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AngryRob

Vintarian
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Everything posted by AngryRob

  1. Instead of skills via numbers, what if skills were crafted from a resource? Have two inventories, the physical inventory, and the MENTAL inventory. You generate stories as you: travel, farm, mine, fight, and craft. Not all experiences generate the same story. Failing at the anvil may generate a story of frustration, getting hurt bad generates a tale of terror, seeing a ruin is a story of sadness. Then, to craft skill points and feats, you sit down and it opens a special crafting menu.
  2. There is a mod that added something similar. It's an awesome must have mod. I don't remember if it is useful stuff or qptech? Vintage Story Mod DB Vintage Story Mod DB One of them adds a sluice for automated panning, and it has become the central point of my base because it's free bronze, free arrowheads, all while using up all the surplus sand and gravel from my desert clearing projects.
  3. You know, funny you should mention it, but i am more of a tourist. I just like visiting the places. if there was no one there, no enemies, it would still be a fun thing to do. Do they really have to be dungeons? ruins are also fun. Savage lands had good atmosphere with the sad, broken houses on the frozen islands. So more ruins, in various states of decay, in a more intelligent spawn pattern would be neat. There are some fun screenshots of traders, ruins, and translocators spawing in the same place. That is fun to see. Part of the charm of minecraft was when the random gen went crazy and did weird things. Those were fun to see. Like ravines that revealed ruins. Yeah, it's a lot of work for such a few amount of people, at the same time, successful early access games follow a pattern: community feedback. it's a mixed bag because you have to filter out who is the vocal minority, who has good input, who has bad input, etc etc.
  4. I have been playing sunless skies a lately, and maybe after steel comes the steam age? but then again, what happens next? is this just a passive sandbox game, or will there be stuff to do? I wish we had more dungeons.
  5. You mean like a yurt or a trader cart? There is an extreme fundamental flaw with your argument: vintage story is all about resource gates. Want iron? better be in a biome with it. Want leather? better have access to leather making chems. Need salt? maybe you magically spawned ontop of a slat dome? The resource gates are no joke, and depending on your world settings you WILL have to explore. nothing spawns close to you. you have to find it. So either there needs to be all sorts of alternate ways to make stuff, or the respawn system has to be reworked. I think the respawn system needs to be reworked. Have bedrolls set the spawn point, and have temporal gears allow you to respawn with your inventory intact. I have spent months hunting iron, and it's a great reward to find it. So this game very much requires a nomad play style, so why make it hard? A lot of players burn out at the iron age, because of the gates. it stops being fun because iron is hard to find. So, without taking away the realism how can we fix this? we allow them to explore.
  6. I have to agree with this. Temporal storms are lame, steel making is meh, once you start surviving the fun evaporates. I stopped playing for a bit because of new kenshi mods, and forgot this game existed or even had this game. I don't know what would make it better. Would it be more doodads? would it be more monsters? would it be better ruins? better combat? Something is missing, but i can't put my finger on it.
  7. I would love to see a moving storm, something ominous on the horizon, that has weird monsters that roam in it. Maybe even give the nasty ones names? That could be fixed by increasing the hunger. The longer you are in it, the hungrier you get. So now you have to eat like Goku to keep gaining power. This would force you to take a rest outside of the temporal zones to get your hunger down.
  8. The problem with temporal storms, is that they are a little out of place. In a game like 7 days to die, you have the blood moon, and the zombies can cause your base to collapse. In vintage story, you have this calm survival game with this weird base defense element where "OOOPs the monsters magickly get into your house!!!" it's annoying. if this was a base defense game, then it would make sense, but it's not, so i am not sure what i am supposed to be doing to prepare for this. So the big question that hits: why be in the temporal storm? Rustworld is there to limit going deep, is a temporal storm there to limit playing the game? Currently there is no benefit to them, it's just an arbitrary hassle. It breaks the loop, and sometimes in a not fun way. It looks cool, it breaks things up, but is it fun, and is there a fun reason to be in them? So how can they be beneficial? one proposal i have is that instead of getting experience from doing things in the world, you get experience from the gear spinning while you are awake. Suddenly the temporal storm and rust world are no longer punishment's, but how you get stronger. you collect temporal energy and you can spend them on things like health, jumping, or harvesting increases. This works well for both early game and end game, as it does not punish you for being weak, and encourages you to be in storms. These should be combat abilities so that way if you play on peaceful, then you won't need them. Also you can improve the pvp element by allowing players to take temporal energy from another player when they kill them. So you get this crazy energy vampire mechanic.... This also solves a progression problem, as you now have a means to get stronger, and it removes grinding. Now you have a reason to be in the storm, and if you have the enemies drop energy, or give a bonuses for each one killed during the storm you now have a reason to fight in them too. No longer are you standing on a nerd pole in a pit. you are actively killing things for power. The problem with special items and drops, is that if you don't need them then you are punished for playing the game with storms. Temporal storms are this big in game event, yet there is nothing to look forward to with them. There needs to be that hook where you look forward to these instead of wanting to avoid them. You can only go so far with special items until you have too many of them. So collecting energy from the storms is something that a makes sense, and would be accessible to all players in a multiplayer server. Otherwise, we need a means to avoid them completely. Either with a crafted clock that is a no spawn zone, or a means to build a proper shelter to avoid them. The issue with that is it only works in single player, and then why have storms on?
  9. I have concluded that my issue was impatience. Red meat just cooks longer than soybeans.
  10. Heat stroke should be a feature. I used to watch this youtuber play daggerfall, and i never realized just how many mechanics have been removed from the elder scrolls games. As it stands there are very few disadvantages to the hot biomes. The year round growing season makes up for the heat damage to crops. We do need more ruins. However i think i have stumbled on something, but need other testimony before making a conclusion: Surface ruins indicate the presence of translocators. Maybe this was something everyone else has known for a while and i am slow, maybe it's my seed, but i have noticed that if there is a surface ruin, then odds are there are translocators under ground. Also, what is the deal with some of those ruins? i found one where it was windows, and behind them were boney soil and bones. It looked like some sort of observation port for a corpse furnace or something.
  11. Now that's a nice modlist you got there. looks like the entire database.
  12. I am glad someone is doing it. I could not play minecraft without industrial craft, and i have been struggling to stay interested in vintage story because of it. We have all the metals, and then some, along with other things.
  13. Balance? i did not think that far whooops. It just sounded cool talk about feature creep. First off, they would not heal, so you would have to heal them. 2nd off, and i got this from sunless seas, they will sometimes try to break out of the oven before they are done, so if you do not have steel door on that oven, well you are in trouble... A half baked golem will be a super hot, super dangerous angry mob. How about a disk world approach for balance, that the golems sound cool at first, until they start getting to work. Tell them to dig? well they will keep digging, until they hit the center of the earth. Then again, having them do work is complicated and would promote griefing, so best to keep them simple. Defense golems do not heal, do not go far, can not use stairs, so they would require maintenance, maybe even rebaking. They will attack anyone not wearing an attuned golem necklace to them. Golem horses are the same, only if they break their legs then well they can't move so you have to drag them home for repairs, or just take out the hammer and smash them. Don't feel bad, they are not sentient. the golem messenger just delivers stuff and goes back and forth. It can only run on paths. Hopefully it gets to the destination safely? I'd wager just making the AI stupid would be both fun and balancing. Just make them barely work and let people figure them out on their own. Maybe later on introduce bronze punch cards that can give better instructions?
  14. in temporal tinker, there is a drill, and it works like a super pickaxe that does a 3 by 3 square at a time. Great for tunneling. But the drill press? sounds so much better. Not gonna lie this sounds like a crazy start for a dr Stone mod, next thing would be an air compressor that blows air into the blast furnaces so that they get hotter and use less fuel...
  15. I propose a golem mechanic that would use a multiblock structure as an oven for baking them. A golem kiln if you will. the golems are made piece by piece out of clay, and can be reinforced with various metal dust from the pulverizer. Now the types of golems made would also be varied, from a defense golem, a messenger golem, and a horse golem.
  16. What would be neat is if there was a special polar ruin, like an ice city, or frozen temple. Something like mountains of madness. Either give it a special resource, or place a dangerous boss there. The hypothermia risk would be a great barrier to keep out the unprepared.
  17. Do you have discord running? Sometimes Discord messes with mods.
  18. Qp tech now has electricity, any chance that the batteries can become rechargeable in the future?
  19. Noice. does this mean electric drills soon?
  20. Why not allow temporal stability glyphs on tapestries, that prevent drifter spawns during temporal storms? each storm wears down on them, until they become completely useless. This would be the need for that industry. Also maybe allow better crafting options? instead of just a stick and a tool head, it is now a stick, tool head, and the handle is wrapped with twine to make it more sturdy and allow better grip. As for insulation, i am not sure how far tyrone wants to go into the programing, as that is approaching stationeers level of feature creep. However, if villagers are added to the game, i can see them wanting to buy clothes, so a clothes industry between players and villagers would be neat. Another concept would be sails. Sails would get damaged frequently, so that would require a large scale industry to repair them. Also making linen a requirement for higher tier items would be an excellent gate that would not be too restrictive and would be fun. the key word, is fun. if a proposal is not fun, it should be tossed in the trash.
  21. VSProspectorInfo Makes prospecting easier. QOL-Tweaks: Useful-Scrap: one of the best mods. you will never play the game without it ever again. Makes scrap and surplus gears useful. Pemmican (continued) This is a necessary mod. did you know WW1 field ration pemmican is still edible? For extra insanity look up the pemmican wars. Weaver's Weed: you want this mod. you will never have enough plant fibers unless you get this mod Anvil Metal Recovery: this is something that should be a in the base game. This is an important mod for smithing.
  22. This would be an interesting mob. Kill too many foxes and an angry fox spirit shows up. Kill too many wolves and the wolf king shows up.
  23. You know, at first i was like "meh" but then thinking about it, having a magic wand would be interesting, furthermore if a mistake was made in the runes, it would just kill you outright. Plus s lightning rod would be dangerous in the water or rain, and a fire rod would be dangerous around flammable things.
  24. instead of the drifters having an inventory that gets accessed after skinning them, i propose that they turn into dust and that dust have some purpose. I honestly would not be against using a foxtail broom and dustpan to harvest drifter dust. Something about the mob turning into dust and having to use a broom to collect it is just weird, but the very cool kind of weird. Now as for what it can be used for? i dunno. Maybe fertilizer? maybe mix it in a barrel to form paper or fibers? Mix it with clay, and craft a golem with it? Food and animal feed? We could go all out and require a research table to study drifter dust, and from there uncover the secrets of drifters?
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