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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I think it could work, provided that the "drunk" system is tweaked a bit so the player can have a few drinks before they get roaring drunk, but blacking out is a fair tradeoff for being able to down a few stiff drinks to mitigate some damage. That being said, I think SlowTox's system is probably better; rather than blacking out, players that drink too much end up with alcohol poisoning and start taking damage until their body can properly process the alcohol. So the player remains conscious and able to react to threats, but they may or may not survive the poisoning.
  2. As @V1ncent already said, use a bowl. But for future reference, using a bucket to add water to the cookpot will add the water in 1 L amounts, avoiding issues like this when making soup.
  3. I don't really mind the longer forum thread. It keeps everything contained in one general thread rather than having the same conversation happening in multiple threads at once.
  4. Welcome to the game and forums! That is correct. It takes 1 L of water for each serving of soup, so that extra 0.1 L will throw off the entire recipe.
  5. The true test of skill, I think, will be figuring out how to smith a 4-way iron hub from three ingots instead of four.
  6. I don't disagree that hunting could be made better, however, I don't think we'll see significant changes to hunting until the status effect system arrives, since such a system is what's required to do things like cripple a target or inflict bleeds and other serious injury. I'll also note that if it's possible to drop large animals with a single shot, then it will be necessary for wildlife to become harder to find in order to keep things balanced and give players more incentive to invest in livestock. Same goes for increasing yields from hunted animals. Otherwise, hunting would end up too strong and fewer players would bother investing in livestock(of which there are already several players that don't bother with livestock due to hunting being an easier way to acquire most of the same products). The other issue is that with creatures being harder to find but more satisfying to hunt, the world may end up feeling emptier since there's not as much wildlife to encounter regularly. This too, with the change to windup time being the most significant, I feel. It changes the spear from the obvious "everytime" pick to a jack of all trades, but master of none. That is,t he spear is a solid general-purpose weapon, but it will be outclassed by the bow for ranged damage and outclassed by the falx for melee. The main strengths of the spear in 1.22 are the longer poke range in melee, and the ability to soften up a target at range before it can close the distance to engage in melee.
  7. Not possible. I don't stop time unless I'm messing around in creative(which I was not doing here), and time otherwise passed as normal. For whatever reason, the rift textures and sounds are just outright missing in 1.22. The stability drain is also much lower, and the gear spins clockwise when the player stands in one rather than counterclockwise as it should. Rifts will still spawn monsters. It's very bizarre behavior.
  8. Right, but in my opinion this is a case where it's better to opt for gameplay balance over realism. The main reason for the player to seek out better materials for their main tools and weapons is so that those tools and weapons will be more effective at their job, as well as being more durable. If progressing from stone to copper to bronze keeps resulting in durability and power increases, the player is reasonably going to assume that iron is going to be better than bronze for both durability and power. Getting some durability increase but no power increase will likely result in the player being confused, frustrated, or otherwise just disappointed to have put in the effort to get the iron and refine it, only to figure out that it doesn't really make them stronger until they go through another whole refinement process to increase the power. As it stands now, the current implementation might not be the most realistic, but it does mean the player will have the satisfaction of having some better equipment once they acquire iron, with the potential to make said equipment even better if they're willing to put in the time and effort required. It gives a little more flexibility to how the player chooses to play, I think. For the record, I'm probably a little biased here as well, as I don't really stone, copper, or bronze tiers that much and prefer to sink the extra effort in to get to iron. Iron has the durability needed to tackle more elaborate building projects, as well as the punch needed to start slapping monsters silly. Bronze is okay for basic protection, fighting, and building, but overall I don't find it very satisfying to use for anything other than pure basic survival or disposable tools. You'd be surprised. There's nothing beyond steel currently, but I'm expecting to see some steampunk contraptions and early steam power added someday. Steel is definitely the end game material, but overall I would say that iron and steel are mostly what opens up the game fully and switches the player from survival mode to actually thriving. Bronze I consider to be more of the transition point from surviving to thriving.
  9. I'd like to see spear fishing too, however, I'm not opposed to the current changes to spears in that regard, and here's why: Spear fishing was rather janky before, and while it's still technically possible now it's still very janky given that the player needs to throw the spear to kill the fish. I'd rather see spear fishing as a refined mechanic of its own later, perhaps in a more similar fashion to the kind of spear fishing that Primitive Survival implemented, than a method that works but feels half-baked.
  10. Probably about the same time they let pottery explode in the kiln if the clay wasn't properly conditioned and cured before firing.
  11. I'm a little surprised there's been no complaints about that. A small part of me also wonders if it's actually a bug or whether rifts received some sort of tweaks that maybe aren't quite working right. In any case, I'm starting to think that having the bug stick around as an optional feature would be a pretty good addition to the game. It's been pretty interesting to play with. The rifts are less hazardous and jarring, but a lot more likely to sneak up on you if you aren't paying very close attention.
  12. The Middle Ages did come after the Iron Age, however, my point remains that the game is set during the late medieval period. Thus the main focus should be the technology appropriate to the late Middle Ages, and not so much the tech level of earlier times. And my point is that bronze and iron tiers are overlapping more in 1.22 due to that extra processing time. Prior to that, it was very easy for the player to only invest in a bronze anvil and bronze pick, before replacing everything with iron. Copper tools would suffice for everything else, and bronze armor wasn't really worth it since gambeson is much better and it was much easier to farm flax in large quantities. Now flax requires more investment in farming, meaning that the player will probably want to save the linen for a windmill. Iron requires a bit more time and effort to refine, so if the player wants to do things like start the main story earlier, tackle procedural dungeons(supposed to be added in 1.22), or otherwise just be safer while out and about, they'll probably consider investing in some bronze lamellar and weapons while they work on iron. What I suggested is basically just giving the player more gameplay options at that stage of the game, acting as horizontal progression rather than linear. Iron is still better than bronze, but if the player is too busy investing time in things like livestock, herbalism, and other areas of gameplay then that's time they aren't investing into iron working...meaning that they will be reliant on bronze longer. However, the player still has the option to skip bronze and focus on iron if they so wish. That is not at all what I said. The game is set in the late Middle Ages, thus the focus is going to be on the technology appropriate to that era, with some early industrial/steampunk thrown in for the very late game. Stone, copper, and bronze aren't worthless by any means, but that's not the tech levels that the player is really intended to remain at for extended periods of time. The idea is for the players to use those as a stepping stone to get to iron, so that they can tackle things like the main story or machinery and whatnot. Pretty much this. The main reason to make higher tier materials more durable and powerful than lower tier, is to both encourage the player to improve their equipment, discourage them from relying on the cheaper, more convenient early game materials, as well as give them an actual sense of accomplishment when they acquire better materials to work with. Copper feels powerful compared to stone, while bronze feels powerful compared to copper. Same goes for iron. If iron was just a bit more durable but not packing the same punch as bronze, a lot of players would very likely feel that it wasn't really worth the effort to acquire. Some players currently ignore steel entirely for similar reasons, I believe--the durability of steel is better but there's no notable power increase, while the steel itself takes a lot of time and resources to acquire. Thus, those players just skip it and stick to meteoric iron, since it also is more durable than iron but requires less processing(it smelts directly into ingots). I'll post behind spoilers for those who don't want the story spoiled, but I do recommend playing the main story at least once, as well as digging into the lore. Basically, the game isn't really "caveman to cosmos". If it were, Homo Sapiens game mode would be the standard, and I would be more inclined to agree that each level of tech progression should be much more grindy than it already is. However, Homo Sapiens isn't the standard game mode that Vintage Story is balanced around, and there as an option for players who want a purely realistic survival experience only, with none of the lore and supernatural stuff. Edit: One thing I forgot to mention, is that the minimum equipment requirement for the first story chapter is tier 2, which is bronze/gambeson. Chapter 2 require tier 3, which is iron. For singleplayer games, iron tends to be the recommended minimum even for chapter 1, since it allows the player to make a few more mistakes in an area that can be rather punishing, and they don't have friends that can help them(multiplayer advantage). The story can certainly be completed with lower grade equipment, however, it requires a lot more skill and luck on the player's part.
  13. Sorry, I forgot. It gets hard to track what's been posted where sometimes, especially when threads have similar topics.
  14. Cheap as in it's not particularly rare or difficult to obtain in the game. Copper, tin, zinc, and bismuth are all quite easy to find in large quantities, and can also be purchased from traders. Raw iron can't be purchased from the typical trader, and while it occurs in large deposits those deposits can be tricky to find sometimes. Right, but what I'm trying to say is that the processing time seems to be increasing a bit in 1.22, meaning that the jump from bronze to iron isn't quite as fast as it was before. Thus to me, it already seems more worth investing in some extra bronze stuff that I wouldn't have bothered with before. I'll put it this way: I think a better solution to make bronze tier feel more meaningful, is to give players more stuff to do at that tier and give bronze other niches, rather than try to do something like "iron has more durability but bronze is more powerful". The latter really doesn't make much sense, at least to me, and I think in practice it's going to end up feeling like artificial progression gating to players. That is, if the player has more options in the earlier portions of the game for pottery, farming, livestock, herbalism, etc., they'll need to think about what goals they want to prioritize rather than just focus on jumping straight to iron every time(though they can still do this if they choose). Likewise, if bronze can be used to create things like bells(decorative, useful, or even the contraption kind) or diving gear(brass and copper could see more use here too) or even more advanced cookware, that gives it a special niche that iron perhaps cannot fill. Sure, but the gameplay still needs to match the story and setting the devs want the game to have, and the story makes it rather clear that the setting is the late Middle Ages. Stone, copper, and bronze are still important to the player's progression, but they're just stepping stones to get to the meat of the game, and not intended to be the main focus otherwise.
  15. I wouldn't mind seeing more skill-based quenching and tempering like what you've suggested. However, in terms of iron vs bronze I don't think it's a good argument for making bronze temporarily the stronger option(not saying that's what you're arguing for here, just referencing my earlier post). To make the bronze tier feel more meaningful, without players feeling like progress is artificially gated, I think it's better to just give the player more things to do with bronze as a material, as well as give them more things to do in that stage of the game. That is, if the player has more options for pottery, farming, livestock, herbalism, etc., they'll need to think about what goals they want to prioritize rather than just focus on jumping straight to iron every time(though they can still do this if they choose). Likewise, if bronze can be used to create things like bells(decorative, useful, or even the contraption kind) or diving gear(brass and copper could see more use here too) or even more advanced cookware, that gives it a special niche that iron perhaps cannot fill.
  16. I disagree. Bronze is cheap, and is still valuable in the late game for making nails, tools to trade, or cheap tools like wood-chopping axes, scythes, shovels, etc. when the player would rather devote the iron and steel to other things. Depends a lot on the player's personal preference as well. This is how it currently plays out in 1.22, in my experience. Iron is clearly better, but requires more investment to refine in quantity. It's not enough to just dig up the ore, smelt it in bloomeries, and then throw it on the helve hammer. The player will need to work the bellows to heat the iron up quite a bit first before it can be worked, lest they want to constantly juggle the item between the forge and anvil. Thus bronze retains more use for an extended period, and isn't so easily skipped over. As for quenching and tempering, those are there to make good tools and weapons better, if the player is willing to invest the time. That's one of the main strengths of iron over bronze in the game, but that doesn't mean that iron should just be worse than bronze unless the player puts in that extra effort. If it just takes a single quench for the iron to be better, players are just going to ignore bronze in favor of iron anyway since the first quench is risk-free. If it takes more than one quench, then players are likely going to get annoyed at how much extra processing it takes just to make iron better than a lower tier material, as well as the risk of breaking the item in the process since more than one quench is risky. Keeping in mind that the current setting is the late Middle Ages as well, and not the Bronze Age. Bronze was still a useful material in the medieval period, but had been replaced by iron when it came to tools, weapons, and armor. I think that is also why iron easily outclasses bronze when it comes to gameplay--bronze is just a stepping stone in the early game, and not a material that's intended to be relied on long-term for tools, weapons, armor, and other things.
  17. Agreed. I played with a mod a while back that added bog iron, among other minerals, and I think the mod handled the concept quite well. Bog iron had the same stats as typical iron ore, but occurred in tiny deposits in ponds and lakes rather than being an ore buried in the earth. It was a great way to obtain a bit of iron for some strong early weapons and tools, but the player would still need to locate an actual iron deposit if they wanted to make armor and invest in machinery and steel. The mod also added pyrite deposits, which were iron deposits near the surface; low quality ore that doesn't produce as much iron as the standard deposits, but still a good option for players to utilize for some iron equipment at a lower risk than delving for deep iron.
  18. I think if it takes a few days of cumulative damage before the effect hits, the effect will be too easily avoided unless the player sabotages themselves, or else be a little confusing/annoying due to the significant delay between cause and effect. The better option, I think, is to have a chance to apply the status effect once a certain temperature threshold is reached, with the chance increasing the longer the player remains at said threshold without taking measures to warm up/cool down. That is, once the player starts to shiver, they're at risk of hypothermia; if they continue to ignore the shivering and frosty overlay, they're going to get hit with a penalty. Heat stroke could work in a similar fashion--once the player has remained in very high temperatures for a while they could get an overlay to show that they're beginning to overheat, and ignoring the warning signs will quickly lead to getting slapped with the heat penalty. In other words, it's not a case of "oh the player was outside for 2 minutes and now they must be punished" but rather "the player decided to stay out in the cold/heat all day long without taking the proper precautions, so now the consequences have caught up to them".
  19. No, not really. That's more likely to confuse players. Since iron is the next tier of material after bronze, players will expect it to be better regarding stats; having it be worse is likely going to make it feel rather unsatisfying to obtain. Keep in mind that it already requires more processing than bronze in order to use, since the player needs to construct bloomeries to smelt it, and then work the blooms into usable ingots, which will require bellows and quite a bit of time(even with a helve hammer).
  20. You should be able to. Unless you shortened the story location distance, the closest location to the world spawn will still be about 5k blocks away, and extremely difficult to find without the map to it. The locations that are easily found without a map are around 20k blocks from spawn, which is likely further than your friend has ranged. Additionally, if your friend had already done the story content, he most likely would have mentioned it directly. To start the main story, you'll want to talk to your friendly local treasure hunter and ask him about interesting places.
  21. Or could make the blueprints with charcoal and parchment. Then there's more stuff to store in scroll racks, as well as stuff to copy and trade with other players.
  22. Diseases are actually something I wouldn't want to see be very prevalent in a status effect system. I think a handful of basic nonlethal ones would be fine, kind of like how Elder Scrolls games handle the concept, but lethal diseases aren't the best idea since getting an herbalism setup will probably take a little while, and it's not going to be fun for most players to die a slow death from something they had no chance to cure. I don't know that I would add in penalties for lack of certain nutrition either. Fruit is easy to get, so unless the player is deliberately sabotaging themselves they really shouldn't be running low on fruit nutrition for extended periods of time. Aside from scurvy being easy to avoid, the other issue is that if lack of fruit nutrition causes problems, lacking the other nutrients should cause problems too. Dairy is the biggest problem there, since in reality it has some rather important nutrients but is difficult to acquire in the game since it requires acquiring appropriate livestock or otherwise trading for it. Heatstroke/heat exhaustion and frostbite/hypothermia I'd expect to see as potential ill effects, perhaps the common cold as well since it's nonlethal with simple treatment options. Broken bones would be an obvious consequence of intense combat or hard falls, and would be a great deterrent to players taking swan dives off cliffs and relying on bandages to heal after. Food poisoning could result from eating spoiled food. Bleeds/bruises could be less serious injuries that still require medical attention to avoid the injury becoming infected.
  23. Status effect system and herbalism. It's not really possible to have one without the other, and the status effect system alone will change the entire game quite significantly, I believe. I expect it will make combat more challenging, hunting more interesting, exploring a little riskier, and the weather a little more dangerous, just to name a few areas that will be potentially be impacted by such a system. Combat and hunting would be more interesting if the player can stun, slow, or otherwise cripple targets, while also being more dangerous when said targets can do the same to the player. Exploring would likely need a bit more planning, since a simple poultice/bandage won't necessarily be enough to fix injuries sustained. Weather would likely be a little more dangerous, given that wearing winter clothing in hot weather might inflict penalties just like being cold for too long might inflict penalties as well. Herbalism, of course, would be an obvious solution to curing or reducing certain negative status effects, as well as be a way to acquire some temporary benefits. It would help flesh out farming a little more by adding more plants to farm, as well as potentially open up the possibility for more pottery options or even glassmaking.
  24. Not exactly. It depends heavily on the where, who, and when. Boiling water was certainly an option, and certainly one that would have been utilized, but if the local water sources weren't very tasty or otherwise known to make people sick, the denizens of those regions would likely opt for alcohol or other beverages if they had the choice. Likewise, cultural practice and beliefs can also influence the decisions as well, even if the local water is rather safe and tasty. A fairly solid overview of the times and beverages: https://newhistories.sites.sheffield.ac.uk/volumes/2018-19/volume-8/the-medieval-beverage-of-choice-alcohol-or-water
  25. It's RNG. I've seen several wolves in 1.22. Several bears too.
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