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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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)
  7. 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.
  8. 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).
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. There was a gif posted in the Discord devlog a while ago showing fish being able to slip away from melee hits, though I assume they'll still have some leniency to allow spear throwing if you're skilled enough. I assume that is just to encourage using an actual fishing rod instead of just killing the fish with your bare hands lol
  17. From what Tyron has said on the Discord, I think the current plan is to have the real fish mobs move toward your lure, at which point they'll bite and you can reel them in. I think he also mentioned something about how if somewhere has no fish mobs/you fished them all up, you could still catch fish but with the drops halved. I guess just getting phantom bites and then reeling them in like some other games do. He was also talking about a fish population map system, so you could overfish an area and have the chances to find/catch anything there reduced. I don't know much about that or how it'll be implemented though. [EDIT] There was also talk of taxidermy (so you can display your catches), which means the fish will be real items you can hold rather than the current way fish work which results in players having to butcher them at the bottom of a lake.
  18. If they were instead focused on stealing from overrun settlements rather than live ones, I'd be very much willing to join their cause. Ruin hunting is fun!
  19. I'd be willing to wager the commonality of traders is just for gameplay, and that canonically there aren't that many people out there in the wilderness. Bandits would likely want to base somewhat near actual settlements, rather than trying to rely on the rare traveller or Seraph out in the wilds to steal from. That'd also make being a bandit more dangerous - with how few people are out there, there isn't much stopping the guards of said settlement from running you out of the area. Living in the wilds is also canonically very dangerous, the trader wagons are being reworked in 1.22 to become palisaded huts instead. Personally I also think that having our Seraph have to fight/kill humans wouldn't mesh well with the game's established theming of humanity banding together in the face of the horrors, but that is more subjective. Regardless I don't intend this to come across as just shutting down your ideas or anything, a lot of them are great! Just discussing bandits in particular.
  20. Make sure you're using your game account and not your forums account, they're both different things.
  21. Iirc this is an intended feature, they made it this way (at least on top of the tower) so players wouldn't freeze to death while doing the parkour and boss fight.
  22. The missing blocks is a bug, but the sign is an intended easter egg. Looks like others have already given you the answer for that one, though.
  23. You can already do this by debarking the logs and then crafting them into quarter logs. They all have different debarked variants! Unless you mean making it so normal quarter logs can be debarked by themselves.
  24. Myself, aged wood. Despite the weird texture/naming inconsistencies between "aged" and "very aged" wood types (this is a real rabbit hole to go down, looking in the creative inventory lol) it's probably my favourite. Usually my go-to in creative mode builds where I don't have to worry about actually finding it. Aged has two colour palettes unlike all other wood types, due to the weird inconsistencies mentioned. The planks are a darker green, whereas the doors/bookshelves/etc are a pale brown. This is due to some aged items using the "very aged" colour scheme. I promise this makes sense. While I'd love to see "aged" and "very aged" finally given a true distinction, this can sometimes work in aged wood's favour as both colour palettes are quite nice. The dark green is good for old/weathered builds, and the light brown is nice for a cozier vibe. It's identical to oak in wood grain, though a little more pale. ^ Super scientific diagram.
  25. With the new fishing stuff, I have been thinking about the potential to add cork trees. Historically cork has been used in fishing equipment for thousands of years, and could also make for an interesting construction material. Having a certain time of ingame year where the player can pry the cork bark from the tree without damaging it longterm would be pretty cool, I think. [EDIT]: Oh also, could open up the opportunity to cork wine to preserve it longer.
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