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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I mean...I don't know about anyone else, but eating the same thing all the time gets a little stale, so I'll change what I'm cooking from time to time--it doesn't really need any buffs attached to it. Likewise, I don't think it's really a bad thing if players decide they want to maximize efficiency and only eat redmeat-turnip stew and berry pies, or if they decide they just really love blueberry pie and want that to be the backbone of their diet. The problem with RNG is that if the player isn't getting consistent buff strengths, then they're going to end up getting frustrated when one meal provides a really good buff and then cooking the same meal sometime later gives a weaker version of the buff. And of course, if specific ingredients are required for specific buffs, then you end up with frustrated players when they can't get the buffs they want because they don't have access to the ingredients they need. With all due respect, I don't see how this really improves on the current system or doesn't force players into very specific diets. It sounds similar to Valheim's food system, where eating different foods provides different levels of health and stamina--you eat whatever is appropriate for the job you intend to be doing. The drawback to Valheim's food system though is that you get forced into eating the same things all the time, because some foods are drastically better than others so if you don't eat them, you're effectively hamstringing yourself. There's no point to eating roast boar, venison stew, or queen's jam anymore when you have serpent stew, wolf kabobs, and onion soup, since the latter provide significantly more benefit. In the context of Vintage Story, you get shoehorned into always eating specific meals for specific tasks, so if you wanted to eat a redmeat pie before going fishing that's just too bad if some other meal offers a more appropriate buff; you could still eat the pie of course, but you're just not going to be able to do the task as effectively as you would by eating the proper meal. Other issues that arise are the fact that you can't just eat whenever you want--you need to be hungry first, which also means that you can't just switch buffs on a whim. Likewise, there's also the question of what happens when the player can only eat part of a meal, but not the full thing.
  2. Welcome to the forums! Not really, and the "tier level" of the material doesn't necessarily determine where you can find it, though it should be noted that different materials have different depth ranges at which they can spawn. I've seen plenty of copper and tin deposits buried deep in the earth(sometimes near bedrock), as well as a few iron deposits that were around y=90. Do keep in mind though that surface deposits for copper and tin aren't the same thing as the deep ore deposits; surface deposits tend to be rather small but more accessible, while deep ore deposits take more effort to locate and extract but provide much more ore for the effort.
  3. Luckily, there just so happens to be a mod for that: https://mods.vintagestory.at/notemporalstability
  4. It's an interesting idea, but I don't really see a point. Players should be able to pick the class they want to play upfront, without needing to jump through extra hoops just to get to the class they want to play, at least in the context of Vintage Story. Tutorials for each class aren't really needed since while each classes does have advantages and disadvantages, none of the traits are strong enough that the player will need to drastically alter their playstyle to accommodate.
  5. I mean, it is kind of unfinished, after a fashion, in the procedural dungeons only shipped with one general type, and a few of the berry bushes(like the kumquat) seem to have been pushed back. Which is understandable--the devs packed a LOT into 1.22, complete with a lot of restructuring, and at some point one has to say enough's enough and just get what's there polished and shipped so players can play with the new toys and get used to the changes. At that point you can take a break as needed before working on the next update. I'd be surprised if we didn't get more survival challenges in addition to the combat; I'm guessing that the status effect system might be added alongside the combat changes, which should put more pressure on the player across various areas of the game and not just in the combat scenarios. Survival isn't so easy if you can catch a cold because you decided to work in the rain, or broke your leg because you decided to jump off the roof instead of using the ladder, especially if such afflictions actually take a bit of time and effort to fully heal. In fairness, I think the alpha designs are done in grayscale on purpose, in order to focus more on the contrast and design without getting distracted by the colors. Light and shadow can make or break a design, and drawing the image in grayscale first can help you get the balance correct before adding color. Keeping teal for the temporal elements also helps isolate them from the rest of the design, so it's easier to tell at a glance which parts of the design are supposed to really pop versus which don't need to draw as much attention. Jumping right to colors is also possible, but doing so can make it a little harder to spot certain issues with a design.
  6. I wouldn't rule out bugs or mod interference, if you're playing with mods, but the first thing I would check is the storm strength. Light storms are relatively mild and don't have much visual distortion, and are also the most likely ones you'll see towards the start of the game. If the world is still fairly new, it's more likely that the storms just haven't gotten strong enough to produce the really funky effects yet.
  7. A hot air balloon or zeppelin wouldn't be a bad option. It'd be expensive, slow, and careful management of fuel/ballast, but as a late game option it could be pretty fun to build and maintain some sort of airship, especially if you're playing with friends. In terms of flight risks, I'm not sure it'd be necessary to get this complicated. Fuel regulation is pretty much a given, and icing is dangerous(especially if it chokes the engine or disables instruments). Flying into clouds is risky because not only can you not see approaching hazards, but certain cloud types can contain strong updrafts and downdrafts, as well as hail and other unpleasant things. Oxygen is a risk, but I think that's something that doesn't need to be worried about here since that's going to be difficult to translate into a game mechanic(VS already compresses altitude effects by quite a lot), and the kind of aircraft that VS would have, if added, would probably be based on the earliest examples of flying machines and not likely to be flying all that high. If lightning strikes a hot air balloon, I'm pretty sure things will go BOOM, so gliding to safety isn't really something to worry about. If the balloon is just too damaged to continue flying or catches fire, then the player may have enough time to bail out and use the glider to land safely.
  8. When life gives you no doors, simply punch a hole in reality and carry on like nothing happened?
  9. As much as I would love to see more story in 1.23, I don't mind if it's pushed back to 1.24. That gives the devs time to focus on adding status effects(which I think was supposed to be in 1.22 and didn't quite make the cut) and improve the combat--both of which the community has been requesting for quite some time and which will likely also be a bit time-consuming to implement properly. Writing and polishing new lore and tying it in seamlessly with the old is no simple feat either, and should really be the focus of its own update, with more minor changes accompanying it. Plus it's probably easier to balance new combat systems first, and then add new creatures and tweak them as needed once players have had time to adjust to the new systems, than it is to try to do both at once.
  10. Maybe if you were sitting on the elk, but I would be a little surprised if it worked. Base return teleporters, to my knowledge, are meant to be single-use items that teleport the user back to their spawn point. I would highly recommend testing this in creative first before trying this in your survival world. Translocators should be fine though, if a little awkward due to space. For me personally, I don't really trust translocators enough to try digging them out and bringing my elk through them, as it seems like it would be a very easy way to have an accident.
  11. That would be pretty interesting, but also fairly difficult to write, especially since the story so far is meant to be fairly linear and have the player character going on what's essentially a hero's journey. That being said, I wouldn't mind seeing some conflicting information, or requiring the player to make choices between NPCs/factions, and having those choices influence the eventual outcome of the story. It could be that while all endings technically save the world, who died in the process and the general state of things afterward might determine whether it's a classic happy ending, something quite bleak, or something in-between. Of course, I don't want to see everything turned into a case of "everything is morally grey and there's no good guys here". There's nothing terribly wrong with that trope, but it's an easy trope to mess up, and a trope that's greatly overused these days.
  12. I hope not. Doing so would basically turn the glider into Minecraft's elytra, and while the elytra is fun to use, it's one of the major balance problems that Minecraft has since it offers exceptional utility for very little drawback. There's currently no way to customize the glider outside of mods, though I would say that the crafting process, while fairly simple, is appropriate for the amount of utility that the glider provides. It's useful for potentially avoiding lethal falls or otherwise making mountain descents easier, but in return for having that utility the player gives up some inventory slots. Likewise, while it's useful for avoiding falling to one's death, it doesn't fly far enough to be very useful as a travel tool.
  13. I play with the map in Vintage Story since I enjoy that convenience, but I suspect that if I turned the map off I would definitely be doing a few more of these things. Then again, I like to do some of these even with the map enabled, since it's fun to do and I don't always want to be looking at the map. When it comes to bridges and roads, these not only make the world look nice, but it's very useful infrastructure for cutting down on travel time if there are locations I'm going to be visiting regularly(like nearby traders). I would say though, that when there aren't clear quest markers, I do tend to pay attention to environmental details and NPC dialogue more closely, rather than just glossing over it as "set dressing". That's one thing I've been enjoying about Vintage Story's story arcs--all the information you need to complete the challenges is there, but you need to do some poking around and pay attention to various clues in order to figure things out.
  14. I wouldn't mind seeing goats as pack animals, but they shouldn't be mounts. Unless we're talking musk ox, as those are probably big enough. Goats and sheep aren't big enough to carry most adult humans, let alone seraphs that are slightly larger. It's partly why you only see children riding the sheep at rodeos for "mutton-busting", and the adults stick to riding horses and bulls.
  15. I think the main reason that the story is "optional", is that there's a subset of the playerbase that just wants a realistic survival experience and nothing more. In which case, it's not really possible to tie the story directly to the survival experience(that it, make it a progression requirement), since doing so would make it extremely difficult to give players the option to just turn the lore off entirely and play exclusively survival. It was before my time, but as I understand it that's how Homo Sapiens even came to exist as a game mode option. That's not to say the story feels tacked on either. It's very much tied to the world, and if the player wants to fully understand what's happening, they'll need to play the story to find out. But they're the ones that get to decide what pace it unfolds, at least at the present time. It's similar to an Elder Scrolls game in some ways--there's a main story there, the game gives you some plot hooks to pursue it. However, the player can also decide to go off and chase sidequests or do a bunch of crafting and never touch the main story, and still have a lot of fun in the game. If there's anything to "conquer" in Vintage Story, it's probably the following:
  16. I missed seeing that one in the thread, but I really like it, as well as those thumbnails based on it. It does a good job of covering the lighter and darker elements of Vintage Story and teasing the lore, without giving too much away. Though I do miss the clock. Honestly, I'm highly skeptical here, if this is what I think it is. I'm assuming it's potentially some sort of commission/reward system for community members who consistently produce high-quality content for Vintage Story? It's not that people shouldn't be rewarded for hard work--indeed they should be--however, when money and, to a lesser extent, attention starts to be involved then it can actually end up undermining the community by attracting the wrong sorts of people and casting doubts both on what those users say and what the devs are doing. The Sims community program is a pretty notorious example of that--a lot of big community names get kickbacks and exclusive content access in return for saying positive things about the game. It happens a lot with paid promotions and social media influencers as well. There are a lot of people who will do things purely for the money and status, and not care much about how they get it. Now in fairness, that's certainly not all influencers, and I'm not saying that's what's going on here with this announcement. I want to make that very clear! But some clarification would be much appreciated. Oh good, maybe the community will finally stop going to war with each other over this...one can hope, anyway. I assume there's also a penalty for false reports? In any case, this seems like a pretty fair way to handle it. There will be a lot of happy players when this releases, I bet. Really glad to hear about hit detection improvements, because that's probably the biggest issue with the present combat system. I like the idea of having a collage of artwork for the cinematic sequence, rather than sticking to in-game models and animation, especially if it's for a flashback sequence or character's memories/stories, as what seems to be the case for this storyboard panel. Aside from being easier to code(I assume), artwork is a lot more flexible in what it can do, and the different visual style can help set the cinematic apart from the standard gameplay. For character memories specifically, the style could also shift certain elements as a clever narrative trick to help portray the character's personality. A morose character's narrative might have muted colors; a tormented character's memories might have more jagged lines and darker shadows. A cheerful character might have a lot of bright colors and playful linework. A character with a sharp memory might have very clear, detailed pictures while a character with faded memories might have blurry, less detailed pictures. The main drawback to using artwork for cinematic, I think, is that it's not really possible to portray the player character accurately. There could be a generic seraph as needed, but it's not the same as actually seeing your own character there in the scene.
  17. You're not really missing anything. As others have already noted, it's primarily for stinkbait, and fennel keeps reasonably well so it makes it rather easy to craft stinkbait at any time as long as you have some fresh meat at hand. When herbalism or more detailed cooking mechanics are added, fennel might become more useful, since it's often used to season food or in some herbal remedies.
  18. Well, if one enjoys stories, or otherwise wants to figure out what happened to the world...then that's incentive enough. Most things in the game aren't gated behind story content, so players can play through it or ignore it at their leisure. The story is currently the fastest way to get a mount in the vanilla game, but it's not the only way. It's possible acquire an elk without touching the story content at all, and I presume mount acquisition will become a little easier in the future as more tameable creatures are added to the game. Incidentally, I'm not a huge fan of blatant progression locks in general, as what seems to be suggested in the original post. The best example I can think of right now that does this, is Valheim, where you have to pick up specific items to unlock specific recipes, and some of those items are rather rare. So if you end up missing an item, then it's easy to get rather frustrated when progress stalls out, because something is clearly missing but the game doesn't tell you what, or otherwise get frustrated when you finally pick up a thing and unlock something that would have been REALLY USEFUL earlier in the game but now no longer is. There's also the aspect of games that favor designs like that tend to lock the player to a hard set of rails--that is, you're not going to be able to think outside the box and figure out a faster(if risky) way to make progress based on what you learned, or take full advantage of some lucky loot finds. You're also not going to be able to plan ahead very well unless you already know the game or resort to the internet, since the game actively hides stuff that you're "not supposed to know about yet". From a Vintage Story standpoint, it'd be like getting locked out of bronze entirely until you've done X things on the copper tier; it doesn't matter if you found surface tin or scrounged up the ore from a trader or ruins loot, because you're not allowed to jump ahead. Likewise, there's no reading through the handbook to see what you can make later in the game and plan ahead, because all that stuff will be hidden. If it's not hidden, then you have players getting frustrated when they find something they want to make and then can't because they missed some arbitrary step elsewhere and thus didn't unlock the recipe. The main purpose of locking the map behind the tin bronze pickaxe is to help ensure that players at least have the basic skills and equipment needed for venturing into the Archive. Tin bronze is probably the easiest bronze alloy to make(only requires two common ingredients), and if the player has the skills to make it to bronze then they'll probably do all right in the Archive. They might struggle a bit, but they're not going to get utterly steamrolled. It is entirely possible to find the Archive without the map though, and complete it with lower quality equipment, however, providing that kind of soft-lock on the story and otherwise making the Archive entrance difficult to find prevents more inexperienced players from stumbling across it by accident and dying to curiosity. Basically, it's a clever way of keeping the player out of trouble without outright barring them from the location until they've completed very specific steps.
  19. I don't think it really works very well as a gamemode, since many systems are intertwined and it would take a LOT of work to figure out how to lock everything into specific steps like that, in a way that the player can unlock without getting frustrated. At that point, the devs are basically trying to develop and maintain two different games simultaneously. As a mod, I think it's fine, since practically anything goes with mods. That being said, it would be a lot of work to both build(for the above reasons) and maintain, since every single game update is likely to break a mod like this. For me personally though, it's not something I would use, since I hate progression systems like this.
  20. Leonardo da Vinci's schematics. They don't need to be copied point for point, but they're a great reference for aesthetics. And miss out on appealing to those who love piston engines, as well as miss out on the opportunity to build radial engines around VS's gear motifs? You might want to take a look at the XF-85 Goblin. Tiny little thing, but I could see it working for something like this. The aesthetic is pretty goofy, and could probably be tweaked easily enough to sort of fit into the game...at least, in terms of a modded standpoint, without looking too out of place. Given that it has a pretty short range, it could also have a pretty balanced trade-off to the more conventional flying machines--it's very fast, but can't go as far or haul as much.
  21. My strategy really hasn't changed much--berries and hunting still cover everything while I gets farms set up. However, since fishing exists now, I've also added fishing into the mix, since sometimes I'm lazy and don't feel like hunting.
  22. The point I was trying to make there is a much shorter distance isn't really going to feel like a real journey unless there's several obstacles there for the player to overcome. That is, the distance could be as short as 4-5000 blocks, but if it still takes the player 3-4 days to actually reach the location then it will still feel like a proper trip. With the current setup, it's easy enough to clock 7000 blocks or more in a single day, so all shortening the distance really accomplishes is turn the expedition from a journey into a weekend getaway. Personally, I don't think it's a very good idea to shorten the distance and pile on a bunch of challenges, because that tends to frustrate the player and cause problems elsewhere. It's kind of like trying to go somewhere in Skyrim--the distance isn't actually that far, it just feels like it is because you had to fight your way through three different bandit groups, two pairs of necromancers, a handful of trolls, and whatever else decided to crawl out of the woods and hang out by the road. Yeah, that's what I was trying to get at in my original posts, before things got derailed into knocking heads over distance exclusively. Adding more procedural dungeons for the player to get distracted by, more flora and fauna to see, and more environmental conditions(sickness, injury, mount condition, scarcity of regional resources, etc) would give the players a few more things to manage on longer trips, as well as add interest to the daily activities while the player isn't traveling. Pack animals are a great idea as an option for players to manage their travel as well; managing more creatures at once will slow the travel a bit, for sure, but it would also allow the player to take a lot of supplies with them and camp more comfortably, or bring a lot more loot back home. I still really like @Facethief's idea about placing temporary checkpoints at certain story locations.
  23. The dear old friend that gives you the schematic does mention the cooldown, however, you are correct that the rickety translocator is still a bit buggy. Or at least, it was when I last toyed with it. Though in my case, the issue was related to getting my end of the teleporter to actually work--it would spin up but wouldn't actually teleport, and I had to use console commands to travel to the "other side" and use it from that end to get it working. In any case, welcome to the forums! Unfortunately I'm not exactly sure what the issue is here, aside from a bug. To my knowledge, the way the rickety translocator is supposed to work, is that you should be able to teleport to the guy's residence and then teleport back to your base before the cooldown kicks in. I suppose it's possible that the trip could be one-way before the cooldown goes into effect though, given that the village is supposed to have a room at the inn you can rent. However, room rental hasn't been added to the game yet, so if that is the intended design and not a bug then it's a mechanic that's going to feel very clunky until there's room rental and more stuff to do around that area.
  24. Welcome to the game and forums! These don't respawn. These don't respawn either. Wild crops(turnips, carrots, spelt, etc.) don't grow back once harvested--you'll need to plant the seeds in farmland in order to get more, or other purchase seeds from traders or find them in ruins. Cattails and tule will grow back periodically as long as their roots are left intact. If you dig up the roots for food or otherwise destroy them, they won't grow back. Resin will respawn periodically, as long as the resin tree is left intact. Mushrooms will respawn periodically in the same general area that you found them, provided the appropriate conditions are met. Generally, all that's needed is a good rainfall, but some can take a while to respawn. Mushroom varieties that grow on trees will need trees to grow on. Ore does not respawn. However, if you find nuggets on the ground, that means there's a deposit of that ore lurking beneath the surface. Some ores are technically renewable since they are sold by traders, but this is generally not the primary method you'll want to rely on for obtaining ore. Shrubs don't respawn once destroyed. Neither do berry bushes. Berry bushes, however, can be cultivated now by taking a cutting from an existing bush and planting it elsewhere. Well it really depends on who you're playing with and the rules the group has agreed to abide by. If you're all playing a cooperative game, resources shouldn't be much of an issue aside from making sure you collect enough to keep the entire group supplied. If you're splitting into different groups or otherwise intending to run off and do your own thing, then it can start to become a problem rather quickly, since resources are more likely to be hoarded by individual players(especially those with more time to play). I think any way you cut it, you'll probably want to set some ground rules at the start to make sure everyone knows what the general expected behavior is, and what the consequences are for breaking those rules. That is, if you don't want someone hoarding all the cattails from spawn or otherwise picking it clean just because that's the most convenient action, you might want a rule that requires players to leave certain resources in an area alone(don't dig up all the cattails to eat/transplant). If you start playing on a server that's already been operating for a month though...honestly it doesn't seem to be an uncommon trend for the spawn area to get picked clean rather quickly. At least, it seems to be a common complaint about multiplayer. If this turns out to be the case, it's probably a good idea to see if the other players can help you get started, or if someone with admin privileges can teleport you to an area that's still fresh and set your spawn there. It's also worth noting that there are mods that alter resources and enable some to respawn, or otherwise make some easier to obtain(like stick crafting), so if the server is modded it's possible that some of the above information doesn't apply.
  25. It depends on the setting. World generation settings tend to be the most dicey, since trying to fiddle with those after world creation can produce ugly transitions in landscapes or strange behavior, if not break the world entirely. When it comes to story locations specifically, they all generate at world creation, so changing that particular setting after creation isn't going to do anything except maybe apply the new value to future story locations, or perhaps only apply if there's some command to regenerate the structures specifically--to my knowledge such a command doesn't exist.
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