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Everything posted by LadyWYT
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Either that, or the health bar is shrinking a bit due to other nutrition going down. One easy way to find out, potentially, is that if OP is actually taking damage, there should be information related to what kind of damage it is listed in the Damage info tab. Given that the OP is holding tongs in the offhand, it's possible he could've stepped on a fire/molten metal while eating, and mistaken that for the stew causing problems.
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It's also very similar to another term that also rolls off the tongue easily--a term that I won't be repeating here, but it aptly describes the situation the player finds themselves in when they encounter one of these things. I do agree here, but a drop rate that is too high can also make the item feel rather cheap. Diamonds in the other block game suffer from this problem; they're very valuable and the first set of diamond gear the player acquires feels awesome...until the player figures out just how easy it is to acquire diamonds en masse. Also agreed. I'm not even sure if most players are really aware of what they can craft with the Jonas parts. That is a risk, for sure, but to use the base return teleporter as an example I'm not sure that kind of consumable is meant to be used frequently. That item in particular is best used for an expedition to the tropics or other very long exploration mission where you don't want to have to travel all the way back home. The drawback, of course, is that the item is expensive and requires the player to travel on foot, but if it's a trip you're only going to make once or twice it's not as big of a deal. Also agreed. I think the temporal gear drop rate is probably fine, but the Jonas parts will probably need to have the drop rates tweaked, or otherwise have certain NPCs sell for, as a certain gem-obsessed bear would say, a "small fee".
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Welcome to the forums! Did you by chance break your shovel during this process? And are you playing with mods that could be affecting tool behavior, or blocks like sand and gravel? The reason I ask is that sometimes there is goofy behavior when tools break, that can result in "ghost items" and behavior similar to what you're describing. However, in my experience that kind of thing tends to happen more often when clayforming(when you run out of clay and try to use a new stack) or chiseling(chisel breaks but can sometimes briefly reappear as a ghost item). In the case of ghost items, a quick relog typically fixes it. If a mod is causing the issue though, you'll need to do some additional testing to figure out the culprit. The general method is to disable all your mods, ensure that vanilla works properly, and then re-enable them one by one, testing as you do so.
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To my knowledge, the spawns for story locations are static, save for the latter location mentioned above. It's why there are always certain monsters in specific places, and why locust spawners in story locations don't spawn hordes of the mechanical menaces. I'm guessing that most story locations are built this way in order to help better illustrate the narrative for that location, while still keeping the challenge for the player reasonable. I'm glad you asked, because I was just fixing to note that before getting to this question. I'm certain that I've seen more than one of those special enemies in a storm, though I would note that only one of each seems to exist at any given time. That is, you can encounter a deepslit shiver and a double-headed drifter at the same time, but not two of the same at once. However, the chances of getting more than one per storm in singleplayer are rather low, and the chances of seeing two specials at once lower than that. As for the chances of getting more than two per storm...I don't think that's even possible in the vanilla game. After seeing that code snippet though I'm going to need to pay more attention to what those shivers are labeled as in the game. I swear the nameplate says "deepslit", but if they're marked as "deepsplit" in the code then perhaps there's a typo that needs reporting.
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Welcome to the forums(and the game)! I will note that if you venture too far from natural light or too close to a rift, the game music will stop playing and switch to the appropriate ambience instead. The game music, by default, also does not play all the time, just at certain intervals similar to the music in the other block game. You can change how frequently the music plays in the Settings, however, if you're not hearing any music at all then there's likely an issue somewhere. A fresh install will probably fix it, but make sure to backup your cherished worlds in a separate folder before doing so. As for the hotbar + backpacks being scrollable, check to see if you are sprinting when this occurs. Holding the sprint key and scrolling essentially "unlocks" the entire hotbar, allowing you to scroll over any slot as long as you are holding the sprint key. The missing items, I'm not sure. It could be a mod issue, if you are playing with mods, but it could also be a bug in the vanilla code. If you die and aren't playing with the "keep inventory" rule turned on, do make sure that you pick up your items before quitting, as to my knowledge quitting will cause the dropped items to despawn(at least in singleplayer). You can turn the "keep inventory" rule on at any time after world creation by running the command /worldconfig deathPunishment keep, or off by writing "drop" instead of "keep". You will need to reload the world for the change to take effect.
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It's possible to have more than one deepslit shiver or double-headed drifter spawn in a single storm, but it's a rare occurrence. Most of the time, you'll only end up getting one per storm. I will also note that it's possible to find at least one deepslit shiver outside of a temporal storm, but that's a special case. Two is the highest that I've seen for sure, but I want to say that I've been able to obtain more Jonas parts than two from a single storm, at least in multiplayer. In multiplayer, however, you have the advantage of friends to help you mow down the monsters, so the chances of finding the special ones are likely much higher since more monsters are spawning in general(thanks to the higher kill rate). As for finding Jonas parts, I would still consider temporal storms the better method to obtain them rather than the underground, simply because it's much easier to fight in the open spaces on the surface than it is in the cramped underground conditions. Jonas parts in general, I think, are supposed to be rather difficult to come by regardless of how one obtains them. I've never seen one outside of creative mode. To my knowledge, they don't spawn in storms, as I've never seen one there and my friend hasn't mentioned seeing one either the times he's cleaned out the post-storm bowtorn herds with the admin blade(thankfully, such instances don't seem to happen anymore). I've not poked around in the deep underground that much, but the underground in general doesn't seem like the best place to find bowtorn in general. My guess would be that you might find one wandering around in a certain story location, but it's also possible that that particular enemy might not be implemented at the present time. Or perhaps it was meant to be able to spawn, but is currently bugged, similar to how there was a certain mushroom that was in the code but unable to actually spawn during worldgen.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Oh yeah for sure, I was just stating it in overly simplified terms. -
Welcome to the forums! This page describes the various options available when it comes to multiplayer hosting: https://www.vintagestory.at/selfhosting/ Which option fits best depends on what kind of experience you're after. I'm guessing the LAN option is what you'll most likely be interested in, but personally I would lean more towards a dedicated server if you're able to go that route. The latter reduces the workload of the machines you actually play the game on, and is probably also the better option if you have other friends that may want to join the game later.
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Welcome to the forums(and the game)! Generally when looking for ores, it's best to prospect a wide area(like, a 1000 block radius of spawn or so) and then sink a shaft at the most promising spot. If you're playing with surface tin enabled(which it's enabled by default on Standard/Exploration mode), you can find tin on the surface but it's very rare. Do keep in mind though that while tin(cassiterite) is the most common ore to make a bronze alloy with, you don't actually need tin bronze specifically save for making the pickaxe for the treasure hunter quest. There are two other bronze types that will serve just as well: bismuth bronze and black bronze. Bismuth bronze is an alloy of bismuth, zinc(sphalerite), and copper, while black bronze is an alloy of gold, silver, and copper. Also keep in mind that as long as you're playing with lore content enabled, you can acquire pickaxes and ores from certain traders. Survival Goods carries pickaxes, I think, while Commodities traders will sometimes have ore bits for sale.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Both Vintage Story and Project Glint are being built off the same game engine, which to my knowledge is something custom-built by Anego Studios. So it's easier to copy/paste code from one game to another, with a few tweaks to make sure that said code is integrated well, of course. What that means in terms of development choices though, I don't know. My best guess is that the devs could look at what concepts are working well in Project Glint, and then tweak them a bit to fit Vintage Story, and vice versa. Procedural dungeons and combat are a good example: to my knowledge, Project Glint is supposed to be much more of an RPG-dungeon crawler type game, so those are two important systems that will probably have development priority. Vintage Story is much more focused on exploration and homesteading, so it's more efficient to let the VS team focus on that and borrow from the PG team as needed. Same goes for potential survival mechanics and building in Project Glint--the VS team has done most of the heavy lifting there, so the PG team can take some of what works in VS and apply it to Project Glint. You never know. Mods are a great way to test various ideas, and it's not unheard of for the devs to integrate well-executed mod concepts, provided that said concepts fit the developer vision. For combat specifically though, I think complex combat is better left to mods in most cases, especially when it comes to PvP balancing. That in itself is a nightmare, as it seems there's always stuff that is "too strong", or "too weak", or "the meta is boring and needs to change". What stuff that is varies from player to player. Additionally, balancing the classes would be a nightmare, as what's ideal for PvP doesn't usually work well for what works in PvE content. Of the classes we have, currently there's only two that really work for PvP(in my opinion), and that is Blackguard and Hunter. PvP typically has more variety in terms of class choice, but if more PvP classes were added then what happens is the class list starts getting bloated, with classes that start feeling the same due to overlaps and classes that feel too underwhelming in standard gameplay since they're balanced exclusively for PvP. There's also the nightmare of balancing damage, as if melee is too strong then ranged players will complain, and vice versa. That's also an aspect that directly affects PvE as well, since if there's an option that's clearly better than the others(or perceived as such, anyway) then players will tend to pick that option. Aside from all the above, the other main reason I think mods are better suited for PvP stuff is that mods allow the server owners to tailor the PvP balance to their specific liking. One server can buff ranged damage if they think it's too weak, while another server can easily nerf ranged damage if they feel it's too strong. If a server wants to throw magic into the mix for a high fantasy setting, they can easily do that while servers that prefer a more realistic approach could focus on historical arms/armament and balancing. Basically with mods, everyone can have what they want, as long as they're willing to do a little extra legwork with the initial setup. I wouldn't be opposed to this, as it does feel just a little too easy to throw yourself into reverse. I don't know that I'd want momentum based movement explicitly though, as I like being able to stop on a dime if I'm about to fall in a hole. But slowing down backwards movement feels fitting, and it's not a change that I would expect to hurt building at all. In creative mode, the restriction could be lifted, but in survival it would help prevent the player from backing up too quickly and falling off their build as a result. If you've not tried it, I would recommend taking a look at the Vigor mod. Essentially, it adds a proper "stamina" bar to the game, which limits the duration that the player can sprint(better nutrition will increase stamina). Such a limit means that the player needs to be more careful about exactly when they choose to sprint, as low stamina at a critical moment can be deadly. It also gives much more value to having a mount, since the mount can run freely without such limits. It's another mechanic that I could easily see getting added to the vanilla game, since it adds quite a lot of nuance without actually changing too much. -
I'm not going to say you're exactly wrong, as I've not really tested the theory myself, but I don't get the impression that it's correct based on my storm experience. The enemy spawns seem more tied to the strength of the storm itself, as light storms will spawn fewer and heavy storms will spawn more. Storm strength doesn't really seem correlated to enemy strength though, as high tier enemies will still spawn regardless. Stability level I think operates in a similar fashion, in that once it drops low enough monsters will start spawning nearby, but it doesn't seem to affect what strength of monsters will spawn. In any case, the main reason I don't think it's a way to game the system during a storm, is that it takes a while for stability to drop that low, while it's incredibly easy to restore a good chunk of that stability by killing a single nightmare level monster. At best, you're looking at killing maybe 2-3 monsters per storm, which is going to result in much less loot than you would have gotten just by seeing how high you can make the kill counter go. I've not tackled a storm underground, but I've dealt with stability low enough to spawn monsters. It's all fun and games until a trio of nightmare drifters spawn in the tunnel to block the way out. On the surface it wouldn't be much of a concern, but that lack of movement is the real killer.
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I'm with @Bruno Willis on this one: it's an idea more appropriate for natural storms or creeks/riverbanks rather than temporal storms. As for resource issues in multiplayer...my general opinion is that resources will always be an issue when it comes to big servers. If there is a convenient option, players will almost always take it without hesitation. You know what, I like it. It fits what we've seen of Rust world breaches in reality, and stuff like rusty gears, metal spikes, and scrap metal is still useful without being too useful, if you get my drift. Rusty gears are always useful for buying stuff, and metal spikes can serve as rudimentary traps. Scrap metal can make dye, scrap weapons, and scrap bombs, and if there was some crude scrap armor the player could fashion that could be yet another early game niche. Pair that with the suggestion @MKMoose made about there being a collectible resource before/after the temporal storms hit, and I think it's an idea that works very well without changing too much about the storms themselves, while getting more use out of existing game assets.
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As a general rule, most content creators are going to be after views, but there are some out there that just do whatever they want without worrying about views. In regards to chasing views...there are some things that one would think would be common sense, but simply playing a popular game isn't enough to pull in viewers. The creator in question needs to be interesting to watch, as well as have a relatively high quality video/audio at minimum, especially since the media outlets are so saturated with various creators to watch. That being said, a creator can basically do everything right, and still lose thanks to whatever algorithms are governing what videos/stream actually show up in search results. I'm not saying that's happening, of course, just that it's something to consider. But I do agree with @Thorfinn and @Teh Pizza Lady, it's not unusual at all for content creators to play games that they can easily excel at, or even edit the footage/stage gameplay to make themselves look more skilled than they actually are. I don't have a grove or an arena, but I have been mulling over similar concepts of late when it comes to base design. I'm not really one for building traps or exploiting the enemy AI too much, as to me that feels too cheap to be fun, but I have been in some situations that, while they didn't end in disaster, didn't go all that well due to how I designed my buildings. It's a very good idea to have two different entry points, since having just one is just asking for a pile of monsters to loiter. Having some decorative trees and statues can provide cover from bowtorn, while having alleyways and overhangs can help trip up whatever is trying to chase you. Likewise, having some arrow slits or other ranged vantage points is good for softening up enemies from a distance. As a side note, I've also noticed that while enemies are capable of climbing up ladders, they don't seem to understand how to climb down.
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Fair, but I'm looking at from the perspective of, if you dangle a juicy benefit in front of the player, they're going to chase it, especially if it's something that gets perceived as the most optimal way to play. The scenario that therefore unfolds in my mind is that players will take a look at the damage boost that extra muscle gives, strive for it, and then get aggravated when they find out the drawbacks to acquiring/maintaining it. Extra health and inventory space also serve as prime bait. The increased hunger rate is one example I would pick from the drawback. While it doesn't feel exceptionally unreasonable to me, to my knowledge many people will avoid playing the Blackguard class purely due to the increased hunger drain, and that drawback is a much smaller penalty in contrast. In any case, that's mainly why I say it's a great idea for a mod, but probably wouldn't make for a good addition to the base game. I will note that size doesn't always equate to slow movements or slow acceleration. Some of the most dangerous opponents are the big individuals with fast reflexes. In any case, for this particular idea to work, the entire movement system would need to be reworked in order to account for player momentum.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Agreed. The only thing I would add here is that the falx should remain the prime choice for monster fighting, as it's specifically described as designed to battle the unnatural(which normal weapons fail to do well). The autoloot feature gives it a good advantage in that regard. Maybe. There's somewhat of a framework for that kind of thing in place, since fire will do fire damage and stones count as blunt damage, but I'm not sure that damage type is actually accounted for in the damage calculations. The main drawback I see to a system like this is that it can easily turn the combat system from one that's easy to jump right into and start having fun, to one that requires the player to study intently if they want to actually see any success in combat. Personally, I enjoy the rock/paper/scissors challenge of different damage types, however, when it comes to what should be vanilla I'd prefer the simpler system. My reasoning for that choice is that with the simpler system, it's much easier for new players(or players that took an extended break) to jump right into the game and have decent success handling themselves on that front, without needing to look up guides or exhaustively study the handbook weighing their different weapon/armor choices. That doesn't mean that combat should be easy, but rather that the handbook studying should be left to other gameplay loops. I think if nothing else, rather than different damage types, you could probably utilize a status effect system and just allow different weapons to inflict different effects instead. For example, swords could have a chance to inflict bleeding wounds, while a blunt weapon is more likely to break bones or stun an opponent. Armor like gambeson could protect from bleed effects only, while plate could resist bleeds as well as broken bones/stuns(making it a more attractive choice in spite of its drawbacks). The overall combat remains fairly simple, while still adding some nuance to weapon and armor choices. -
Maybe, but I do think that several players are more capable of surviving the storms than they might realize. Just my opinion here, but I suspect that some players just look at whatever they perceive the meta to be, and then copy that instead of trying out new things/playing the game in a way they enjoy. I also don't view hiding as an entirely bad thing. Avoiding combat that one isn't equipped for is smart, as is making sure that there's a clear line of retreat in case the fight takes a turn for the worse. Vintage Story is very much a game where it's quite easy for the player to bite off more than they can chew, whereas other games tend to either warn the player of such scenarios beforehand or otherwise have guardrails to prevent players from getting into those scenarios before they're ready.
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For better context, the key to survival in VS combat is knowing your limits and keeping an eye on your health. My general strategy for temporal storms is to never fight unless I have tier 2 equipment, minimum, though tier 3+ is definitely preferred. I make sure that I have food and healing items available indoors, so I can step inside as needed to eat and heal. Aside from that, it's just a matter of keeping an eye on my health and retreating to safety when it starts falling into the 25-50%(also depends on what kind of armor I have), as well as ensuring I don't stray too far from base. The general results are some loot at the storm's end, as well as having fun seeing how many monsters I can kill. Once in a while I do miscalculate and die, but it's not very often. The last time it happened I got jumped by three high tier shivers on my doorstep before I could scramble inside. Obviously, this isn't going to be everyone's cup of tea, but to each their own.
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My friend can, as we often play together. I would wager that most forum veterans have accomplished it at least once, and players who are inclined toward combat probably manage it just fine if they choose to fight. Now if you're asking for specific examples from content creators on social media, those you are not going to get from me, as I don't watch that kind of content save for once in a blue moon. For the most part, I prefer to play the game myself, not watch other people play it for me. The occasional video I do watch is going to be from a creator/series that is focused on building, so there's obviously not going to be a focus on combat. What content is included in the video also depends heavily on what happened during recording; there's a lot that gets cut from the final edit, as while it might have been fun gameplay it's not really entertaining to watch.
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There is also just going out and fighting--no cheese or exploits needed. I do this frequently, and the general difficulty I play is Standard. As long as the player has appropriate gear and decent skill, they shouldn't be dying. When seriously wounded, that is the time the player needs to step inside and heal themselves, before continuing to fight, or just remain indoors in safety if they cannot heal for some reason. If the player keeps trying to fight in the storm despite being at low health, then whatever happens is on them.
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Talior lacks class identity a plea from the heart
LadyWYT replied to runnybabbit's topic in Suggestions
I mean...I love my fishies, but I don't want to smell like them! -
Welcome to the forums! Vintage Story runs very well on a variety of hardware, and if you're playing on something better than an absolute potato that should cut down on performance issues. If you're playing with mods those are the first thing to check when it comes to performance issues, but otherwise it's difficult to say for sure what could be causing the problem. Unfortunately, AMD hardware seems to be a common denominator when it comes to problems like these, but the exact root of the problem and the solutions all seem to differ from user to user. The best I can say is outside of checking things like drivers and background programs, keep an eye on what you're doing in the game to see if there's any kind of consistency to when the frame drops happen. If you can figure out a pattern it's much easier to track down the exact problem. Aside from that, you might consider submitting a bug report to the Github bug tracker, especially if you are getting crash logs.
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I proposed something similar to this quite some time ago, though in many ways it was more just idle rambling and tinkering with the idea than anything super serious. Rather than making some special resource though, the idea was to allow players to freely scavenge current storm loot immediately after a temporal storm has passed, albeit at a much lower drop rate than if they had fought monsters during the storm. That way more cautious players could ease themselves into dealing with the storms, without the need to just jump right in and fight. Or they could otherwise just play with storms turned on for the atmosphere, without feeling like they're missing out by not fighting. You can find the entire writeup here: Agreed, though I would also add that I would rather see the current special drops have more uses developed for them and see how that affects the overall balance, before worrying about adding special new drops. I think one of the main reasons that current storms feel disappointing in regards to loot, is that there's really not much you can do with the loot. Flax is more easily had via farming, and rusty gears are more easily acquired via trade or spelunking. Temporal gears and Jonas parts are the main attraction, since storms are the most efficient way to acquire these, but there's little use for the stuff outside of resetting your spawn point or building a couple of devices.
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Talior lacks class identity a plea from the heart
LadyWYT replied to runnybabbit's topic in Suggestions
You could probably also vary NPC reactions a bit, in that sketchier NPCs would react more favorably to attire like the Malefactor gear or Rotwalker set. I mean...now I want a laundry mechanic where clothing can get dirty and bloodstained, depending on what you've been doing. If you don't launder your clothes every so often, they'll not only negatively impact your charisma, but they'll increase your chances of getting detected by wildlife and monsters. Or possibly decrease your chances of getting detected by monsters, given that blood can have a pungent metallic scent and the monsters are described to have strange metallic scents themselves. In that case, Tailor could have a bonus to laundering clothing, perhaps doing the task much faster than other classes. I don't know if the devs will add one or not, but it seems plausible given that none of the current classes have a bonus to healing, and there are at least a few options that would befit a healer. I would expect herbalism and status effects to be added first though, as the current healing system is too basic to warrant a proper healer class. Having toyed a bit with it myself, it's relatively easy to do, but it also depends on what exactly you're trying to accomplish with the class. Tweaking vanilla classes tends to be easier than building a class from scratch, but given the sheer number of custom class mods that exist on the database I would say that building a class from scratch isn't the most complicated thing either. The real trick though, in my opinion, is balancing the class properly against the other options available. If the class is too strong then it becomes the default pick for everyone, even if they don't really enjoy the class. Too weak, and players will avoid picking the class because it has nothing to offer. Likewise, if the class has too much overlap with other classes, it can easily fall to the wayside simply because the other classes end up doing the same tasks but more efficiently. -
The half blocks I believe are meant to be used to easily add trims and overhangs to roofs or otherwise add decorative trim to architecture, without needing to use entire blocks to get the effect. Like most blocks in the game though, they could be repurposed for whatever the player decides to use them for.