Jump to content

LadyWYT

Vintarian
  • Posts

    4547
  • Joined

  • Last visited

  • Days Won

    204

Everything posted by LadyWYT

  1. Welcome to the forums! I love these little doodles. They remind me of a lot of the illustrations in the old children's books I read when growing up. That strange cozy yet uncannily realistic vibe...which I suppose is also Vintage Story's aesthetic in a nutshell, heh heh.
  2. I'm not sure you even need a model, at least not for the tiny fish. You can probably just slap a fish.png into the texture spot, maybe tweak how they move as a school a bit, and call it a day. An old Ecco the Dolphin game I have for PS2 had schools of fish that were essentially just that...mobile .pngs
  3. Snowball earth. You could also just start a game in the arctic, and go from there. As for adding natural disasters to vanilla, even as a toggle...yeah, that's better suited to the mod realm than a vanilla feature. We already have a sort of natural(unnatural, really) disaster in the game for players to deal with, in the form of temporal storms, and it's not uncommon to see complaints here on the forums about how those are implemented.
  4. It depends. Early armor won't let you tank enemies or anything, breaks easily, and wears down your resources faster. However, it can absorb a hit or two, which can buy you enough time to escape whatever's trying to kill you. I would say it's something that's useful for newer players as a bit of a safety device, but quickly loses value as a player becomes more skilled at the game. Veteran players tend to skip early armors entirely, as they've developed enough skill to be able to easily go without it. However, it's not always the case...as a veteran player, I still use things like improvised armor on occasion, as sometimes I'm accident prone. Personally I play with the cave-in mechanic turned off. If I'm not mistaken though, you should be able to use the dirt blocks to craft packed dirt, which should be sturdy enough to build the traditional starting dirt box house. The temporal mechanic is pretty weird until you get the hang of it. The most important thing to remember is that when you're choosing a base, you ideally want a location where the gear is either spinning clockwise, or not spinning at all. Clockwise means a stable area; no gear movement means the area is either neutral, or stable but you're at full stability already. If it's spinning counterclockwise, that's bad--you're losing stability, and losing enough will eventually cause monsters to start spawning(around 25-33% full), and even kill you if it's drained to zero for an extended period. You don't want to stand in rifts, as doing that rapidly drains your stability. The most you can do is wait for the rift activity to subside--the rifts will disappear on their own with time. Keeping areas well lit will help prevent them from spawning, but if one happens to spawn in an inconvenient location the best thing to do is just find something to do elsewhere for a little while. As for destroying rifts...there is a late game item called the rift ward, that will stop rifts from spawning within a certain radius provided that the ward is powered.
  5. There's at least a couple, though I'm not sure there's a way to really solve that issue in multiplayer. On smaller servers, especially the ones where it's just a handful of friends that play roughly around the same time, it's not really an issue. On a large server, however, it can be a real problem. It's kinda just one of the extra challenges that goes with multiplayer itself. ServerPauseMod: https://mods.vintagestory.at/show/mod/24765 No offline food spoil: https://mods.vintagestory.at/offlinefoodnospoil Immersive Inventory Spoilage: https://mods.vintagestory.at/immersiveinventoryspoilage Also keep in mind that those mods may be out of date. Doesn't mean that they won't still work in a newer version of the game, but you're more likely to run into issues with outdated mods.
  6. Not just that, it would remove a lot of drawback from playing Blackguard. It takes two shots from low-tier weapons to kill a rabbit, and I would say an extra hit on average to kill larger creatures at range as well. Blackguards are very strong fighters, but one of the prices they pay for that strength is that they need more food...and it's harder for them to get said food. Meat is the best food source when it comes to pure calories, so if you make it easy for Blackguards to hunt there's no real challenge left to hold them back in the early game.
  7. Tagging on to this here--hunger rate is also affected by armor type, weather, and things carried in the off-hand slot. If you have something in your off-hand slot, that automatically increases your hunger rate by 20%. Equipping armor will increase hunger as well, at a proportional rate to how heavy the armor is. Heavier armors drain more hunger in return for providing more protection, while lighter armor drains less but offers less protection. As for weather, being outside in the cold can increase your hunger rate if you're not near a heat source, although I think this hinges on your game settings regarding winter(true winters enabled, I think).
  8. With all due respect sir, don't drag me back into this. I said my piece regarding the initial suggestions in the thread, did my best to make my case on breaking them down in regards to how they could be implemented and potentially affect the game. I don't have anything further to say currently on those suggestions, and I don't have an interest in making the fight personal, which at this point is what the thread has turned into. The most I'll say is thus: Some players do enjoy hanging out at base more, and that's a fair point. However, the game still needs to be able to be completed for the average player in singleplayer. The more maintenance the player has to do at home, the less opportunity they really have to go wandering off exploring. The reason I point out problems I see with the farming suggestions, and don't offer a solution as to how they could be implemented in a way that's likely to be fun for most players ...is that I've turned the ideas every which way in my head, and don't see a good solution for it. If I can't think of a good solution for a suggestion, and don't otherwise see that it adds anything particularly valuable in terms of gameplay, then I tend not to be in favor of implementing the idea into the game.
  9. Welcome to the forums! Threads like this are always a refreshing breath of air, and it's fun to watch new players take their very first steps into the game. Vintage Story can seem intimidating at first, but a lot of it is just that it's a very meaty game in terms of information you need to know, and most gameplay loops intertwine with each other in some fashion or another. Once you figure out how to progress things, the game becomes much easier, though it will still happily punish players who get too complacent. Regarding bears and wolves, it's pretty much a rite of passage to get mauled several times when learning the game. I've definitely been there. Bear trophy armor is supposed to be added next update, which I'm super excited about! Sounds like you're off to a great start too, and I daresay you'll get through winter without much issue at this rate. Fish I wouldn't worry too much about, when it comes to food. They're a convenient source if they happen to spawn nearby, but until proper fishing is implemented your time and effort is typically better spent elsewhere. Personally I tend to call it the hunger or stamina bar. I somewhat agree with @traugdor, in that it'd be a little less confusing if the community used a consistent name for it, but it is what it is. Oh for sure, go for it if you have friends that want to play too. Multiplayer with a friend or two is an absolute blast! Just make sure to check the food before you eat it, unless you prepared it yourself. It's a bit of a running joke to sometimes slip a few...er...special shrooms...into a stewpot to feed your friends, heh heh.
  10. Weird. I've been playing on 1.20.7 still(because mods) and haven't noticed an issue with it. Maybe it's a bug in a newer version? Or the block column could be messing with the pathing, as you said.
  11. Yeah I was trying to be nice and not go there. I watched the first few episodes of his series after he made that funny wolf post on the forum a while back. It had its entertaining moments, and it's cute watching new players figure out the game. I've admittedly been curious about that, given the arguments he's been making. I suppose that's the handy part, and a drawback of posting on social media--it leaves a paper trail for others to follow. Personally, I've nothing against inexperienced players presenting their suggestions. However, it's also not unusual for many of those suggestions to be quite flawed, especially in relation to other parts of the game, which is to be expected from inexperience. As I've said before, where it gets aggravating is when questions and concerns about the suggestions get brushed aside with a simple "you're wrong, you don't know what you're talking, it'll just work and be fun before I said so!" argument, instead of an explanation of how such a thing could work and how the concerns would just be addressed. Keeping in mind that Wilderness Survival is the "hardcore" preset, same as Exploration is the "easy". The Standard version is the developer's intended difficulty, and as a result that's the metric I use when making assessments about suggestions. That, and my own experience with the game itself, and other ideas that others have tried via mods. Sometimes an idea works, and sometimes it only sounds fun on paper but isn't fun in practice. With all due respect my man, I believe you when you say you're passionate about the game and want to see it improve. You wouldn't be here making suggestions or having fun with it on YouTube if you weren't. And not everyone has fun in the same way, and that's okay. But I honestly don't believe that you want to be friends or hold a discussion to actually find common ground. Your actions haven't backed up your words in that regard, since you've not done anything except dismiss any opposing viewpoints as "irrelevant" because "we don't know what we're talking about, we're just stubborn old veterans chasing people away" and "you have a game-design oriented brain, so you're automatically right". Maybe that's not what you meant to say, but if it wasn't I would recommend taking a look at word and phrasing choices, as that's how you're coming across. Otherwise, I will note that you're free to defend your points by simply ignoring every counterpoint and labeling it as "irrelevant", but that destroys your case more than supports it. In any case, I'm glad you're having fun with the game. Hopefully you continue to do so. I don't have anything else to add regarding the rest of your post, since everything I've said up until now has essentially been ignored.
  12. LadyWYT

    Mild burnout?

    Assuming you're playing with lore content enabled, have you checked out any of the story content yet? You don't have to actually complete the initial content if you're not yet confidently equipped, but bronze should at least let you comfortably poke around in the first location. There's also decorating your base, if you're inclined to mess around with chiselwork. Winter has a lot of downtime, which makes it an ideal time to do things like chiseling. If you're inclined to invest more heavily in farming, winter is a great time to go collect cuttings of fruit trees so you can plant them towards the end of winter/beginning of spring. Cuttings need cooler weather in order to vernalize, but it can't be too cold when you plant them or they'll almost assuredly all die. Last but not least, there's always exploration. Frozen water is easier to traverse, and you can make notes of the extra resources you find. Of course, if you're really worried about the cold, you could venture into some of the caves in search of ruins and translocators. I don't recommend going too deep, as the high level monsters can overwhelm bronze fairly easily, though if you're skilled enough it shouldn't be too much of an issue if you're careful.
  13. If you're seeing a shiver crawling around in broad daylight, it's usually due to the sun just rising, a temporal storm just ending, or a cave/overhang somewhere nearby. However, I will note that some recent versions of 1.20 had issues with monsters spawning in broad daylight, so if you're playing on an older game version you may be running into a bug(which could also be occurring on the latest versions, though I'm not aware of any bugs of that sort). In any case, you shouldn't be seeing monsters out and about during the day.
  14. I daresay it's just bad luck. Sometimes there can be complete calm for several days, and sometimes the activity is nothing but high levels. You might try looking into acquiring a rift ward or two to curb some of the spawns, although rift wards are a late game tech item so I'm not sure how feasible that would be for the present. You might also try fencing off a safe perimeter around your base and lighting up everything inside. Shivers currently can't climb over fences, and the lights will at least cut back on some of the spawns, if not curb them entirely.
  15. Welcome to the forums! For resources, I don't think you have anything to worry about there in terms of basic progression. For the story itself, however, some locations require specific types of terrain to generate in. The Resonance Archive requires a large mountain, and a certain other location requires a smaller mountain or hill I think. I'm not sure that those locations will generate naturally if the required terrain isn't present, so you may need to place them manually in order to complete the main story.
  16. Hmmm. Iron should be sufficient for fighting sawblade locusts, although if you're getting by multiple sawblade locusts at once(or other higher tier monsters) that might be a bit much. Keep in mind that plate armor offers the worst healing stats, so if you need to rely a bit more heavily on healing items in combat you may want to switch armor types. As for fighting sawblade locusts in general...they're somewhat rare and you don't usually see more than one at a time. They are fairly tough, requiring a few hits to kill, and like other locusts have a special leap attack they can do. If you plunk down a light source before engaging them, a shield is useful to help block at least some of the incoming damage. You may also try softening them up a bit with ranged damaged before engaging them in melee.
  17. Smithing is one of my favorite parts about the time, though ironically I hate spending long hours at the anvil banging out repetitive items. I daresay most players would agree that it's very tedious. However, in the case of smithing, it's generally not something you need to do very often, with certain exceptions such as iron blooms and plates. That is where the helve hammer shines though, and also what pushes players to go to the trouble of setting one up. A helve hammer will make processing all that iron and manufacturing all those parts much less tedious, and by the time you actually need all that stuff you should already have a helve hammer set up. Yeah, I wouldn't do that to pottery--that's a bit much. Smaller recipes like pots and bowls don't really benefit from a turning ability; in that case, I'm thinking more of a niche QoL feature for larger objects like storage vessels and planters. Not that it's hard to just walk around the object in question either, but it can be a bit of a hassle whereas a pottery wheel you can just shove into a corner and keep the project out of the way. I don't recall suggesting texture variations, but different textures is a decent way to give a pottery wheel a bit more purpose. You could take that a step further and make certain items like vases, pitchers, and whatnot as decorative/functional items exclusive to the wheel. In that case, you still have functional pottery that can be completed with the system we have at the moment, and ignore the wheel entirely if you wish, without penalty. But for those wanting more decorative vessels, or a wider range of function, the wheel could serve that niche. With a proper glazing system added for pottery, perhaps you could limit glazing to only the higher quality pottery crafted on the wheel, and leave the standard pottery as-is. That way players just in it for pure function aren't punished for ignoring the pottery wheel(which may not be something they enjoy messing with), while players who lean more heavily into the decorative aspects of the game will probably love it. Oh I can think of worse things than QTEs...microtransanctions.
  18. Welcome to the forums! It's a neat concept, but I don't think it should be part of the core game. This is one major reason why it shouldn't be added as a core feature: religion, whether it pulls from real world religions or not, is a touchy subject for many people. The game does feature some loose religious references, but overall, religion is left up to a player's own interpretation, and is therefore able to appeal to a wider variety of players as a result. This is the best way to implement religion as a gameplay mechanic. If players desire it, leave it up to them to determine how it's implemented. A whole lot of controversy is avoided that way. Edit: because I'm a dumb-dumb sometimes and forgot what section of the forums I was in. I want to say someone already made a mod that implements this sort of idea, though without the religious aspect. https://mods.vintagestory.at/temporallife
  19. As someone who enjoys the Wildcraft mod suite...does voting for everything count? I like all these options, really, and I like collecting crops to grow. For the vanilla game, I might stick more closely to the kind of flora that can be found in Europe/Asia/North Africa during the late Middle Ages. However, given how scrambled the world is...it might be anachronistic to have things like potatoes and tomatoes available as crops, but I don't think it would be a deal-breaker either when it comes to immersion. After all, we have cassava in the game, which is a New World crop.
  20. Oh right, I forgot about that.
  21. There's also mods like this that remove them: https://mods.vintagestory.at/show/mod/19636 There are other mods too that do similar(and not just for shivers)--this just happened to be the simplest one I found with a quick search.
  22. Welcome to the forums! I want to say this feature already exists somewhere in the library of console commands and world edit tool, but I'm not 100% certain.
  23. This is true, however, if a suggestion is meant to be a feature of standard gameplay, then it should be a feature that is enjoyable for most players. As I've noted, I look at suggestions through the lens of the Standard game mode on default settings, which seems to be the general intended experience the developers have in mind. A fair point in some regards, but I still maintain my previous position that such a mechanic needs to be balanced around other gameplay that demands player attention as well, such as the player needing to be absent from their base for extended times in order to complete the main story. As I've stated previously, the current system of farming allows a player to plant a crop, leave, and have it ready to harvest by the time they return, so they don't feel like they're actively sabotaging themselves to pursue the main story or go exploring. Unfortunately, I've not seen a counterpoint to such concerns other than "the concern is irrelevant", "it's fun, because I think it's fun", or "it'll just work, because I said it would". Perhaps something got lost in translation, but that's how it comes across. As for implementing things like spontaneous crop death, weeds, and whatnot...here's the gist of how I see such things panning out: Spontaneous Crop Death It's true that sometimes crops just up and fail, despite your best efforts. You could have crops randomly die in the game and accompany the dead crop with a brief explanation of how it died(disease, pests, etc) as an easy way to make farming "tougher". I believe @Rudometkin suggested it be a somewhat common occurrence, like 1 tile out of every 10 crop tiles failing on average. I would probably expect 1 in 8 though, since a fully irrigated farm consists of 8 farmable tiles around 1 tile of water. The average is probably a mix of getting a harvestable 8/8 tiles per irrigated unit; 7/8 to 5/8 depending on how many tiles fail in a unit. For brevity's sake, let's assume that 5/8 tiles is the worst possible outcome per unit. The problem here is...how does the player counter the crop loss? Every other challenge in the game, that I can think of, gives the player options to counter it before it becomes a problem. In this case, however, the crop just dies despite the player's best efforts, and they get nothing in return for their work. If a crop dies to lack of water, wildlife, or inappropriate temperature, the player can at least learn from that experience and improve their farming strategy by irrigating, planting at a different time of year, or fencing off their farmland. The most they can do in the case of spontaneous crop death is just plant more farms to compensate, but that unpreventable crop loss is going to reduce the sense of accomplishment at harvest time, because the player is getting screwed by RNG. Weeds Currently, we have weeds in that fallow farmland will grow grass and horsetails, which you will need to remove before you can plant anything in the tile. Adding the need to weed growing crops in order to avoid reduced harvest(bad result) or crop death(worst result) is at least a better option than spontaneous crop death, as it gives the player to chance to counteract a bad outcome. I think the main question to answer here is...how often is the player expected to weed their crops? If the player doesn't need to check often at all and can safely ignore the mechanic without penalty, I'm not sure it's really worth adding in the first place, as the current system already provides similar results. If the player needs to check almost daily and dispose of weeds promptly lest the crop be damaged, then you run into the issue of the player having to spend more time babysitting their farm, which is less time they're able to spend doing other things. I'll also note that the more often a player has to repeat a task, the more tedious it tends to become. Some tasks need to be done more often than others(like cooking or charcoal), that's true, however those tasks are fairly flexible in how and when you accomplish them. Exploration and pursuing the main story also become less attractive, as now the player has to choose between having a harvest of food or industrial material(flax, or similar crops if added), or pursuing the story or other resources. Honestly, the best alternative I see to a weed mechanic, is to simply allow weeds to turn farmland back into dirt blocks if left fallow for an extended time. That gives players an option to relocate farms without needing to replace all their dirt, while giving the consequence of needing to till your farmland again if they let their farm idle for too long. Crop Disease/Pests If weeds were bad about demanding player attention before something undesirable happens, these particular problems are much worse. Realistically, a player would need to destroy a diseased/pest-ridden tile immediately to prevent other tiles from getting infected, which is going to mean a LOT more micromanagement. Keep in mind that the setting is the late Middle Ages, so pesticides and whatnot aren't much of an option when it comes to counterplay. And it's not like the player can just ignore the affected tiles either, as doing so means losing the entire harvest. In any case, players who really enjoy farming and a lot of micromanagement might enjoy a mechanic like that, but I daresay the average player is going to find it frustrating if they need to devote that much attention to one gameplay loop just to ensure they get a good result. And like I mentioned previously, more micromanagement is going to discourage players from going on long exploration trips or pursing the main story, as they're likely to end up feeling like they're sabotaging their progress. The current implementation of farming might not be the most exciting thing in the world, but it does allow the player the option to plant crops before leaving on an expedition, and have a full harvest to look forward to when they return. ---------- After saying all that, I suppose one could simply brush off all those points by saying players should spend more time getting their base well-established before heading off to explore the story. However, that narrows the options that players have when it comes to the game's pacing. The current standard mode allows players to progress as fast or as slow as they'd like, which allows for a broader appeal. Requiring 100 hours or so of gameplay to set up a base just so a player can think about actually playing the story content might appeal to those who like a really slow pace game, but it's going to be a turn-off for those preferring a faster pace or preferring to have more control over their own pacing. Pretty much my general complaints in a nutshell. I've done my best to provide my thoughts, concerns, and otherwise attempt at well-ordered constructive criticism. Unfortunately, I've not seen much of a counter-argument to my points aside from getting told it's all irrelevant...because reasons...and other similar brush-offs.
  24. I will note that number of downloads is a decent indicator of whether or not an idea is popular with the community. Mods like Primitive Survival, Expanded Foods, or Fauna of the Stone Age all have very high download counts, and also have features that are frequently asked for here in the forums. If I'm not mistaken, the devs themselves have stated that one of the best ways to get one's idea into the game, is to make a mod for it. The devs watch the modding database and it's not unusual for the most popular mods to be implemented into the game in some fashion, provided the mod fits the developers' vision for the game.
  25. The problem with that statement? The more you ratchet up the difficulty of pursuing the main story, the less likely players will be to bother engaging that content. There's a delicate balance with the time and resources a player invests into a gameplay loop versus the reward they get for their efforts. If you make players jump through a bunch of difficult hoops just to eke by and survive as the favorable outcome...that's not a fun game anymore. It's a digital hamster wheel. It depends on how they're tweaked. What you've proposed, I don't think would work well at all, and would likely make the game more frustrating for the average player. I think the better option to improve farming without making it too much of a hassle, is simply decrease the crops dropped per tile slightly, and increase the time it takes crops to reach maturity slightly. The end result there is that one harvest per growing season on average(two with high quality soil); at that point, planting times become a little more critical to ensure you get a full harvest, and you're less likely to get an overflow of crops with a smaller farm. A change like this would help encourage players to make their farms a little bigger to compensate and pay closer attention to planting times for their climate, but it shouldn't otherwise make farming demand more of their time overall than it already does. Ruined farms and decrepit infrastructure is the end consequence I see when suggestions like this arise(that is, suggestions for increased maintenance to keep you crops and machinery going or it falls apart, etc). There are already mods that achieve similar effects in some cases, when they exist, though I don't recall seeing any of those mods be wildly popular. I believe you're also failing to understand just how long the player is expected to be away from home for current story content, let alone doing something like traveling to the tropics. On default settings, completing the entirety of chapter two will take the player away from home for about two in-game months; that's a lot of time to be losing progress. With the current balance, however, players are able to finish their chores at home, leave for a while, and pick up where they left off when they return. If you're wiping out crops, killing livestock, or destroying machinery because the player wasn't around to perform necessary chores and maintenance though...sure it's immersive, but now the player has to look forward to putting their base back together and trying to recover their progress every single time they leave for an extended period of time. If you're wipe player progress at random just in the name of "it's a hard game, get over it"...that's artificial difficulty. With the current state of the game, it's clear what the player has to do to get specific things. I will also note that some crops already die spontaneously--fruit trees. That's a big reason that many players just ignore fruit trees entirely; they take a lot of time to actually get going, and don't survive the planting oftentimes. I also think that when Vintage Story brands itself as "uncompromising", that means it doesn't really hold the player's hand. It doesn't mean stripping players of progress arbitrarily just because "it's a difficult survival game, so it must be difficult 100% of the time". The game has a steep learning curve, but the reward for learning how it works is that tasks get a lot easier to do. If you change the end result to that learning to more busywork with less reward, the gameplay becomes less satisfying to engage with. Yeah, because in the current state of the game it is a challenge depending on crop and climate, but there's quite a bit of wiggle room still to ensure that a broad range of player skill levels can achieve similar results. I've also not noticed a lot of people complain about farming being too hard or too easy, which suggests to me that farming is well-balanced in its current state, and not an issue. There are mods available to make certain farming aspects a bit more in-depth, for those that wish more detail, but I wouldn't call those mods wildly popular either. Right there. You're implying that players who don't like your proposed changes can decide whether they have the patience or not to keep playing the game, and just quit if it's too frustrating. At least that's how your statements read. With all due respect, that's exactly what you seem to be supporting your proposed changes with though. "Just deal with it, they don't adversely affect anything because I said so! Your concerns are irrelevant and unfounded, and it's an uncompromising survival game anyway!" I would say it's very relevant information. If you yourself haven't experienced long times away from your infrastructure, how can you just say that your changes won't cause problems? Likewise, how can you just brush off concerns about such changes potentially causing issues when players leave their bases for long trips(which you HAVE to do to complete the main story), if you don't have experience making those kinds of trips yourself? You don't need to live in the source code to consider the game as a whole. I would agree though, given some of what I've witnessed on the forums, that players who consider the game as a whole when making suggestions aren't the majority. That is a concern, yes. Only 2 of a planned 8 chapters have been implemented, and I suspect that future chapters will require the player to do a lot of traveling as well, or otherwise spend a decent chunk of time away from home per chapter. It might be further down the development road, but that's not a reason to say you can just ignore that part of design when suggesting changes like this. It's also not fair to say implementing your proposed changes now would have no effect on the story and required player travels, since the currently implemented story already have the player doing a lot of traveling. Story content isn't the only reason I've argued against plant diseases, weeds, and other related changes. Story content is the main reason a player is going to leave their base for long periods of time, hence why I keep referring to story content, but it's not the only reason a player can leave. In any case, the issue isn't just "what happens when the player leaves"; it's also a matter of how much extra time they'll have to sink into farming with your proposed changes. The more time they have to spend babysitting the farm, the less time they'll have to engage in other gameplay that they may enjoy more. I haven't played Better Than Wolves, but I've heard stories about it. Great point here about mods though--they're a great way to gauge how well an idea plays with the rest of the game, and whether or not the community as a whole enjoys it. I agree with @Thorfinn here; if you believe that strongly in your proposed changes to farming, turn them into a mod and see how it flies in the community. If it gains enough traction, it could be implemented into the game. Worst case scenario? You just make a niche difficulty mod that will still be enjoyed by some players. Agreed. I would also note that sometimes compromise needs to be made in order to achieve a fun end result. An example I would cite from Vintage Story itself is the fiasco that ensued when 1.20 first released. Sailboats were a bit...underwhelming...and some players REALLY did not like the distances that chapter 2 required you to travel for the story. The solution was to make the sailboat faster(which was needed) and add an option to allow player to customize the distance between story structures. In my opinion the distances were fine and set the tone beautifully for the story, so I don't think that change was needed, but I also think it's nice that the developers gave players that option. Pretty much my sentiment as well. I don't mind turning my own game into a ruthless challenge via mods, but that's my choice. Not everyone plays at the same level I do. Speaking from the artisan standpoint...creative mode is for experimenting with ideas easily and not having to worry about acquiring your own building materials. A good chunk of the fun of making works of art in the standard game mode is the process of gathering your own materials and bringing the work to life over time(also holds true for making art IRL). Likewise, some players will turn down the difficulty significantly so they focus more on just the cozy or creative aspects of the game, and some players will do the opposite because they want to enjoy other aspects of the game in addition to the creative one. There's also this weird artist trait that we make some our best work under pressure. I'm not saying that stressing yourself out to make art is healthy though! Beauty comes from pain, but make sure to take care of yourself as well.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.