-
Posts
639 -
Joined
-
Last visited
-
Days Won
23
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by ifoz
-
This is a super weird and simple suggestion, but it genuinely strange to me. This chest. This one specific collapsed chest that generates in this one specific surface ruin never contains loot. I have raided this ruin probably over a dozen times now, and yet every single time this chest is always empty. I'm not suggesting some really awesome loot, but the fact that this chest has a zero percent chance of containing anything at all is kind of strange and potentially an oversight. Just thought I would bring some light to it.
-
Chiseling could be a serious selling point for the game
ifoz replied to Mirveil's topic in Suggestions
While I agree and would like to see more block variety in the future (I'm sure there will be!) I also think that Minecraft's blocks as of late have gotten a little bloated. There are so many types and colours and styles that when choosing to build it can sometimes lead to choice paralysis. (Will I use this copper block, or that one? What specific hue goes with this floor? etc.) It leads to amateur builds looking disjointed from the rest of the game world since their colours, textures and styles do not mesh well together. I know this is a matter of personal preference, but that's just how I see it. I really wish I could make a garden with amaranth no matter the season... Perhaps crops grown in planters could become an addition, amaranth is one of my favourite decorative plants in the game. -
There is a clutter item in the game called the 'Ruined Stove', and it has inspired me to write this suggestion post. I imagine it could be interesting if you could make your own stove when you reach the iron age out of iron plates. You could then put the cookpot inside the stove and use it to cook meals faster than just using a firepit. Perhaps these meals could also have slightly higher saturation value than their firepit counterparts due to being well-cooked? If our Seraphs are progressing through the ages, why too can't their methods of preparing food?
-
Chiseling could be a serious selling point for the game
ifoz replied to Mirveil's topic in Suggestions
I wholeheartedly agree. People always say that Minecraft is more focused on building than Vintage, but I disagree. Chiselling allows builders in Vintage to do things that Minecraft builders could only dream of. I personally love chiselling, it's amazing. I can make custom banners for my town, I can make a rope bridge between two cliffs, I can make little decorations for my shop, the possibilities are endless. I just saw a post on the Reddit where someone had chiselled these really ornate archways and bridges, and it really makes you wonder what pro Minecraft builders would think if they saw a game where you could do details like this! -
I legitimately always assumed that it did! Whenever I was clay forming or just waiting out a temporal storm, I would always sit because I assumed it lowered hunger. I back this suggestion 100%!
-
I tried playing Riven (Myst II) once a while back, and I would absolutely not have been able to complete that game without a detailed guide. "Turn around to face where you came from, and click this hidden button the size of a single pixel on your monitor".
-
It's strange - I really enjoyed playing b1.7.3, yet none of my friends particularly cared for it. I think it might have been the lack of content, since now that they're all playing Vintage, they're totally happy to just build and explore without any goals set by the game. I remember when I first showed a friend a screenshot of my world, they said; "is this some new Minecraft modpack?" Few months later, here we are! [EDIT] I also like to say "the game actually runs well and the developers care about optimisation" Playing Minecraft after playing Vintage makes me realise just how jittery and laggy Minecraft is!
-
I got mine into this niche little club with photos of really detailed chiselled builds and promises of "it's like Minecraft if Minecraft was way better".
-
Pretty sure I discovered the game through a YouTube video about how farming works, and then I watched one about finding copper. I instantly went "I am buying this game later today", and here we are! My first experience was pretty straightforward. I knew that you knapped stones, so I broke a shrub for a stick and made a knife. Made baskets and wandered around before night began to fall. On the horizon I saw my salvation - a ruined tower. That thing later became the beginnings of my base. I remember sitting at the base of it that first night just reading the handbook and listening to drifters growl outside it's walls.
-
I'll boot up a Minecraft world I've beaten the game on and have full maxxed-out gear, and there will be a popup that will appear saying "Hold left click to punch the tree!" until I cut down a tree. It doesn't go away otherwise, and it returns every update. This has given me an immense distaste of tutorial popups.
-
I kinda wouldn't like to see an achievement system. It makes it seem like the game has a finite 'end' when you get them all, and that isn't really that good for a game as open-ended as VS. It's like how when Minecraft players reach the 'end' and kill the dragon, they just stop playing. I wouldn't like to see any objective 'end goals' aside from completing the story that aren't player-made goals. I think that perhaps an option upon starting the game after creating your character asking if you would like tutorial popups like the torch one you suggested could be a good idea. This way new players could be guided a little bit, whereas veterans would not have to suffer through tutorial popups that they already know about.
-
Maybe I'll have to make a part two some time...?
-
There's this game called Junk Jack, and it is literally this. For whatever reason, they decided to gate almost every single crafting recipe that isn't wooden tools behind finding scraps of paper through RNG. You could learn how to make a better pickaxe, or you could learn how to make a bird feeder. It was all up to what the game chose for you whenever you found a piece. Certainly you could use trial and error, but metal tools needing iron bars for the handles instead of sticks is a bit of a spanner in the works. Anyway, never do this when making a game, it's pretty awful.
-
You do not know how glad I am that I can just get straight into gameplay when starting a new world. I also think that the handbook is likely one of the best solutions to the game's complexity. Even if you could find an NPC who acted like Terraria's guide, this game's crafting is so much more in-depth that I'd much rather be faced with some well-organised tutorials like those in the handbook than an NPC. Even if recipes only unlocked as you obtained things, how would you know things like "leather needs crushed lime or borax" or how you need tongs to hold a hot crucible? I would hate to see new players forced to grind ruins until they found a manuscript that just said "use tongs lmao". It would be awful because new players would have to rely on braving potentially dangerous ruins with only rudimentary tools to learn progress, and veteran players would be met with useless tip items when ruin hunting. Imagine forgetting a recipe and the game says "no you need to find it on a piece of paper as a 1/30 chance from a ruin". Having all of this explained in depth in an in-game handbook is lovely, since you don't have to go and look up a wiki. Games like Minecraft, while still having a basic handbook system, still fall into this trap. Minecraft annoys you with tutorial popups seemingly every time you open a world after an extended period of time, and then refuses to tell the player about important things like making nether portals or how enchanting works. I could also swear that recipes have only unlocked in my handbook in Minecraft after I have already crafted the item that just unlocked. We also already have the basis for optional dynamic tutorials, as the steel furnace shows an outline for where the blocks need to be placed if the stone coffin is couched and right clicked. Also, in the name of immersion, I find it much easier to imagine my character carrying around a small pocketbook than some random NPC forcing them to do quests to learn about progression. If you wear the scribe belt, look, there's the handbook in the holster! (I know it's not the actual handbook because there is no handbook item, but I always liked imagining the decorative holstered book to be the handbook, readily accessible from the belt at any time).
-
I decided to start a new singleplayer world today for a bit of fun. I thought that I would set starting climate to 'hot' and see what life was like down in the tropics. Everything was normal to begin with. I did the usual survival chores - weaving baskets, making a stone hoe to gather a lot of wild flax to make linen sacks, firing pottery and the beginnings of working on a base. This was until I went in search of surface copper nuggets. Only a couple of minutes in to my search, I noticed these trees (pictured). Completely stripped of all leaves in a rather unnatural fashion. Suddenly, a sandstorm blew in and begun to obscure my vision. It may have just been particles, but I could swear that for a split second, I had seen something move out there. I decided to venture into the storm. Perhaps it was a wild boar or hyena, just waiting for me to test out the new copper Falx that I had found in a cracked vessel. The storm grew in intensity the further I walked into it. It got the the point where I could only see a couple of blocks in front of my character. As I peered into the distance, trying to spot the elusive animal that I had seen earlier, I saw something. Were those.. Eyes? I couldn't exactly tell considering the sandstorm at this point had rendered me all but blind, but I almost certainly saw two glowing objects through the fog. I chased after it, and as I began to get closer, more of it's form came into view. The storm hindered my vision, but I could just make out the shape of a player facing me. They were in the commoner set, except they were also wearing the rotwalker mask, it's white eyes glowing brightly. I tried approaching them, but my game crashed. When I logged back in, the storm had stopped and there was nothing there. This certainly wasn't vanilla behaviour, but when I checked my mod list later, there was nothing out of the ordinary. I wasn't in multiplayer or LAN either. This screenshot is the only proof I have, though it is only of the trees. (In case you hadn't caught on, this post is intentionally mimicking the old 'Herobrine' creepypasta that had the Minecraft community enthralled back in the day. I did find these trees leafless, and the entire start of the story is real, but everything past the sandstorm becoming unnaturally intense is a work of fiction! )
-
I quite like this idea, but I would like to see it gated behind an option upon world creation. I kinda don't want part of my vision obscured when wearing full helmets, even if it is realistic. The adjustable visor sounds like a cool idea though, maybe this could fix this problem for me! (Plus, extra interactivity is always a bonus!)
-
Honestly, same. It's a super cool mod but I'm struggling to cope with the constant lag. I also think that the surface ruins are a little too... not ruined? There should be zero wood left aboveground after centuries of decay, and yet I'll find some with whole wooden parts and chests that aren't even rotten. I also think sometimes they are just too big and too common, and it takes away from the game's lonely (no civilisation) but lively (world feels alive) atmosphere. I love the mod, and all of the new ruins are super cool and intricate and I really appreciate the effort that went into them, but in it's current state with the lag, I think I honestly might use it less. If the lag is ever fixed though, I'd love to get into a proper full-length playthrough with it on.
-
If you knew the lore, the drifter threat and temporal storms are very well-integrated into it. Of course, this isn't an excuse for bad game design, but I personally don't think that they are bad game design. If you're skilled enough, the storms offer a way to get some pretty good loot, and they spice up gameplay every now and then. If you don't like them, you can always turn them off, which is the beauty of a game as customisable as this one.
-
Yep! Here you go. Honestly, I don't know about this. I've had worlds with a ton explored and a ton of translocators activated with zero slowdown or stuttering issues. I'm honestly wondering if Better Ruins is trying to generate big stuff underground or does huge generation placement checks whenever new chunks are loaded, perhaps that could relate to it somehow?
-
There already is a respawn system in the game. You need to use a Temporal Gear, which can be obtained by killing and harvesting drifters (undead enemies), finding them in ruins, or by trading for one with a Treasure Hunter trader. Your best bet is probably the trader, considering the easier drifters are less likely to drop Temporal Gears than the harder ones, and finding them in ruins is quite rare. If you really need one, you could pillar up in a temporal storm, whack some drifters with spears, then hope to get a Temporal Gear from that, thought it has the potential to be dangerous. When used to set spawn, it will last for 20 respawns by default, though that can be changed in world creation settings.
-
The game runs near-flawlessly in vanilla for me (drops a few frames when in forests due to all the leaves) but runs quite bad when modded. Currently playing with Better Ruins and Better Traders, and I get severe lag spikes very frequently, sometimes only seconds apart. Does anyone know if this is an issue with mods or with some settings that I might need to tweak? I have a pretty decent PC, and I still get this lag even at low render distance, so I don't think it's anything to do with rendering. The game will be running fine, have a two-second freeze, and then run fine again. It's also considerably more choppy in regards to framerate when modded, but the lag spikes are the main issue for me. Does anyone know if there is anything I could change in settings or something to fix this? Thank you!!
-
New player - having a lot of trouble with the game. Any suggestions?
ifoz replied to thatnub0541's topic in Discussion
Me too. Generally I don't use the crude shield, though it is really nice if you are actively seeking out combat and trying to tank blows. Otherwise it's just an additional 20% hunger increase. I'd recommend using it specifically in combat situations (crouch to block!) but otherwise don't have it in your offhand. -
New player - having a lot of trouble with the game. Any suggestions?
ifoz replied to thatnub0541's topic in Discussion
Playing as the Malefactor class will make the aggro range for animals significantly less and increase drop rates from cracked vessels and foraging, making for an easier early game. Try running into a lake when animals are chasing you - you swim much faster than them. You could also just pillar up and attack with spears or by throwing rocks. Avoid forests unless absolutely necessary early game. They're nothing but trouble! I promise that the game will get better. All new players get put through the wringer of the learning curve, but if you stick with it and use the handbook, eventually it'll be a breeze! -
There's a roadmap specifying the developers' vision for the game in the devlog page. They intend to keep updating the game for many more years to come. I think that the engine will be able to support that. The devs actually care about optimisation. If Minecraft, a game with an engine that's fifteen years old, not optimised much at all, and made by an amateur coder can withstand years upon years of updates, I think it's pretty safe to say that Vintage Story will be able to handle such a content load with more grace than that. Vintage's engine is already pretty sleek and can do some really cool stuff.
-
Right! I was thinking that if it was knee-length on all sides that it could possible hinder movement, since considering that it's the uniform of a soldier, movement would be pretty important. Thanks for your advice!! I think I'll depict the shirt as being split at the sides and tattered like it is in-game, since my character has already been through quite a lot as this is a modded playthrough. (Looking at you, surface ruins with sawblade locusts!) Honestly I wish the untucked parts of the shirt showed on the character's legs in-game when moving, as they currently just clip through. Though, I heard something about how dynamic clothing like animated capes might be coming soon, so maybe that could be an opportunity to fix this!