and loot. It could end up in an infinite number of ways and all the stuff you collect will have memories attahced to them and make the playthrough extra special. I am a huge fan of the super down to earth and "forever unfinished" survival build. Makes the game feel much more real. I used to wait until I had the fancy materials but these days getting a small wattle and daub and ruin-scavenged brick house up ASAP is my favorite base style right now.
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Yup. Great for keeping track of what bushes have replenished in addition to asthetics. Could be wrong but I dont think it even takes any shear durability and they DEFINITELY dont regrow to an untrimmed state. Dont know if trimming is reversible tho, I doubt it. Thanks!
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Tried to take a screenshot of my curent world's settings but windows is a terrible OS as we all know and the print screen function doesnt want to cooperate if I need to have control of the cursor to show information like the menu selection screen does to show wolrd settings. Too lazy to actually properly find/remake ithem. The relevant settings for a lone survival island run like mine in VS are; Landcover: ~0% Landcover scale: 400% Upheaval rate: 0% Landform scale: 300% Im not 100% sure but I think the four settings are literally just min, max, min, max. Could easily be wrong though and wouldnt be surprised. If you min and max each of these settings in any configuration you'll always get very interesting and unique worlds. Nothing on the horizon. Completely isolated and missing a LOT of resources. Trader wants to sell me clothing. The flippant, mild desdain and disgust that Vintage Sory always has for us and that we all crave but with a good heaping of extra suffering and pain. Bois. I think im finally doing an unga-bunga flint only playthrough. Cause copper has seen my search history and has taken the kids. I am a dirt eater. I deserve desolation and squalor. Harder daddy.
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Awwwww thank yall so much! Yeah next build im gonna post a LOT more pics! All of the credit must go to the devs for the house design I basically just copied their designs lol. The forge design was mine tho. I think I saw a google image of another forge build and miniturised it as much as I could. Ive since began another world and havent played VS in a ferw weeks (im playing stardew and enshrouded rn) but ill be coming back of course and ill post whatever I come up with! Thanks for the kind words and feedback
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Disappointed with current end game story content (mild spoilers)
Cetasaya replied to Julie Brown's topic in Discussion
Welcome to the forums! Nah you have a right to complain and you should if that's what you feel like doing. In fact posts like this are valueable. For my part, as long as you arent rude to actual people you can say whatever you want. And all your criticisms are legit. That bug is unacceptable and the chapter 2 lore content is severely lacking, and IMO that entire tower needs to be scrapped completely and replaced by something MUCH more creative and unique than a 2011 esque minecraft parkour tower, its a total failure. Doesnt mean VS isnt worth the price it just means the latest content was released too early and didnt go through thourough enough testing and someone somewhere made a lazy decision. But those are just my opinions and we can all play the game just fine while completely ignoring the tower. And whenever im ready to move onto the future chapter 3 I can poke that bird with a dev weapon in creative mode and move on with my life. -
Hey man, leaking the final boss arena aint cool, especially without spoiler tags.
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For me, finally fully chiselling a gorgeous world class base/village is the true endgame. Havent even gotten close to winning lol. As for steel, ive never made it. The process involves more senseless grinding for a material that isnt all THAT better than the much MUCH easier to attain iron tier. And as for armor, bronze tier basically makes you immortal anyway as long as you're not completely suicidal or incompetent lol. Iron tools are still excellent in both efficiency and durability. In the time it'd take to get to steel tier from iron AND forge all the steel tools ONCE each, I could have made 10 times the same tools in iron. Each bloomery gets me six. And one steel tool can't even replace the durability of three iron. Let alone ten. Simple as that. It's just a waste of time that's much MUCH better spent exploring, mapping, prospecting, farming, looting, building, chiselling, ect. And im doing an isolated islander playthrough rn. I can't leave my little three island archpelago. Got extremely lucky with coopper, bismuth, and a TIIIIINY tip of zinc right on the NE tip of my eastern island. No lime except two seashells. No borax whatsoever. So the needed materials are rare and hard to find. And impossible for a limited run like mine. Plus my bismuth bronze can do everything steel can. And they look great up on the walls so I dont even mind making a batch or two ahead of time.