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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. You can do this...and it's also ugly to live in. Now some players don't care about aesthetics, but most do in some form or another, so most are probably going to end up building something that looks a bit nicer than a packed dirt cube. So I think there's already a fair incentive to build nice structures. While this is true, I believe you also get about 2.5 extra HP per nutrition bar that you fill, and those extra HP can be vital to your survival depending on the circumstances. Keeping the bars filled isn't terribly hard either; it's a matter of not eating the same food all the time. Easy as swapping some of that meaty stew for a fruit pie every now and then. Defense rules in Vintage Story are a little different than they might be in other titles. Normal monster spawn rules get temporarily repealed during temporal storms, as those storms are anomalies that are meant to be very dangerous. Otherwise, keeping your perimeter fenced will help keep natural predators from wandering in, and lighting your base up well(and keeping your interiors on a smaller scale too) will significantly decrease monster spawns. To keep rifts from appearing in your base, you'll need to build and maintain rift wards--a late game piece of tech game that prevents rifts from spawning in an area as long as it has power. The food spoilage rate can be adjusted to be faster or slower, depending on player preferences. It also depends on your climate and days per month. A hot climate will be more difficult to store food in long-term, whereas longer months mean more days that you need to feed yourself and longer times for crops/livestock to produce. Overall though, no, food supply isn't a particularly difficult problem to solve if you know what you're doing and plan ahead. However, I would also point out that the more time the player has to spend just on securing food sources, that's less time they're spending in other areas. If food supply is a big enough hurdle that a player spends the bulk of their time on it, they're going to be much less inclined to go adventure or otherwise take risks to progress in other fields. Not ideal when you actively need to travel quite a lot both to locate other resources and complete the main story. I'm not really sure how you make mining more exciting than prospecting and digging hoping you find what's advertised. Perhaps making exposed ore nodes spawn a little more frequently underground, especially in the deep underground, so there's both more reason to venture there and an alternate method of acquiring resources for those who don't like digging holes. Winter is a good time to do things like blacksmithing and steel refining, since there's no farm chores to do and exploration is a lot riskier. If you know how to counter the cold, no, it's not terribly challenging, however, it also depends on what activities you choose to do during winter. If you're primarily hanging out at your base, living off your food stores, then yes it's going to be an easy time. If you're going out on long exploration trips, then the difficulty increases since supplies, shelter, and daylight are harder to come by. I'd also note that how challenging the cold is depends partly on your game settings. Enabling true winters and making your seraph more sensitive to the cold will increase the threat that the cold presents, though much like I said about food supply...how much of your time do you want to have to devote to just keeping yourself from freezing? Personally, I think Vintage Story does fine in giving the player goals and incentive to work towards them. The main story and other lore helps push players to progress and explore the world, and each "tech tier" feels like a proper step up from the one before it. Aside from that, it's also somewhat a sandbox game, so it's up to you to decide your own goals to work towards and how you're going to go about it. I do like Valheim, but it's a very different game from what Vintage Story wants to be. With Valheim, your express goal is to find specific monsters and slay them to get to Valhalla; yes, you build some cool bases along the way, but the game revolves around monster hunting. Which is a goal it does very well, but if you don't enjoy monster hunting that much or want gameplay options to pick from...it's going to end up falling short. Valheim's food system is good for adjusting your stats on a whim, and it serves its purpose well for what the goal of the game is. I don't think it would work very well in something like Vintage Story though, and I would also say that Valheim's food system is boring in comparison. Old food becomes practically irrelevant once you unlock something new, which means that while there's a variety to pick from, it really only makes sense to be eating the best you have available for the specific task you're trying to do...which also means you're pretty much eating the same thing all the time. Farming also isn't complicated, as you simply stick seeds in the dirt and wait for them to grow; no crop rotation needed and water supply/climate/soil fertility doesn't matter. When it comes to building defenses, it's more critical in Valheim given that enemies will actively try to destroy your stuff. Which I will also note is highly aggravating if you're wanting to focus more on building. Now it's possible that we could see some kind of weathering mechanic or destructive enemies in Vintage Story, however, I also think such an addition would need to be done very carefully, especially since the game currently encourages a lot of fine detailing via the chisel system. It's one thing to just replace a few simple broken blocks, but quite another to have to replace blocks that you may have spent hours chiseling to perfection. As for Valheim's sea travel...it's well-done and absolutely makes sense for a Viking game, but it's also a gameplay feature I both love and hate. In small doses, the sailing is fun, but otherwise it tends to up something I find tedious. There's not much to see out at sea, the wind can be aggravating(there's an ability that solves that problem, but taking it means not picking other abilities that have more utility), and not everything can be transported via portal meaning that you'll end up needing to spend a good chunk of time just hauling cargo around. That's not to say that water-dominant worlds aren't viable in Vintage Story--there's already settings to achieve that. But I don't think it should be the default. What I would expect for a "standard world" is primarily land navigation, with an area or two where a boat is a requirement for timely progress.
  2. It shouldn't be possible--I believe that's been patched. The barricade I was referring to is the one blocking the hallway to the library, forcing you to drop into the hole and fight the eidolon under normal circumstances. There was once a bug that let you "bounce" over it, that has since been fixed, but you can still bypass the fight and get to the library that way if you have the means to get over the wall. There's no invisible barriers to stop you. You do not. The drop is just to help you acquire an elk to help you travel. You actually don't need to visit the Archive at all to progress the storyline, as it's possible to essentially skip to the end of chapter 2 if you know what to look for. However, you'll miss out on a lot of interesting lore by doing that, and it's highly unlikely you'll be able to achieve such events anyway as it would mean finding certain very hard to find things without using a map. But it is possible, in theory.
  3. I'm guessing it's probably luck of the draw on what size antlers a deer will grow that year. I'm not sure if the size is locked to the individual creature, or randomized per year. In any case, I'd assume it's coded that way so that there's more variety in antler drops, as well as ensuring that the largest horns/antlers are proper trophies.
  4. I don't think it's been directly explained as to why some areas of the Archive have been copied. My general assumption, without spoiling too much, is that during the events of the initial cataclysm and the resulting temporal storms after, some parts of the structure fared better than others. Canonically, the temporal storms used to be a lot stronger than the ones we face now, and there were forces strong enough to shift locations like the Archive around, though those forces may or may not be related to the temporal storms. In any case, some parts probably got duplicated in the process, and the parts most affected also seem to be the parts that are covered in the weird rusty tendrils. Such tendrils seem to be a recurring motif so there's certainly some sort of connection.
  5. Just a side note, but if you switch to spectator/creative and fly over the barricade, or have a mod that allows you to climb over the barricade, you can still skip the fight. Friend has such a mod installed on his server, and we discovered the other day that we could climb the barricade and skip the fight entirely(though we did go fight the eidolon anyway).
  6. I'm guessing as a cross between a joke, and a way to push players to build better doors instead of relying on the cheapest thing they could get their hands on at the time.
  7. They do if you stand under the tree you're chopping down. It's rare, but it does happen.
  8. Or perhaps make flint available as a trade item sold by certain NPCs? That would solve the issue for really old worlds, while also acting as a currency sink for players that would rather spend a few gears instead of looking for flint themselves. I like this idea better though.
  9. I'd make it a full hit point, really. You can lose as much from getting bonked on the head by falling logs or getting kneecapped by a tiny carcass reacting to gravity, so it's only fair. Would make for a potentially interesting death message if it manages to kill the player too.
  10. That's odd...sows should give similar drops to boars. If they aren't dropping anything at all, and assuming you aren't playing with mods that could be affecting the drops, sounds like you've found a bug to report.
  11. Welcome to the forums! The time switch ability should be functioning as soon as you reach the Tower, however, it can be a bit finicky if you teleported/flew there instead of traveling there on foot. I would give it a minute or two to sort itself out and then try again; the ability icon should be a teal blue when it is ready to use. Now if you've given it plenty of time to stabilize itself, and it still doesn't work, even after a relog, then I would consider making a bug report. If you're playing with mods, I'd also check your modlist to make sure there's nothing that could be conflicting. The final thing you can try to fix it is to back up your world and start over with a fresh install of the game. Sometimes things go haywire, and a fresh install will usually fix it.
  12. I think the general aggravation about necro posts is that they shove fresh topics to the wayside, and I'd also assume that's why many forums have rules against necroing posts. @gogeode is right, in that the old threads would still be available for the reading(unless deleted for some reason), so that's not really an issue. But if a thread hasn't seen any new posts in a year then I wouldn't exactly call it part of a productive discussion anymore. I mean...it would be really nice if posts were kept to a single relevant thread that already covers said topic, but given how often we see the same things posted in Suggestions, for example? How many new bird suggestions a week, instead of posting in a pre-existing thread suggesting the same thing? I think it's easier to just lock really old threads, instead of trying to corral everything into its own special mega-thread. That way the fresh discussion stays at the top.
  13. Welcome to the forums! What you're seeing here is a snippet of one of the story locations in the game. You can begin the story by talking to a treasure hunter about interesting places. Of course, if you just want to teleport to the locations without doing the story, I believe the command is /tpstoryloc, followed by the appropriate location name that you would like to teleport to. Edit: The specific place pictured in this screenshot is...
  14. Which version are you playing on and do you have the temporal stability mechanic enabled or disabled? There's been a few bugs regarding monster spawns in 1.20.8/9; if I'm recalling correctly, most of the issues have been fixed in 1.20.9, save for a lingering bug if you have temporal stability disabled.
  15. Welcome to the forums! The recipe should be the first two slots occupied by eggs in the cooking, combined with optional vegetables or cheese. However, this is for the vanilla recipe. If you're using the Expanded Foods mod, you'll need to crack the eggs into a bowl first, then add the liquid egg to the cookpot(0.2 L per serving).
  16. What @Zane Mordien said, though bear in mind if you change world-gen settings like forest coverage after the world has been created, the new settings will only apply to new chunks. If you want to apply those settings to old chunks, you'll need to regenerate them.
  17. Hmmm, which version and have you tested a few other worlds to see if maybe it's just a bad seed(hardy har)? I'd check your modlist too, if using mods, in case something there may have gone awry.
  18. Welcome to the forums! It could be a lingering bug, as the last couple of patches have had some issues regarding monster spawns. However, it could also be that the light level inside is too low to stop monsters from spawning. Oil lamps are great for moody lighting, but not great for stopping spawns, so you may need to invest in better lights for certain areas. I would also check for rifts near the problem spots; sometimes rifts can spawn right outside and produce monsters inside in certain cases(usually a lighting issue). Outside of upgrading your lights, you can also try cluttering up open spaces with decor like pelt rugs and whatnot...but it's not foolproof and can make navigating your own house difficult.
  19. Welcome to the forums! While it's true that one can survive a few weeks without food in real life, this is one of those cases where realism doesn't make for very fun gameplay. That ticking health bar is meant to motivate you to find food, quickly, or else you'll die and have to recover lost ground. If it took much longer for the player to die, food would pretty much never be a concern(and to be far, unless one really cranked up the difficulty food isn't much of a problem by default) as you could just wait for berries to ripen or crops to mature instead of needing to forage. Of course, one could also skip farming entirely at that point and just forage every once in a great while. Perhaps a fair exchange for slowing down death from starvation. However, the more you weaken the harder it is to fix your situation, and at some point you're too weak to have a chance of fsecuring food but death is still a bit far away. Now granted, one shouldn't be reaching that point in the first place, but it's possible that inexperienced players might end up in that situation. While realistic, I don't see it being very fun at all. Of course, you could make the debuffs less harsh, but I feel like that would actively encourage players to just ignore food even more. The only way I really see a system like this working is if you impose harsh penalties up front for missing meals, and have a requirement of the player staying well-fed for a certain length of time to reduce/remove any incurred penalties. In any case, I think the system we have in place already does its job very well. On standard settings, food is something that the player will need to keep an eye on, but not so much of a concern that it will be the thing that dominates most of their gameplay(save for perhaps the early game). For players that don't really want to worry as much about that mechanic, the hunger rate can be turned down so that starvation is even less of a concern.
  20. Welcome to the forums! Antlers will only grow over the fall and winter, and shed in the early spring. Antlers will also only grow on male creatures that are capable of growing them. Horns are different; they do not shed and instead grow over time(to the best of my knowledge), and grow on both male and female creatures that have horns. I would check your moose to see if it's a male or female. If it's a male, it should start growing antlers towards the fall, and shed them as springtime approaches.
  21. To my knowledge you can send them through translocators, but it does take quite a bit of effort to carve a path big enough to get them to the machine. You'll need the bone flute to help maneuver the elk, for sure. Whether the effort is worth it or not is up to the player decide. For what it's worth, the travel times on foot versus on elk are similar, assuming that you're deadheading between locations. The advantage to traveling on foot is that you can easily cut through forests, over mountains, and raft over lakes. On a mount, you'll need to find a way around most rougher terrain and large bodies of water, however, you won't burn as much food while riding and your mount can carry a lot of stuff for you. If I'm not mistaken, the devs added an option to set the distances between story locations, though I'm not sure exactly where said option is. In any case, once you find it, you should be able to shorten the distances you have to travel. Personally I like the default distances--they work very well for actually making the world feel as big as it's supposed to be, without being too big. Several games tend to scale their worlds down quite a lot, and while some scaling is often necessary the world doesn't feel particularly genuine if locations are supposed to be hundreds of miles apart...but reachable within a five minute walk real-time. It's also worth noting that you only need to make the full trip once for chapter two; the reward at the end of the chapter unlocks a method of "fast travel" between your base and the main points of interest. I also suspect that chapter three may not require nearly as much traveling, perhaps being more on the scale of what we had for the Resonance Archive. If you happen to have access to a terminus teleporter, you can use it to teleport to your last point of death. Otherwise, it's a good idea to bring a temporal gear or two with you if you're going far afield for an extended period of time, as you never know when you might run into trouble. Aside from that, one can also just turn on "keep inventory on death" temporarily(if it wasn't already enabled), and use the console to teleport back to where they were to save some frustration.
  22. Welcome to the forums! @Thorfinn's right on the money with this one--situational awareness is critical when it comes to shivers, since they give you much less reaction time than other monsters. They are fast, yes; they need to be fast in order to close gaps and deal with ranged enemies(that is, they keep players from being able to just waltz around shooting whatever they please). As for outrunning the player though...entities aside from the player aren't particularly good at navigation to being with, and the shiver's speed is slower than the player(depending on your gear). An unarmored player should be able to easily outrun a shiver, and I've worn brigandine and chased down many a shiver as well. I will note that they almost always give a warning growl before they come at you, so as soon as you hear something that sounds like gargled gravel you should be either running or readying your weapons. Likewise, they will have strokes at random, and during that time you can either get some free hits in or put some distance between yourself and the shiver. Their fondness for hit-and-run tactics also gives you a short window to put some distance between yourself and the shiver, as it may take one a couple of seconds to regain interest in chasing after biting you.
  23. As far as I'm aware, as soon as you clear your folder on the forum to make space for new pictures, the old pictures will be gone from where they were posted. The posts will still be there, but there will be no images to go with.
  24. If it's a small cellar, you can also stand outside the door/on the threshold and still reach everything inside, without needing to actually enter the cellar and trigger the cave ambience.
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