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AngryRob

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Posts posted by AngryRob

  1. On 9/22/2022 at 3:27 PM, Maelstrom said:

    Given Lovecraft's fiction didn't have alchemy or magic, don't count on either being included in the game.  Roadmap has no mention of alchemy.

     

    If recall correctly some of them did. It's been over a decade since someone stole my barns and noble hp lovecraft omnibus, so it will be a while before i get back with the name of the story. I have various works of his lying around the house, probably in the basement library. 

    That aside, i would like to see some passive benefits to skeps and bees, like if the crops flower then the skeps get a benefit, and the crops get a benefit as well. Planting flowers would be nice too, as some mods add flowers in that are used in bandage recipes and i appreciate those. 

     

  2. I have not made steel, yet, i am firmly in the Iron age, but i am in the iron age to a point where i can fully transfer over. Getting Iron is hard, and in the past i got into it mostly from mods that let me melt scrap metal into iron. I got lucky this time around and found a poor deposit that is like 200 ingots. While it is extremely hard, it is also very rewarding. This reminded me of what yathzee said about witcher, about it being a "heavily detailed game for the pc mastar race". That sums up vintage story. 

    It's not an easy game. if you remove drifters it is STILL a very hard survival game. Just wild animals and preventing starvation. Let alone the temporal storms. Now if combat were better, or if there was a methodology to defend against temporal storms, there would be no gameplay loop flaws. 

    But even then, i do not see this ever being mainstream like minecraft, because of the shear amount of work. It takes two in game months for your grain to grow, baring pests. The death penalty is double nasty because it removes your food buffs AND leaves your stuff out in the wild, or down a hole. Oh and the only way to make fiber, is to wait two months for your flax grain to grow. So you better have a good crop waiting for you while you go out and find resources. 

    It's tedious, but in this context it is not a bad tedious. This is like the anime Dr. Stone, only you are by yourself no village of astronaut descendants. The mysterious trade wizards do sell you stuff, but those guys are not very good at conversation and i question their motives. This game does an excellent job of explaining just how hard it would be to survive on your own, with little to no help. 

     

  3. On 9/23/2022 at 2:02 AM, Mysticar said:

    Can now confirm my fix for v15 as still working as of 17.4.

    Weed doesn't seem to naturally spawn on Forest Floor, but does spawn just fine on sand, gravel, and grass.

     

    (credit to Jobediah for the original mod, as usual)

    This is one of those mods that needs to be implemented in the game. Of all the resources that i desperately search for, fibers and resin are my constraints. 

  4. I don't think this game will be as mainstream as minecraft. After being in several weaker temporal storms it finally hit me: this is not a crafting game, this is a souls like. This is the dark souls version of minecraft. This is the minecraft of darksouls. This is a hard game that is meant to be hard. 

    The new direction for minecraft is to target the kids, and i am ok with that. It's a good game for them, and it is filling a niche that has been left behind as the major media companies have drifted away from good content in favor of trendy money grabs. Unlike TV minecraft has some educational benefits like learning how to navigate file structures to back up saves and install mods, troubleshooting connectivity, and other tech literacy skills. PC minecraft anyway. 

    Minecraft got big because of reddit, and at the same time minecraft fueled reddit because that was the place you went when you needed technical help or wanted to show off. Now, if say a youtube alternative were to take off, and there was vintage story content there, then maybe this game would have the same growth. Might happen since youtube burned a LOT of content creator bridges during the adpocalypse, and susan stepping down recently seems suspect to me. 

     

    There is a difficulty curve to VS that will act like a gate to keep most people out. Surviving the first night is not easy. You will want for string, getting food is hard, getting good metals is hard, working with metals is hard. Everything is hard but rewarding.  This is not for the casual. Even the lore is dark. 

    The game will grow on it's own because it is a good game. This is not the 90s, stores and launches are not the end of a game. This is the 21st century and games are sold digitally now. A good game will make sales today, tomorrow, and next year. Considering that this game has some great features right out of the gate, i predict that in the next few years the kids who play minecraft will want something with more meat and will stumble on this or 7 days to die. 

     

    • Like 4
  5. Started reading the king in yellow, and man that would be one hell of a terrifying story: where the temporal distortions were done not on accident, but as a last-ditch effort to stop the king in yellow, but it half worked. So we can have this berserk style eclipse setup where you go to Carcosa to fight Hastur. Once defeated then you go back in time to bring villagers into the future to rebuild the world.  

  6. On 8/27/2022 at 5:28 AM, Streetwind said:

    I've said my piece on firearms in other suggestion threads already (this should be a mod yada yada) so I'll just focus on one thing here: there's a potential imbalance in your suggestion.

    If a quarter of the shots of a foxshot blast should be enough to one-shot a racoon, that means that this quarter must deal at least six damage, which in turn means that the full blast must deal at least 24 damage. This will one-shot a tainted drifter when fired point blank, and two blasts will kill any enemy in the game, including nightmare and double-headed drifters.

    Compare to the single highest damage weapon right now, which is a thrown ornate spear at... 8, I believe? And that's a non-reloadable, single-use attack. Everything else does less damage per shot/hit. The best melee weapon does 5.25. A hunter-crafted bow would certainly out-DPS the foxshot, and at higher range too, but single-shot damage attacks are powerful in their own right, because they remove the enemy's ability to fight back from the equation.

    As such, blunderbusses would completely replace spears and change the nature of cave exploration. Right now, the point of a spear is that you carry like three or four of them to yeet at approaching single enemies, which lets you kill most drifters before they can even take a swing at you. Should your suggestion be implemented, the player would take two blunderbusses and a stack of ammo instead. Each shot would realistically replace four thrown spears, so you've just doubled your ranged alpha strike potential while still using fewer inventory slots, and expanded the number of viable targets you can take care of in this way to include even nightmare drifters. The firearms will also more accuracte and reliable - it's easy to miss one out of four spears, but you just fire the blunderbuss at like 2 blocks distance where the spread doesn't matter. And they're reloadable without having to walk over to where your spears are lying on the ground, so you can just keep retreating instead of having to maneuver around enemies. On the topic of reloading: blunderbusses also reload the fastest out of all your firearms, so that makes them even better!

    What you're missing is attack tiers for your ammunition types. Foxshot should be a tier 0 attack type, dealing full damage only against entirely unarmored targets, while someone in steel armor would pretty much ignore it. Buckshot could be tier 2. The lead ball could be tier 4 or 5.

    Unfortunately that doesn't fix the PvE issue, though, because right now, only players use armor tiers. Animals and drifters use attack tiers, but no armor. So even if you gave your ammunition appropriate attack tiers, the game would first have to refactor how enemies are statted up for this to work.

    I think they would be fun, and the threat of missfire would make the early ones interesting. Now, i will let you into a secret that will balance muskets in caves: Firing a gun inside a building/cave, without hearing protection, will cause vertigo. Now, give them the ability to also act like bells in caves and we have a recipe for a crazy time. So a weapon, that does high damage, but makes you dizzy, makes you deaf for a little bit, and summons all the horrors of the dark would be fun. 

    • Like 3
  7. On 9/8/2022 at 10:29 PM, l33tmaan said:

    That's a horrible mindset. Don't put all your eggs in one basket.

    Right now steam is good, but what happens when Gabe Newell no longer runs the company? What happens if they decide to charge a monthly fee to use the launcher? There are a billion ways for these platforms to go south and start sucking. I hope it never happens but it is always a possibility. 

    • Like 1
  8. On 8/16/2022 at 12:49 AM, Professor Dragon said:

    This is why I think we need a way to "spawn proof" an area around our base.

    Because current methods "force" the builds to have similar architectural details, if you want to minimise drifter annoyances:

     

    • Permanent lighting everywhere
    • Low ceiling heights to decrease mid-air spawn rates
    • Fences, doors, gates and ditches to minimise drifter movement

    There should be something like a "Temporal Suppressor" that you can build, which negates spawns within an area.

     

    Then you could build massive vaulted ceilings and open plan rooms, and have fields and gardens, without that constant annoyance, while still having a threat level if you leave your safe zone.

    Too many people are requesting temporal suppressors. This should be a feature, either that or a time stability device. 

    On 8/16/2022 at 9:47 AM, Maelstrom said:

    I think the devs are doing a fantastic job of incorporating Lovecraft into the game.  Lovecraft's horror has a scientific/technology base rather than a magic/occult base of most other horror.  Read The Shunned House to get an idea of what his kind of horror is like and see how well the devs are representing Lovecraft in the game.

    They are. I would like to see some more ruin lore too, and more things with the ruins. 

    • Like 1
  9. Since time and gears are an important aspect of the game; we should have a clockwork monster. Something that is both sad and terrifying to encounter, and destructive in it's own way. I would call it the decay. the decay would not attack out right, but would speed up rot around it, cause crops to die, make soil less fertile, and might cause animals to die if it touches them. weapons that hit the decay break faster, but it can be destroyed by placing metal parts on it. 

    Something like that would make you stop what you are doing in a temporal storm, and resolve the issue of it being present. Something akin to the groke from moomin valley. 

  10. On 8/19/2021 at 9:37 PM, Omega Haxors said:

    The real problem isn't that dying in a nomadic game loop is too punishing, but that dying in the normal game is too forgiving.

    It's not quite at the level where you can just pop yourself to get home quicker, but aside losing your stuff, it's pretty nonconsequencal.

    Check the satiation. I believe it gets reset each time. So if you are well fed, then it's a serious set back. If you have a massive store room of food, and tons of crops, then it's not an issue, but if you are barely surviving then it becomes one. 

  11. On 8/15/2021 at 2:31 PM, Game Nerd said:

    What do you think the main focus should be? I think the game lacks goals, another Idea is better/more/harder ruins

    Well, lets ask ourselves a question here: what is the main loop? is it exploring? crafting? or combat? 

    I like the survival aspects, and come to the game when i want a hardcore survival challenge. It has that. Combat is rudimentary at the moment. Exploring is pretty nice but also limited. 

    Crafting, crafting is on point and if you play this game you can't go back to minecraft. A lot of the must have mods in minecraft are core game functions here. I think more machinery would go a long way, and having a tech level correspond with the severity of temporal storms. So if you build an awesome crazy steamworks, you will have a crazy fight every temporal storm. but also have temporal storms generate special resources for you, and better loot on drifters, to make such events worth while and fun to be in. 

    At the same time, the game demands exploring. you need to explore to find animals, you need to explore to find metals, so also have mysteries and things to find while exploring. instead of fetch quests, traders who you have a good relationship with will tell you stories, and explain lore books that you found. These stories unlock rituals which during certain events can summon special monsters or give the location of a special ruin. Similar to throwing an eye of ender in the sky to get the direction of a fort, only this time you fill an aqueduct with molten copper to summon a giant metal hand that points to where Atlantis sank. 

    • Like 4
  12. I am starting to realize that i don't always complete my thoughts online.... Not sure if getting old or drain bamage.

    But yeah, you generate stories, they go in your mental inventory, and you craft skill points when you sit down in a chair or lay down in a bed. For extra fun, you can trade stories with a trader, and for added artistic license this sounds like a duet where the player character sings a song, then the trader sings a different song. people near by can also get both stories, if they are close enough to hear. 

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