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Chuckerton

Vintarian
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Everything posted by Chuckerton

  1. I always prefer a more interesting injuries system over persistence hunting. A crude bow with crude arrows, even if not immediately fatal, should cause animals to slow down and bleed if you hit them with it. Like this. I think that stalking and ambushing should be the opener to a successful hunt. The cruder the weaponry the less disabling it will be. A steel arrow out of a longbow is gonna make for a very short hunt and a very slow animal, but a crude bow with a flint arrow might let the animal run hundreds of blocks and make the player follow a blood trail to figure out where it went down at. I think it would even be justified to make prey animals much more skittish and sensitive to sounds as a consequence. that and maybe let predator animals hunt in much the same fashion. Imagine finding out a wolfpack has been stalking you just a little too late As for chasing, pit trapping is fine and does kind of work in this game already, but drive hunting is something that requires a group of people to do and is generally done against herds of animals, which is cool and would be amazing to see in servers with a coordinated set of players (i would absolutely love seeing a video of everyones perspective in a hunt like this), but it shouldnt be THE way youre expected to hunt, because that completely kills it for solo players. Not to mention if the time to kill is just as long as it is now it kind of makes this a waste when you would still have to shoot and chase normally. if I were to design hunting in this game (i gotta get into modmaking at some point), the challenge of the hunt would be getting in a position or situation where you can make an effective shot. Tracking, sneaking, and very good aim would be essential, as animals will detect you and run from further away if youre not sneaky. A well-placed hit from most hunting weapons (anything from flint arrows to steel spears) is fatal to most prey animals (deer, maybe boar), but not immediately. A fatal hit with a crude hunting weapon might let the animal run hundreds of blocks before it bleeds out, requiring a lot of time to track and increasing the risk it falls off a cliff or is attacked by a different predator. Even if you dont hit it somewhere fatal it should slow it down somewhat. Using better equipment shortens the distance itll be able to run if it is fatally injured or increase the severity of whatever injury you do give it if you fail to make a fatal shot. The goal isnt to make hunting easier, its to make it more engaging. It takes a good amount of work to sneak up on and a lot of patience to get a good shot, but those actions are much more decisive. Right now, when im hunting im just running the animal towards a cliff or lake so it can get stuck on terrain or in water, and when i finally kill it the relief i feel isnt the tension of the hunt its that i can finally just do something else and stop dealing with frustrating animal pathing. Thats just me though, maybe im unique in feeling this way with current hunting but with how involved a lot of the other things in this game is i feel like the animals as a whole are really just not that engaging.
  2. Both in my survival world and in this creative example i have 5 blocks on the waterwheel that are rapids, which i think is as good as it can get. I think waterwheels might just be that good. I guess i dont need to make a large windmill anymore.
  3. I found out that theres a multitude of rapids near the mountain i built next to and that i could tunnel through the mountain to get those rapids to my base for waterwheels. I was curious how to go about connecting two waterwheels so i loaded up a creative world. And my god even one waterwheel is insanity once you start messing with gear ratios. It seems one isnt that fast but it provides a massive amount of torque so with some large gears you can get them insanely fast. This was the setup and those helvehammers could smack out a plate in less than 10 seconds. I think running two at once made it just a bit too much for one wheel but even once i removed one of these hammers from the equation and removed the other wheel the single helvehammer was hitting several times a second. Creative mode is doing something here right? Surely waterwheels dont make THAT much torque right? In normal survival its toned down right?
  4. I see a lot of people liking simpler aspects of this game (like combat, hunting, and temporal storms) and are fine with them being simple. I disagree and would rather they be more autistically complicated. This really is just a matter of taste though; I just like things having depth to them. Certain things, like inventory are fine, but I feel like some of the very simple things in this game lead to janky and awkward gameplay and I feel like I can visualize a more interesting experience when I'm stuck doing them.
  5. Hoping for surcoats (or maybe tabards?). The outer clothing that can be worn over armor. Ideally with many different colors and symbols so that we can have choices on how our armies can identify one another on the battlefield! I am a tad bit concerned though about the number of things in this concept art. I feel like if we do get THAT many new armors and armor pieces it would be a TON of new crafting recipes. It would be a mess to navigate through the crafting menus! Or if they have to be smithed seeing a hundred new parts when you put down a work piece would be completely unworkable. Im certain that this wouldnt be done in that way but if a lot of new armors do get added i hope that theres some way of keeping them all organized.
  6. Agreed on making it less of a pain. That being said, how did you get a full stack of flint? Did you just run around grabbing flint off the ground or do you know how to find larger deposits? Fire clay is such a pain now. Could also just make bellows work with campfires maybe? to raise the temp faster? and these are absolutely true.
  7. I dont mean each body part has its own health bar, i mightve mis-spoken. I just mean you have multiple hitboxes, but one health pool, and the multiple hitboxes are just for determining what armor applies and what injuries are possible. So against an unarmored player a 3hp hit to the legs does the same as to the torso, but they would have two different sets of possible injuries. Basically what your idea was in the second paragraph but instead of a percentage chance to attack a different slot its just wherever the attack physically lands on you.
  8. But i feel like if the armor system gets retuned for hit chances to be proportional to target area you may as well just make player health be multiple hitboxes as its more likely an enemy attack does actually connect to the largest hit area. It would be similar to a fine-tuned RNG system anyway with incoming damage but then the player can have some agency with what kind of injuries they want give with outgoing damage. Kinda goes back to what ive been saying in that hunting thread. I wish players could target enemies in a meaningful way beyond just removing health, but i feel like that should be a two-way street. Also, love the idea of fully enclosed helmets muffling sounds and hampering visibility. Not that i feel that plate armor needs a nerf given how expensive it is to make but i feel like it would complete the "tank" feel of plate armor.
  9. True, these things are all true. For persistence hunting, i wasnt really suggesting we get that, but rather that some of the usual methods (as far as i know) that people would hunt in the stone age dont work in this game due to limited hunting mechanics. Mostly just complaining just to complain. That being said, according to Medieval hunting - Wikipedia this wikipedia page nobles considered hunting by exhaustion to be the most noble form of hunting, so it did happen relatively recently, but they also used mounts and dogs and all these things so it might not be super comparable to vs when youre just one guy by yourself. That being said, persistence hunting is boring And i understand how making hunting easier would make the early game easier, Im not really advocating for hunting to be easier, just more methodical and more mechanically complete. this 100%, i love this solution. A crude spear landed in an ideal spot on most animals (so, not bears and moose or anything huge) should be fatal, but it wont be clean and it wont be fast. Or at the very least it should slow it down. Even if its not fatal a 4 foot (at least) spear even made of stone is a serious injury. Arrows should do the same (even if its not as extreme damage) Not to mention a slower time for the creature to bleedout or less severe injuries from crude weapons makes for riskier and more time-consuming hunts, which would keep the early game challenge alive. A creature running from you for hundreds of blocks could fall into a pit or run into a predator. Hitting a creature, even fatally, doesnt guarantee you actually get rewarded for it and more crude hunting equipment increases the possibility that something goes wrong. if i had to design this system, it would work as each body part on each creature has an injury threshold. Dealing more than that threshold in one hit (ranged or melee) will cause an injury. Head and vitals causes heavy bleeding, legs causes limping and mobility crippling. The more damage over the threshold you deal, the stronger the effect of the injury. For a deer, a bow would be fine. For a boar, you would probably want a spear for a faster kill, because these injuries should go both ways, so you can be badly injured by animals fighting back. Crude weapons might just barely get to the injury threshold and their effects would be slight but a steel spear or bow would greatly exceed the threshold and cause very strong effects. Im starting to take programming classes alongside my degree so maybe ill start making mods for this game. hmm. Also, being able to get hunting dogs would be awesome. If i wanted to track an animal over a long distance, id want something with a good nose. Or to use a dog to chase an animal towards me to help kill it. I kind of feel like an animals update in general would be nice. Shearing sheep for wool, using horses or cattle to drive mechanical systems or plow fields, i feel like it would truly ascend this game for me.
  10. I built a chicken pen and saw a video where someone made a good looking chicken coop for them, and i just built my own off of a fuzzy screenshot of theirs. At first i had an issue getting chickens to go into it but putting the feeding box inside the coop seemed to make them get in there. However, i dont know if the chicken is actually incubating the eggs. I know they have to be fed to be broody and they need to be undisturbed so im trying not to go over there. The chicken coop only has a single block between the floor of the coop and the roof where the henboxes are. Do they need a free space above the henbox to actually roost on it? I know i can also see one sitting inside the coop close to a box but not on it. Do they have to actually be sitting on it to be considered roosting or does sitting nearby count? (really hoping it hasnt laid an egg on the floor or something and is roosting on that. )
  11. I can understand crude arrows not being able to 1 hit a deer but a thrown crude spear should. Have you seen how big those spears are? Thats a lot of mass, and should have no problems piercing a deer hide when thrown close by. Metal arrows and a proper bow should be able to 1 shot a deer though. Also, humans are persistence hunters. Animals in this game never get tired. So thats two hunting strategies that humans have historically used and that dont work Also i am all for these things, especially crude ones not being IMMEDIATELY fatal but fatal over blood loss that you can track a creature down through bloodstains (that could be more visible to hunter vintarians /:,' ) Alot of people are bringing up blood loss and i agree. It would make early game hunting way less awful. Well, different mechanics of injury. Modern cars crumple easily and moose are so tall that they sort of just roll over the very easy to crumple top cab part of a vehicle. Iron spears pierce into the skin and can hit vital organs. And moose are tanks. Moose can be hard to kill in vs, im fine with that. Those things are scary.
  12. I can understand other wildlife having as much health as they do because they fight back and arent as skittish but according to the wiki most deer have at least 20 health, which i think is absurd for how much you have to do to actually hunt a deer. A thrown flint spear does 3. Could you imagine our caveman ancestors about to go on a hunt and theyre like "hey grug bring like 30 spears because you gotta stick 7 spears in a deer to kill it and we need to feed the whole tribe" I just feel like hunting in general should be more... decisive? I feel like if i can sneak within spear throwing (and with better metals and bows, arrow shooting) range, and hit a good head or chest hit, the creature should be dead. I feel like its something you would expect given how detailed and simulated other aspects in this game are. Id far prefer careful sneaking and tracking over chase it across a field for 10 minutes until it gets stuck in a lake or an awkward bit of terrain so you can spear it.
  13. I prioritized it because i know its consistent. Even if the wind is blowing, it doesnt mean its blowing hard enough to get enough useful power. On previous versions i used 3 or 4 full sized windmills in a... i wouldnt say terribly tall towers, maybe 2 or 3 stories, but those had to have a very strong wind blowing for me to drive two helvehammers at a 1-1 ratio. Now, a single waterwheel probably wont drive that much either but at least ill have SOME mechanical power at all times for querns or pulverizers instead of having to wait for a windy day. If the devs added some way for domesticated livestock animals to be worked to contribute to mechanical power giving me on-demand power when i need it, potentially at the cost of grain or something, i wouldnt feel like i need to find a rapids *please devs add this and my life and soul is yours for eternity*. And besides, theyre the new thing in the game so i wanted to work with them for a save Yeah that was the issue i was running into. Id find one but it would be in a rough spot. I found a really pretty area but it was in a low temporal stability area or something so it was always going down in that area, which sucks. There ended up being a decently nice area on the other side of that mountain with a rapids in it though so thats where im at now on a new save. living in a hole in the side of a mountain right now, but you gotta start somewhere.
  14. So i did end up finding one. Of course, i went to dig out part of the mountain so i could get the water to flow the other way, and in doing so collapsed the gravel over it, destroying the source block, and then ragequitting the save. The way to tell is that the water is loud, "foamier" i guess, and the particles get launched outwards from the stream. It really sucks that this one WASNT a rapids, because this area was really beautiful, and it also sucks that i deleted the save, because again, the area was really beautiful. I tried making some new saves thinking I got unlucky with that seed but it was actually a terrible idea because the next seeds i got were even worse. I wouldnt care about rapids this much if i could use moose or other livestock to drive mechanical stuff to have consistent (or at least on-demand) power
  15. I know that i cant place down rapids, they have to be found naturally, so ive been suffering as a blackguard delaying setting up any kind of permanent home until i can settle near a rapids. I found what I THOUGHT was 3 rapids converging onto one point and its a beautiful area. But now that ive done a bit of landscaping, looking at these flows, they kind of dont seem all that fast. I mean the source blocks are waaaaay up there, but i dont know if im actually looking at rapids or not. So, how i can i tell? I know you cant see the motion but is there anything here that gives away that they are/arent rapids? Also i know that one is super low so thats probably not a rapids. I dont want to setup anything permanent until i KNOW its a rapids, because you need to get all the way to iron before you can make the wheels so once im there i dont plan on moving
  16. As nostalgic as the old one is, i think the new one is better, BUT some people have pointed out issues. Being that it doesnt shrink well and it doesnt match the main menu. I think with that second part about not matching the main menu, the title banner is the most glaring. The font looks placeholder compared to the new logo. Whatever the new logo, I think that the title banner should change to match it.
  17. You can also turn down the distance that story locations spawn at in the world generation settings. Some people like the long journey, i do not. I set mine to like 50% i think. I find the journey to be quite tedious
  18. Im not suggesting anything about blacking out. If i had to: I feel like it would be a sensible thing if you absolutely drink too much but i can also see it being pretty frustrating, especially in single player. Like in multiplayer if you black out you might have someone to watch over you while youre unconscious incase some creature shows up but in single player if you drink too much and blackout you might just get killed while youre out. Obviously you shouldnt be drinking that much that you get to that point but i can see it being an issue new players could run into. Maybe blackouts as a multiplayer only thing or as a toggleable setting would be cool. But yeah as for the mushrooms i think that it honestly leaves potion type beverages and poison type mixes to be less out of the realm of possibility. Which i hope for. Not like skyrim "magic" particle effects swirling around you and you shave off several fatal blows but like, you drink this and it makes you hit harder while making you hungry? You make this poison that slows enemies so you put in on your arrows so you dont have to chase a deer across several thousand meters? That kind of stuff. Id love it because it would make me happy to find things id normally never use or be interested in.
  19. seeing as its already been brought back from the dead, to quote the recent devlog "Mechanical power upgrades: Added large windmill, in-wall axles and spur gears (WIP)" its in the prerelease branch
  20. I remember making an entire discussion asking for cups to be added so you can drink a reasonable amount of alcohol without having to drink it from a bowl like a weirdo lol. ...I typed out a big message hear about using different alcohols as bases in "potions", and how potions aren't unrealistic because they kind of did exist, only they weren't magic they were just drugs, then I had a realization, so I cut that all out and left that last paragraph... Alcohol doesn't even need to be realistic, just authentic. I feel like people (not here specifically, just in general) really try to match game suggestions to reality too much. It doesn't have to be realistic, just let something fit the theme of the game while solving a problem the game has. If drinking (a reasonable amount of) nice cool alcoholic beverage gave you some "refreshed" buff that let you work in a forge or field 10% faster or something, I wouldn't be like "wow this game is so unrealistic". Id honestly be super immersed, a nice refreshing ale in the morning to start the workday sounds like a dream. If I was a blacksmith or farmer in ye olde medieval times that sounds like what I'd want to be doing. Any alcohol should do it to, different types of alcohol having different effects would maybe start to get a bit immersive, it should just be whatever alcohol you can make at your climate works.
  21. I wouldnt really imagine there being any metal tier beyond steel and its alloys. What I would assume though is that we would get more items/tech in steel tier though. Steam boilers and crankshafts, better resource processing tech and automation, etc. Maybe even simple firearms? Because were still just one guy in what is basically a medieval style world. I dont see our tech level rising beyond early steam power and gunpowder. Id honestly love if they just gave us more things in each tier. Valheim kinda did this, typically new material tiers give you some new tool or crafting station that you can work with. I'd love if you got more "tech" once you make it to a material tier. For example, maybe you get bronze nails, and now you could make a mechanism that lets you hook up a tame moose to a mechanical shaft, and it can drive the shaft for a few minutes for on-demand mechanical work, then you get to iron, and now you can make an animal driven plow for your fields. I think it would really help with the feeling of "every tier is a waste of time until iron" because now you can make new inventions at each tier. Alot of the ideas discussed here sound like amazing mods though. Id love an industrial revolution mod for this game or something.
  22. I think something like this was kind of said before, but you cook and eat in this game pretty frequently. Needing tongs for that is going to add a layer of hassle to something youre doing pretty much all the time. Also you wont really be smithing and using windmills until later on in a game, but youll eat pretty early in the game. And during your time smithing and building windmills. And after that too. And i think for the other things, people are still trying to gather their thoughts on it. At the very least, a number of those large changes arent controversial like the smaller changes people are paying attention to, such as requiring tongs (which now have durability) for eating hot food in a bowl, or spears being nerfed. And this is a workaround for a problem that shouldnt exist. Just because there exists a workaround does not make it not a problem. I could understand the cooking pot requiring tongs to get out of the fire. Its literally sitting in the fire, and it doesnt have handles or anything either. But if fill up a bowl of the soup, the bowl shouldnt immediately become scorching. Is the bowl made of copper? And why is food thats too hot to hold NOT too hot to eat? A few weeks ago i was able to pick up a slice of pizza only to find out its too hot to eat, after the ridiculously hot cheese got stuck to the roof of my mouth and made it painful to eat for a few days afterwards. I didnt need tongs for the pizza. I feel like it might be an oversight. Maybe the food temperature thing was an accidental change after they changed something with temperature on items as a whole. I really hope it wasnt intentional, if it was, i hope they change their mind. I enjoy realism when it makes for engaging gameplay and challenges, but the only thing the food heat change does is challenge my patience.
  23. I thought i remember there being a place you can leave notes for yourself in-game in the handbook, or there being some hotkey for it. Im not certain though. It couldve also been making books and writing in them can work like that. Otherwise, you might just have to memorize landmarks if theres anything notable to remember the area. If you wanted to create your own kind of coordinate system, find an area youre getting good reading for a target resource in. You could maybe place pillars of dirt in a grid pattern in the area, and assign rows to letters and columns to numbers. Get readings at each pillar and record the code (like, E7, 20% copper ect.) and eventually make your own map.
  24. and not to mention even if you do fill a bowl of super hot food, the entire bowl isnt going to be scorching hot. When i put hot soup in a bowl i dont hold it by the bottom where all the hot food is, i hold it at the rim where the hot food isnt. You need two hands to carry it sure but i dont have to bring out tongs to carry my bowl back to my table before scalding my mouth with it. I feel like "your bowl of food is too hot to hold" is in that realm of unfun realism. Its not gritty and hardcore its just annoying.
  25. From what i can see reading the discussion, I think really this is less of a problem of spears being nerfed and more of a problem of hunting being kind of unfun and spears being the "meta". "Chase this deer across a field for a day" is fun, once. If hunting was a bit more... deliberate, I don't think we would be having this conversation. What I think is that dealing above a threshold of damage in one hit should do some kind of "critical injury", like if you do x damage in one hit, the animal breaks a leg and be extremely slow or will fatally bleed out in like 20 seconds. Because right now, I'm seeing the spear nerf being bad, primarily because people throw them to hunt (also why I suggested javelins earlier because it seems that's what people use spears for 90% of the time). Then it wouldn't really matter how much less damage it does, as long as it hits that threshold that will either simplify hunting it by slowing it until you can catch it and finish it off or just having to find its corpse nearby after it runs off and bleeds out. It would also mean hunters could meet that threshold with earlier weapons (and therefore do the hunting thing earlier), and blackguard would struggle with food even more, which is kind of in character.
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