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Everything posted by ifoz
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The way it 'clears' is that the mold overlay on the ruin's wall is a layer below the tapestry's model, and looking at it up close or from certain directions clips the mold in front of the tapestry. It's a bug, though rotten tapestries are meant to stay rotten. The ones that 'clear' when you look at them actually aren't rotten tapestries, they are normal tapestries that just have a mold layer behind them that clips through at certain angles. This also happens with wallpaper and tapestries if I remember right. Basically rotten tapestries are randomly substituted for regular tapestries when they generate in. Sometimes even only one segment of a tapestry can be rotten, and the others will be fine to pick up. They're useless, and break apart when you try to pick them up. Basically a "better luck next time you find this ruin" mechanic. In the case of the Holy tapestry here, the game would have generated this ruin with the Holy tapestry, but then run the odds to make part or whole of it rotten. It's just bad luck. Hopefully next time you find this ruin you have better luck with the tapestry RNG.
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Talior lacks class identity a plea from the heart
ifoz replied to runnybabbit's topic in Suggestions
I kid you not, when I first visited the place I was so confused as to why they had what seemed to be an indoor fish farm / aquarium set up in town. Only later did I realise it was not meant to contain fish. -
Talior lacks class identity a plea from the heart
ifoz replied to runnybabbit's topic in Suggestions
I'd like that too. Considering we already have the damage overlay system with armour, I imagine that the base for a dirt/blood overlay system is already there. It'd also give that bath/laundry building in Nadiya a use other than spawning a bunch of fish upon generation. -
Talior lacks class identity a plea from the heart
ifoz replied to runnybabbit's topic in Suggestions
Instead of having trader interest tied to entire sets, I'd love if it was a piece-by-piece basis like how Kingdom Come: Deliverance does it. The Malefactor tunic for example looks quite nice, same for the trousers. Their stained shirt and mask however would likely drag down the trader appeal. While I haven't played KCD1 yet, I picked up the sequel recently and have been really enjoying it. The way clothes work there is that each piece has a 'charisma' stat, and the more expensive or flashy that piece is, the higher the charisma. Higher charisma means people will generally be more receptive to what you have to say, and merchants will likely give you lower prices. It works the same in reverse, if you dress like a beggar, nobody is going to take you seriously. Maybe to simplify this for VS, only certain raggedy clothes could have negative charisma impact. Most would do nothing for you, and then flashier ones would increase your charisma. Dependant on the trader, this might increase the prices too, since you look wealthy and they think you would have a few extra gears to spend! The ideal for talking to traders would be an outfit in good condition and fancy enough to suggest you are well-off, but not so fancy that they think you're pompous or rich and easy to take advantage of for some bonus cash. -------- As some examples for clothes that would negatively impact charisma, I'd say: The entire rotwalker set, malefactor shirt, malefactor mask, sheep skull mask, cat mask, tattered peasant gown, peasant shirt, the entire rotten king set aside from the crown, blackguard shirt, barber surgeon apron (it has bloodstains!), Nadiyan barber gloves (same reason), tattered linen shirt, tattered crimson tunic. Some that could positively impact charisma without looking overly fancy: Lackey hat and shirt, squire boots and hood, the entire forlorn hope set, jailor tunic, pants, hat and boots, the entire merchant set, crimson ornate linen tunic, malefactor tunic, tailor jacket, the nomad set, spice merchant's coat, the minstrel set. And some clothes that would be so fine that traders would try and take advantage of your wealth: The entire noble set, gem-encrusted fur hat, gold waist chain, fancy royal collar and belt, golden coronet, crown, miaguan, rotten king crown, byzantine crown, the entire prince set. -
Talior lacks class identity a plea from the heart
ifoz replied to runnybabbit's topic in Suggestions
The only time I've ever been close to freezing outside of the winter months was one of the first days of May in a wilderness survival world, during the rain (wilderness mode makes it easier for you to freeze). I think that kind of stands for itself in showing how unimpactful clothing is in survival situations where good/warm/dry clothing should really be a concern. It could also be fun if clothing became more impactful to see more primitive clothing, and more options against the rain. Making a raincoat from dried grass, or waxing your clothes to help waterproof them. Also maybe having clothing that is high condition impact prices with traders? As long as all your clothes (and you are at least wearing a shirt/pants/shoes) are above 70%, traders could offer you a slight discount for looking presentable. Maybe that could even be one of tailor's perks in an emergent sense, with clothing being easier to maintain, they could have more of a focus on trading and selling clothes for a profit. (That's another problem with tailor - an example of how bad the prices are against them, a tailor player could spend some 9 linen worth of flax to make a pair of nomad pants, and the max price they could sell them for is a whopping 3 gears). -
Talior lacks class identity a plea from the heart
ifoz replied to runnybabbit's topic in Suggestions
Tailor's lack of identity is definitely in part to do with the fact they are a living crafting station. If tailor's craftables were instead gated behind a special bench that you had to make, none of the actual gameplay would change at all, and that's a problem since those craftables define the entire class. It also doesn't help tailor that any class can repair clothing using linen sheets (let me be clear, I am not saying this is bad. It makes total sense and being unable to repair clothes would be a pretty bad game design decision imo). There is also a set of clothing (Nadiyan fur) obtainable lategame by any class that rivals (and sometimes surpasses) tailor's reindeer herder clothes in terms of warmth, aside from the shoes specifically. This means tailor's place in the wider progression is quite midgame at the moment. Reindeer herder clothes before you get Nadiyan fur, and tailored gambeson before you get steel chain. They're somewhat useful in that phase of the game, but then fall out of use once players are more advanced than that. The final nail in tailor's coffin is that they can only craft a handful of truly exclusive clothes (most of the clothing in this game can only be found in ruins), and clothing not really being that important for survival anyway. With the way clothing currently works, you are usually incentivised to just wear the warmest possible clothing you have at all times, never change it, never wash it, never dry it, and then just repair it or find/trade/craft more next winter. Even if it was the dead of winter, a dirt box or a campfire can warm you up without the need for any clothing at all. Rain protection got added recently, but even that doesn't matter due to the aforementioned dirt box or campfire to warm up strategy. ----- If it was up to me, clothing that gets wet (via rain or water) should be given a 'soaked' debuff. This would make you gradually colder, and unable to warm up at campfires or inside insulated rooms. You'd have to remove the clothing and set it to dry (in the sun or by a fire) and then switch to a backup outfit. There would also be a temperature threshold that if the outside temperature dropped below, you would not be able to stay 100% warm near a fire or insulated room if you had absolutely no clothing on. Kind of just spitballing here, but I feel like this would go a long way to making clothing a much more impactful element of the survival experience. -
Storms actually are a decently big part of the general worldbuilding, even if not mentioned much in text. Removing storms entirely would warrant a pretty massive re-write of a lot of content within the game, namely humanity would likely be much more widespread and not confined to the very rare village or outpost, and would also likely be more technologically advanced than we see ingame. However, at the same time, the storms we see ingame aren't lore accurate. There is dialogue describing them as a raid-like event, though in actual gameplay enemies can spawn wherever they want. It's not a case of lore lazily justifying a bad game mechanic - it's a case of the lore painting a picture of a rather interesting game mechanic, and then that mechanic's actual implementation being much worse and less interesting than the lore tells us it is. I don't like the current implementation of storms, I think they lean much too far into the category of "mechanic that exists primarily to punish players for playing the game". It's something I'd expect out of RLcraft or the like, not Vintage Story. I do think though that if the storms were actually implemented as the lore states they are, they would be a much more interesting experience and overall integrate into both the game's sandbox aspects and worldbuilding a lot better. EDIT: If anyone reading this wants to know my personal take on how they could be better implemented, I talked about it in the other recent storm thread. Pretty much it boils down to making the monsters spawn far away from the player, but automatically aggro and attempt to path towards them. That way players can now make a properly defensive base and protect it, players can still choose to go out and fight the monsters directly, and players who dislike combat are now much safer without the threat of bad RNG forcing a monster to spawn right on top of them. This way it isn't a true tower defence scenario, mobs cannot grief your painstakingly chiselled cottage (as a chisel addict I can imagine the pain!), you aren't forced to cheese storms or put up unsightly dirt watchtowers, and storms are better ingrained into the general sandbox gameplay and basebuilding experience. Ideally this would encourage players to make a proper base in the first place, gradually expand their territory and maybe even experiment with things like moats and traps. At least, hopefully.
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It's so awesome to see this drawing done, it looks great! I love how the background scene remains quite faithful to the game's own decoration options despite being in a more realistic style.
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Funnily enough, it actually doesn't really fit the narrative, in a way. The existence of storms does definitely fit don't get me wrong, but their current implementation doesn't really line up with their established lore. Canonically, they're raid-like events where any survivors would be encouraged to defend themselves with palisades, moats, traps, bows, spears, etc. This shows a lot with the upcoming 1.22 trader huts that have been teased, almost every single one we've seen has a palisade wall and a small moat, with some others up on stilts in the air to get away from the monsters on the ground. Currently monsters just spawn wherever they want in storms, totally circumventing the established "storms are almost like tower defence" lore. What good is a moat when enemies can just pop into existence inside of it? That said I wouldn't want VS to become a tower defence type game. I don't think having mobs break most blocks or be able to grief your structures would be good at all considering how detailed builds can get here. I do think though that if monsters could only spawn far away from you but would instantly aggro upon spawning, that could help incentivise these defensive strategies without making having a giant castle the meta. EDIT: Also, having more traps! Being able to actually craft our own palisades and spike traps could create some really interesting gameplay where a player who doesn't like combat could still reap some storm rewards by trapping mobs and then harvesting them once the storm is over.
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Just a somewhat unrelated piece of advice in regards to warm clothing, if you have any flax, you can make it into linen sheets and then click/drop those sheets onto your clothes to repair them by 50% per sheet. This works as any class, not just tailor!
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I feel like it should be named something like "monsters/temporality" instead of "realism", since the name 'realism' would make it look to new players like the game has two modes, unrealistic and realistic, when in both there would still be the overall gamified realism present in the rest of the game's mechanics. Basegame VS is "realistic" in regards to its own world, as in the monsters fit very will with the established lore and worldbuilding. Though I do also totally get what you're saying, realistic in terms of the real world. I think it'd be a good idea, having a monsters-only toggle. Sure it'd make some lore content not really make sense without the in-universe threat of the Rust and Rust monsters, but that kind of goes along with customising the game settings anyway. It'd also hopefully prevent the times that players will choose the homo sapiens gamemode thinking it only disables monsters, only to be met with large chunks of the game being disabled such as ruins, traders and story locations.
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Before bear armour was added in 1.21, there were no bear-specific pelts and so all bears would drop the huge hides. Nowadays I don't know, I think you're right in mentioning that the head can be removed but I don't know if that can be done with the raw hides or only the pelts.
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Player assumption. From what we know the term "rotbeast" is used to describe animals in the early stages of Rot infection, where they are stricken with bouts of madness/anger and pose danger of infecting others.
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I mean, the lore isn't only temporal storms. I love the lore of the game but dislike the current storm mechanics! Lore generally refers to the worldbuilding, lore books, tapestries, story locations, ruins, NPCs etc.
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A while ago I saw that rift wards got a buff, so I made one in survival to finally try it out. It's cool and all, but there is now also a new bug where rift wards turn invisible. So I can't actually see the thing I spent all those materials to build.
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That is, unless the Rust World incidentally used Dr Pepper's exact flavouring for cough medicine, and now the general population associate it with being sick. (This just so happens to be the exact reason why Dr Pepper flopped in Australia)
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Other Jonas parts pile up while the single one I need remains unseen
ifoz replied to Jacsmac's topic in Discussion
Honestly I'd love some lategame way to exchange Jonas parts for other Jonas parts with a cost. Maybe at a specific NPC, or maybe through another device you could find/craft. That way you could pay something like a temporal gear and a double-up Jonas part, and get the specific one you need. -
I like the idea of rifts actually appearing during storms (maybe a certain distance from the player?) and then having enemies emerge from them and attempt to path toward you. That feels more in line with the established lore of storms, where they are said to be something like a raid/tower defence event. In current gameplay they don't feel like this at all since enemies can spawn wherever they want. I think that single change would really help storms feel more integrated with the sandbox gameplay. I don't think they really need a special reward item for going out into them since making the Rust World useful or helpful in any way seems kind of counterintuitive to the lore (at least as of 1.21, maybe some day there will be some mcguffin related to the Rust that is needed for story stuff).
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From what Elvas has shown in his developer streams, it looks like all the traders are going to be shacks/outposts as of 1.22. Maybe they'll redo the wagon design and keep it around in some form, though.
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My Friends and I's Experience on Vintage Story After Buying it Sight Unseen.
ifoz replied to Quizent's topic in Discussion
The best way to find early copper is to look around on the ground for nuggets, then dig down exactly where they are. There generally should always be a deposit below surface nuggets. Yeah, even as an experienced player I usually enable "sleeping through storms". In the lore they're supposed to be like something of a raid event, but in actual gameplay enemies can spawn wherever they want so it usually just ends up with players either logging off or going AFK in tiny boxes. Just wait until you discover chiselling and support beams. -
From what they've said on the Discord, the official public server is being reset on the 25th of January next year. I'd assume this reset will be with a pre-release of 1.22, or else there wouldn't really be a reason for it to happen. Knowing how buggy the early pre-releases can be, I'd guess they would probably want to do some testing beforehand. It just so happens exactly one month prior to the reset is the 25th of December. Potential pre-release 1 on Christmas maybe?
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I'm pretty sure you can craft it with a chisel to break it down into silver bits. Other than that it doesn't do anything, it's just a piece of decorative jewellery you can wear.
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1. Clutter is a weird system, all the clutter items feel disconnected from the main gameplay loop because of this. You should be able to either use glue and obtain clutter items to place yourself, or break them without glue and get some scraps of resource related to the item. Wooden clutter drops firewood, metal clutter drops scrap metal, etc. Honestly this is more of a suggestion than an unpopular opinion, but I just think having hundreds of clutter items completely separated from the resource gathering loop feels a little odd. 2. Temporal storms need an update. I don't know if this is unpopular or not, but I've seen arguments from both sides. I do think though that storms could get an upgrade while keeping the horror aspect, and without just turning them into a special time to get some loot. Canonically, they're raid-like events. That's stated in NPC dialogue a few times, but in the actual gameplay enemies can spawn wherever they want. This makes them play more like "hide in a tiny box and cross your fingers" rather than "build walls and fortify your area". At the same time let me be clear I am not arguing for mobs breaking blocks! VS (especially lategame) is a game with very intricate building potential, and mobs breaking blocks would feel far too unfair and punishing in my eyes, at least if turned on in default settings. I do think though that mobs should consider if they are spawning into a valid room, or into player-placed light such as lanterns. Even just deterring this instead of outright blocking it could help players feel like their base makes a real and tangible impact, encouraging further expansion of their territory. This could still allow player fortification while also keeping some of that horror aspect, just removing the spawning RNG. Maybe having a rift ward would also block spawns within its radius, likely with the 2.5% failure chance it currently has for rifts! One of the biggest issues with storms imo is how to me it can make your base feel somewhat useless - what use is placing more lanterns and constructing more buildings and walls when mobs will still be just as likely to bypass all of them? I do understand the lore argument of how storms should be imposing, inevitable events, but also in the lore it gets said that they are more tower-defence like than anything we see in actual gameplay.
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You can always just push them around yourself by walking into them. They are entities, so you can kind of just bump into them repeatedly to move them around with finer precision.
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Honestly in the last few updates VS has really started to become more of a low-poly game as opposed to a strictly blocky game when it comes to the models. Stuff like the boats having curved hulls, and all of the machinery in a certain story location being quite detailed. I don't think that's a bad thing at all, I think it's a good way to cement VS as its own thing stylistically, in a way that not many other voxel games do. You'd just have to make sure the curves themselves are a bit lower poly, not completely smooth, and I think it would fit right in.
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