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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Nah that covers most of it. It's been a while since I played with 30-day months, but you addressed the biggest issues. Chief of which is winter; if you stay in the same base year-round, you'll be wanting to preserve a lot more food. I'd say salt is a more important resource with this kind of setup, as is foraging, since you'll still need the same daily calorie intake but won't have the same kind of supply times to rely on as you normally would.
  2. As the title implies, I think it could be interesting to add some sort of noise rating to the various armor types, in order to add a bit more nuance to combat and what gear one might choose for certain tasks. Going unarmored would hold no penalty, of course, unless one is wearing something particularly noisy like a jingly belt or blingy headscarf, and allow the player to sneak around with ease. Wearing light armors like leather or gambeson would provide some protection, at the cost of sacrificing a bit of stealthiness. Lamellar and brigandine would be the middle ground between light and heavy armors. Plate would be the armor with the highest penalty to stealth, making one easily noticed by enemies and thus a bigger target, in return for much more protection. As for what it adds to combat--it allows players to specialize a bit more in multiplayer scenarios, as well as have some better options to potentially avoid combat in singleplayer. Going unarmored might be risky, but it could help you avoid dangerous wildlife when out hunting or exploring(especially in the early game!), as well as let you sneak past/hide from monsters. In a multiplayer setting, you could simply have the warriors don the heaviest armor so they're not only well-protected, but the most attractive target for the enemies to attack. That leaves the squishier players better opportunities to focus on dealing damage, solving puzzles, or looting things. I would also note that having a noise rating for armor helps further discourage players from constantly wearing it. While it's a good idea to wear something very protective when going exploring, you might want to opt for something lighter instead(or go unarmored) if you wish to do any kind of hunting or otherwise attract less unwanted attention.
  3. I agree with @Michael Gates and @Thorfinn--the beehive kiln is fine and the current quern recipe is an improvement over the old(because how do you get that kind of refined millstone by just slapping blocks and sticks into a grid). That being said, I can respect putting in the time and effort to make your own mod so the game does what you'd like, as you have also done. In my experience, the change to the quern smooths out the overall progression significantly and gives much more value to sinking time and resources into a copper anvil, instead of waiting until bronze to cast your first anvil. You don't need to do that to progress, of course, however if you try to rush things you'll end up running into a bottleneck when trying to progress to iron due to the changes to fire clay. Chances are, you're not going to have a natural deposit nearby to work with, so you'll need to craft it...which requires a quern. However, if you opted to sink in the time and resources to build an early quern, you can get a head start on making your fire bricks and have an easier time later. As for the beehive kiln, it's something that's nice to have if you're intending to do a lot of pottery or brickwork, or if you want specific colors of certain ceramics. But otherwise, pit kilns will do just fine.
  4. Welcome to the forums, and to Vintage Story! And good luck on the next world. We've all been there at some point. I'm pretty sure it does. I may or may not know that from experience...
  5. It probably depends rather heavily on preferred playstyle. My general rule of thumb as a Blackguard is that if the critter isn't fast enough to escape me, it's food.
  6. Well I mean...I started a Tailor playthrough(that I probably won't finish) over the weekend, and it spawned me on top of a tin deposit. So there's that.
  7. There's nothing like getting out a soapbox in the public square and having a good rant, even if no one cares to listen. Otherwise, I dunno. Probably this. The game isn't want they want to be, and they expressed their thoughts as much...poorly. Not the first time it's happened, probably won't be the last. In any case, I agree with what others here have already said--the game doesn't seem to be to OP's liking, and that's okay. It has a steep learning curve with a lot of complexity, which is a turn off for several. For those who end up sticking with it, or picking it back up later, there are several game settings that can be tweaked to achieve gameplay more to one's liking(keep inventory on death, different kinds of terrain, temporal storms on/off, no monsters/lore content, etc). And if the vanilla settings themselves aren't enough, there's a plethora of mods that can further alter things, and it's also fairly simple to jump in and create a mod of your own as well.
  8. I'd actually add a new mechanic to armor in general, instead of adding a new armor set. Let armor and certain other pieces of clothing(such as jingly belts) apply noise penalties when worn. The more overall noise you make, the larger the range that entities will detect you. Going unarmored or wearing gambeson/leather would apply no penalties, encouraging malefactors or those who otherwise want to be more stealthy to pick these armors as opposed to something more protective. Likewise, wearing plate, chain, or other heavy metal armor would make you quite noisy, alerting more things to your presence. Which could be very useful if enemies are made to prefer attacking the noisiest target, as then you could have your dedicated fighters don the heavy armor and keep the enemies occupied while the damage dealers opt for lighter gear and plink away from the back lines.
  9. I don't think they're meant to be ninjas or assassins, as much as they're meant to be the classic thief archetype. Rummaging around everywhere for goodies, living off scraps, avoiding combat when possible and improvising weapons from the environment when the need arises. The sling might not be terribly impressive at a glance, but rocks are plentiful, so a malefactor should never really run out of ammunition. What I would do instead is just boost their stealth a bit more, perhaps, with no added bonuses to combat and the same combat penalties they currently have. Being able to sneak around undetected by hostile wildlife and monsters can be very useful, depending on the situation, especially since it's ideal to avoid combat when possible in many cases.
  10. It's hilariously ironic that one of the scariest, most dangerous things in the game...can't actually attack you at all and can only make a lot of noise.
  11. Oh...oh so that wasn't just my imagination when the bits of clay I was digging were sinking into the dirt. Good that it's been fixed!
  12. Welcome to the forums! I mean, we do get a couple of warning messages when a storm is inbound. But I get what you're saying. A more immersive way to check would be nice, especially if you haven't played on a world for a while and have forgotten when the last storm was. I like the clock idea, and it would be a really good fit for the game, I think. Perhaps in a future update that improves the late-game tech, we'll get one. I actually prefer the gears popping up out of nowhere. The temporal storms pack more punch when they fade in and out quickly. I'll also note that not every storm has visible gears either--it needs to be a moderate or stronger storm in order for the gears to be visible. Oooo, I never even thought of this. Some cracks or streaks of rust would be an interesting way to handle it. Much like the gears, I think this one is best left confined to the duration of the storm itself. Same as above--best kept as a storm effect. This one would be okay. The sounds already start to play if your stability drops too low, so if they start to play when you're at/near full stability, that should be a strong clue that there's something amiss.
  13. Welcome to the forums! It sounds like your world spawn might be a bit sub-optimal, although it entirely depends on what of game you're after. How far a particular rock type extends varies; usually there's a good mix and it changes every couple thousand blocks or so, but sometimes you get those spawns that are just nothing but granite(or other similar igneous rock) for miles and miles. In that case, it's best to start over in a new world if you don't want that kind of challenge, or if you're up to the task...finding and fixing broken translocators is a good way to locate different rock types and resources. In regards to needing chalk for leatherworking though, you don't actually need chalk. Chalk is only one of the methods to acquire lime. You can also use marble(though it's rare and if you find it you'll probably want it for building) and limestone for acquiring lime, as well as seashells. Each shell will grind down into two pieces of lime, though seashells are a bit rare so you probably won't want to resort to that unless you have no other good options. Borax is perhaps the more efficient material for leatherworking, instead of lime, and you'll need borax anyway when it comes to steel production. You do, however, need sedimentary rock in order to locate a source of borax, so this isn't really an option if all you have access to is igneous rock. Last but not least, if you have access to a survival goods or commodities trader, you can always check with them periodically to see if they have lime for sale. It will cost you some rusty gears, but it can be a good quick fix for your leather production needs if you'd rather play the trading game instead of walking.
  14. I'm guessing no mods? If I recall correctly, I think there's been a bug report or two about blocks like this generating in the world, when they shouldn't. So that's probably what happened here. I don't think it'll hurt anything if you leave it be, or delete via creative mode, though it never hurts to make a back-up of your world before you try, just in case something goes haywire. I'd also note the block coordinates and world seed, and make a bug report about it, assuming you haven't already done so.
  15. Hmmm...could be it. I think I've seen similar a couple times when playing with a friend. It's certainly a big enough ruin to qualify as a special find. Though I wonder if the fastest way to figure it out is to go to wherever the ruin files are kept, and see which one was recently added. And spawn in that particular ruin via command, if such a command exists.
  16. Or make it shaped like a bell, with the tail for a handle.
  17. Huh...turns out the Rust world entities have nothing on veteran seraphs when it comes to the strange and unconventional. Who'd have thunk it.
  18. I mean, I expect the number of NPCs to remain static; I don't actually expect to see them produce new NPCs over time...although I suppose I could be mistaken. But it does make sense to add some kids around the human settlements. I'm also guessing that you might even be able to regale them with tales of your adventures, or perhaps gift them toys or other trinkets found on your travels. But at the very least, it'll add extra life to the settlements, and players won't be left scratching their heads wondering why there's only adults(as is the case with some other adventure games).
  19. You don't have to play multiplayer in order to roleplay in the game. I wouldn't quite call Vintage Story an RPG, but it does have many elements of such with its world-building and how the characters within react to you. Quite easy to immerse yourself within the world and make up a story for your character as you go along--I do this all the time both in singleplayer and multiplayer alike. I've also seen more than a few roleplaying servers advertising themselves over in the Multiplayer section of the forums, so I would assume there's a good chunk of the playerbase that also enjoys roleplaying. I mean, I doubt you're wrong in that regard...an animation for child NPCs. Though you could probably also recycle it for adult NPCs too, depending on the context.
  20. You didn't suggest using Minecraft's repair system, no, but you did draw a comparison to the game. I presume you were calling the way tools outright break in Minecraft "bad", and drawing a comparison between that and how they break in Vintage Story, with that statement right there. Hence why I made the remarks that I did. And yes, you did suggest a repair system a bit different than what's in the other block game, but I think the idea is still very weak for the reasons I have tried to explain in my previous posts. Yeah, and I disagree that it's a good thing to implement that behavior for tools. You mentioned the tools going through phases, and only breaking once they've hit 0 durability on the last phase. You didn't mention adjusting any numbers for the durability itself, so I did the math with the vanilla durability + the number of phases you suggested. By my calculations, that would give a steel pick 10,000 points worth of durability overall before it breaks entirely. Perhaps I missed that implication. It does happen. However, you didn't list that kind of change in your post either, and I would expect some sort of change to be addressed as part of the proposed idea. Maybe not exact numbers, mind you(though those help), but at least a "The durability numbers per stage should be adjusted as part of the rework, but I don't know what they should be set to." And overall a tool that's worse than what we already have(less durability overall), that also requires more maintenance to keep the same general tool speed rate as before. With the system we have now, a steel pick breaks after 2500 uses, and you'll need to build a new one, which is still a type of maintenance but less hassle with a better product than what's proposed here. Now I like the concept of sharpening your weapons every so often--that part I do like, and I think could easily fit in the game somehow. Just not with how you've proposed it. I disagree--the tool stats we have now are fine. Each tier feels like a significant upgrade, and the need to craft new tools every so often adds a bit of maintenance factor without feeling too tedious. Current tools breaking too fast? Get better tools(or opt for smaller projects, if you're burning through steel tools). Decreasing overall durability would make the game more challenging, yes, but I think it would make the building parts of gameplay a lot more tedious, which isn't ideal(building feels fine otherwise), as well as ratchet up the pressure for new players. Not that I mind increasing the difficulty for new players, however, I think the more forgiving stats we have on tools right now allows them to make a few mistakes while figuring out how to survive, instead of being punished because they didn't take the time to do math. And if they decide building things is the priority instead of progressing to bronze, they'll end up burning through all the nearby copper and learning why that might not be the most optimal choice to make in the early game. Pretty much.
  21. Solstin and TimmyTwoNipples are quite enjoyable watches as well. I don't think either covers the history of the game so much, but they're entertaining without resorting to the loud over-hyped clickbait formats that a lot of YouTubers(in general, not necessarily Vintage Story ones) tend to use.
  22. Try looking around the immediate area--sometimes they wander off right after being spawned in.
  23. I mean...when I was in kindergarten, teacher asked me to draw a number line between 1 and 10. So I did. I drew a 1, I drew a 10, and a drew a line in between! Turns out that's not quite what the teacher meant... Friend jumped the gun on smithing the other night, smelted the copper ore down but forgot to craft tongs. Oops. I don't think I've had a huge rookie mistake, yet, but I'm certainly due for one.
  24. I'm pretty sure that the deer species alone in Vintage Story equates to about half/one-third of the other block game's animal roster.
  25. Minecraft has a repair system that lets you sacrifice material to repair an item...and it's terrible, for many reasons(not the least of which is you can repair everything for free with Mending). I'll also note that the early versions of Minecraft didn't let you repair stuff at all; you'd eventually need to go collect more resources and craft new tools, weapons, and armor as your old equipment wore out. In contrast, you can repair your armor yourself in Vintage Story, and the metal armor won't break entirely if it hits 0 durability--it'll just cease to protect you until you repair it. Copper tools are most useful to get you to bronze, and much like stone aren't meant to be durable because they aren't really meant to be used long term. You can, but you're setting yourself up for a harder time if you do. The better the metal used to craft the item, the longer it lasts. A steel pick has over twice the durability of an iron one, and over eight times the durability of a copper pick, in addition to being over twice as fast as its copper counterpart. I'd also point out that collected materials that aren't being put to use is a form of waste in and of itself. It's good to have spare materials on hand, but they won't do you any good if you don't ever use them. RNG is pretty consistent, in my experience. There's always plenty of material that can be used to make bronze, and at least one good iron deposit within a couple thousand blocks or so of world spawn. Borax and bauxite for steel can be trickier to find, but there's generally some within a day or two of travel from spawn. Once in a while, sure. At that point, you either roll with the punches and tackle the challenge, or scrap that world and create new ones until you find one that you like. And tagging onto the comment above--if the ore distribution isn't to your liking, you can always increase the deposit generation when you create a new world. Is it? What I see being proposed in your original idea is drastically increasing the length of time that tools can last, via a repair system, so that one doesn't need to make new stuff very often at all. The main problem I see is that while it might make the early game a bit easier by making copper/bronze tools last a lot longer, it weakens the late game significantly by essentially creating tools that don't break and thus no reason to seek out more ore or refine more steel. Case in point: if I understood the initial proposal, a copper pick would have basically double its current life, which means 600 hits instead of 300. That's over twice the life that the current bronze picks have. The iron proposal gets even worse, as it would increase the life of an iron pick to 3000 instead of 1000, giving a better life span than the current steel pick. And a steel pick...the default steel pick has a durability of 2500. By your initial proposal, that overall life would increase to a whopping 10,000 hits before it finally breaks! At that point, you'd only need to make one or two batches of steel--enough to get a full set of tools plus armor--because you'd never need to make steel again unless you're building a huge project, or playing for a really, really long time. Agreed. It'd be fine as a mod, but would completely unbalance the overall player progression and late game gameplay loops, in my opinion.
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