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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I feel like having a dedicated splitting log is probably a better solution here, given that just placing a log and hitting it with an axe to begin carving is going to cause issues when building with wood(as now there is no way to remove a misplaced log). How you would go about making such a chopping block though, I'm not really sure. Perhaps sticking a log into the craft grid with an axe yields the chopping block? This one is best suited for the addition of the adze as a debarking tool. Otherwise, woodworking sounds cool, but I'm not sure how fun it would be in actual gameplay to shape everything like that whenever you need a wooden tool or part. It would be more immersive than just a crafting grid, for sure, but I could see it slowing down crafting to the point doing anything becomes more tedious than it is fun. I do like the concept of advanced woodworking in order to build the parts for machinery though. Since it's not something the player does that often either, it runs less risk of being tedious to the point of frustration. It's probably better to use the knife or other dedicated carving tool to make it though, rather than the axe. I'm also not sure how you would incorporate the resin and animal fat into component construction either. Perhaps melt a mixture in a cooking pot and then grease the finished piece with it?
  2. Oh man, I completely forgot about that lore bit. Now I'm imagining the hijinks that ensue from a Blackguard-Malefactor survivor duo!
  3. I'd like this too, though mostly because I'm not a fan of how the Falx blades look. Plus class-exclusive recipes really shouldn't have their unique components be craftable by just anyone(even if it's technically not that hard to make, like a sewing kit), as that's going to frustrate newer players who aren't aware of the crafting limits. The thing about the Falx blade is that it feels like it's supposed to be the canon lore weapon for fighting the supernatural stuff, which I can definitely appreciate. So I don't want to see it passed over entirely just because it looks a bit strange. I'd let regular swords have the same basic stats, but give the Falx blade and Blackguard shortsword damage bonuses against supernatural mobs in order to stay faithful to lore. Alternatively, instead of that damage bonus, the weapons could have the same general stats but weapons that aren't specialized for fighting the unnatural could wear down faster when used on unnatural entities. Speculating on the design of the Falx blade itself and why it may be more effective than conventional weapons against drifters and the like--the Falx blade seems built to puncture rather than slash, focusing more energy toward the blade's tip. It's not really clear exactly what drifters are made of, but they have an unknown amount of metal embedded into their physical makeup, which is going to be hard on slashing-type weapons and resistant to bludgeoning. A Falx blade would be much more adept at puncturing thick hide at a critical weak spot, bypassing the metal bits, as well as being much smaller and easier to wield in tight spaces than a spear or bow.
  4. Nooooooooooooooo! *runs away screaming* In reality though that sounds like a really cool idea, if utterly horrifying! Though I imagine that that particular type of drifter would have the weapon fused into their arm rather than actually wield one like we do. The shield and armor could also be fused into the body creating an armored monstrosity that both hits hard and can't be killed quickly(outside of specialized counters, that is). Then again, one thing I've found rather fascinating and refreshing about Vintage Story is that the enemies are rather unique instead of the default zombies/skeletons/other stuff that is general player fodder. The drifters could probably qualify as undead, but there's just so much that is still unexplained about them that it's left up to the player's imagination.
  5. I had a thought the other day--if Dave is always there on the other side of the rifts, do you suppose he's responsible for the rift activity? Perhaps there's no activity when he's far away, but lots of it when he's nearby.
  6. Huh, so that's what they're doing when they're flailing about! Devious! I think what I'd do is first make sure that I'm using the best rocks for my weapons. The shiny sky rocks should do the trick, or maybe the salty pink ones. That way the target can see that it's something they really want, but can never pick up after I throw it! Also can't forget leaving a trail of rusty gears deep into a cave system. The deeper the better, and make sure nobody attacks them as they go further in. At the end, I'll stick a bell, ideally behind a wall or somewhere else it can't be easily reached. Then let the fun begin! Of course, there's always the tried and true method of getting the rift to open up near a seraph's basement or cellar, and spawning it to make a lot of noise. It gets even more effective if me and the boys unseal all the crocks stored there too!
  7. I'm not sure this would make the machine more dangerous, as much as it would enable players to easily set up a drifter farm for rare drops without needing to rely on temporal storms.
  8. What do you do in order to annoy the player and advance the cause of Rust? Any special strategies or items you keep on you to help with achieving your goal? And how are you going to make Dave proud? (Inspired by a corny idea for a special drifter class that unlocks after the player completes the game's entire story, in which the main gimmick is the rules on temporal stability are completely reversed.)
  9. Maybe it's how we seraphs develop enough core strength to go fight eldritch horrors! Now that I think about it, it'd be cool if the luxury traders sold the best bed. Having the best night's sleep is a luxury, after all! Or there could be a craftable bed upgrade such as a feather mattress/feather pillow, similar to the concept of upgrading lanterns for better lighting. And it would give yet another use for feathers as well.
  10. You just need to shove 64 rot into an empty barrel and then seal it. Wait 20 days, and your compost should be ready. No water required!
  11. I'm thinking this might be why they changed it. "Lovecraftian" brings with it certain expectations, and Vintage Story is branching off into its own thing that I've not quite seen elsewhere. Getting back on the thread topic--I'm in @Thorfinn's camp on this one. Temporal stability is a whole different matter and we already have a way to restore our stability via temporal gears(at the cost of the item and some health, of course). Plus while alcohol should have some obvious benefits, I really don't think the player should be encouraged to have their character be drunk all the time. I suppose if alcohol slowed the rate at which temporal stability is lost, it would be somewhat of a situational thing that you'd likely be using either during a temporal storm or exploring underground. In the case of a temporal storm though, a combat utility would be much better since they don't last that long and if you're out in them you're probably killing drifters in the hopes of getting some rare drops. And assuming drinking too much makes the player pass out, a temporal storm really isn't a time you want to be passed out as it likely means your death. As for exploring underground...losing stability at a slower rate would help you stay underground longer, but most trips underground(in my experience) really aren't that long. It's also a main theme of the game that the deeper you go the more dangerous it gets; you're not meant to be underground for long periods of time. And much like a temporal storm, the underground isn't a spot you want to pass out in, and the drunken visual effects are going to make whatever you're doing more difficult as well(for a fairly insignificant bonus, if you're drinking just to slow the stability loss).
  12. Also don't forget that if you're needing tools to use yourself and have a tough time acquiring materials to make them, you can always trade for them provided that you have the gears for it and access to the proper traders. It's not the standard route of progressing, perhaps, but it'll do in a pinch on those trickier maps!
  13. I didn't know this was a thing and checked my account settings to see if there was a setting for that. Lo and behold, there is! And it looks like I've almost hit my limit too, lol. Time to fix before it starts causing problems.
  14. It's Minecraft with a texture pack derived from Vintage Story, I'm pretty sure. As @ifoz already noted, there aren't any shaders like there typically are in VS, the bed and door are the wrong models for VS as well as the outdoors being styled like Minecraft. Particularly the trees. Vintage Story trees and Minecraft trees are both blocky, but Vintage Story shapes them in a more realistic fashion. Minecraft trees kinda look more like lollipops. The terrain generation differences I don't quite know how to describe, other than Vintage Story's generation feels both more realistic and more how beta Minecraft generation used to be(a lot more variation and cool landmarks to find).
  15. For a hangover it'd just be a matter of having the player wake back up with the drunken meter still full enough to be causing screen distortions. However, I would say the other side effects of passing out are enough of a punishment as it is with what I laid out. Assuming nothing kills you while you're sleeping it off, you're still going to be losing hunger while passed out, and may be in the process of freezing to death if you passed out in cold weather.
  16. Maybe consider this one a "hard mode" map with different win conditions? I had a world once where I had to go miles just to find borax and bauxite in order to progress to steel. It was frustrating, but that sense of satisfaction when I finally got there was oh-so-sweet! If you don't want to just toss the world, but are too frustrated to continue, I'd set that one aside for a while and come back to it later.
  17. Huh...you know, I never figured on having to potentially solve a murder-mystery should we ever find/meet him! I generally can as well, and that's speaking as someone who doesn't really bother lighting up their base except for the areas I actually need to see in, haha. That being said, a lot of times I'll just sleep through the night. It's immersive(to me) and I prefer doing most of my stuff during daylight hours, especially earlier in the game before I really have my preferred weapons and armor.
  18. Very true, but still, given where you tend to find the aged beds, lol...
  19. I had to stare at it for a few minutes to figure out what was going on--it trips up my tired brain, lol. It certainly appears that way! I think it could be even harder to tell which game it is if the trees were rebuilt and the bed model tweaked.
  20. I mean, when there's chisels and enough glass, all you'd have to do is wait until he goes AFK somewhere and then build a display case around him.
  21. LadyWYT

    Why bother

    I think that structure should be safe, provided there are no openings chiseled(natural or otherwise) into those blocks. Part of the creature model might clip through at the corners but it shouldn't be able to actually attack you. It can be nerve-wracking to witness though, especially if you've already been hugged by a bear! There's a command you can run to change your character, but I'm not sure which one it is. I didn't know you could skip character creation though and do it later--TIL!
  22. I could've sworn I saw a bear eating berries from a bush in-game once, though I could also be mistaken. The suggestions sound really cool though and would help polish the animal AI a bit more. As it currently stands, they don't really do a whole lot, although some of them have some neat idle animations(like the roosters crowing).
  23. LadyWYT

    Why bother

    Welcome to Vintage Story, although I'm sorry that you're having trouble. If you spawned in for the first time and it was night, it sounds like you jumped right into a multiplayer setting, which will be tougher for a brand new player in some ways. As @Streetwind mentioned, it's best to ask other players for help in that case, or learn some of the basics in a singleplayer world first before venturing back in to multiplayer. However, if I misunderstood and it was something that happened in a singleplayer world once the sun went down(the player always spawns during daylight in a brand new world)...that can happen, unfortunately, especially on the Wilderness setting(it's more challenging by default than the others). Hostile wildlife can currently spawn at the world spawn, which means that you may have to make a run for it as soon as you're done with character creation if you want to survive. As for the supernatural monsters--those only spawn in darkness underground, during periods of rift activity(provided it's dark enough), or during temporal storms/other cases of extreme instability. The temporal storms always come with plenty of advance warning, and temporal instability isn't really a problem until most of the gear icon is gray instead of teal colored. As for rift activity...the activity level is random and currently can't be predicted. One thing I did when I first started playing the game was go into the world settings and turn on the grace timer for when supernatural monsters start to appear(the rifts will still appear but nothing will come out of them). That gave me time to prepare myself a bit before having to deal with them. There's also other settings you can adjust as desired, and you can also change most of them later in an existing world with certain commands. As for the enemies attacking through walls--some things are still a bit rough around the edges. One feature of Vintage Story though is that holes in blocks oftentimes count as actual holes, and if they're big enough for a projectile or an enemy to reach through to attack, the enemies will try to take advantage of those openings. Of course, it's also a mechanic that you can leverage to your advantage as well!
  24. That may change next update considering that we're supposed to be getting proper boats to sail around in. In the meantime, I recall seeing somewhere that more food options are planned for the game, but not a priority at the moment due to the variety we have already and other mechanics needing more attention. Until some uses are officially implemented, I think there's a mod or two that adds some functionality to seaweed.
  25. I'd actually been thinking on this. I know that in real life, the reason that alcohol warms you up is that it's wicking more of your internal heat away from your core, hence why it makes you freeze faster if you don't remove yourself from the cold. I'm not entirely sure how to translate that particular mechanic to in-game though, or if it would even be very fun. As it stands, the game's freezing mechanic is a nuisance if you're prepared for it, given that you'll need to stop what you're doing outdoors every so often and go warm up. It can be downright deadly if you're unprepared. The best solution I've thought of there in regards to alcohol is let alcohol(and potentially other hot beverages) provide a small immediate boost to warmth. Drinking more in one sitting could mitigate more cold. It would be useful in regards to getting things done around base in wintertime, or short hunting trips, as now you can just take a drink and keep going rather than having to stop and light a fire. The drawback though is that you'll need to use at least one inventory slot to carry a beverage with you(and the current jug only holds three servings of a drink), and if it's alcohol you're drinking it's going to make you drunk in the process(thus it's going to be harder to navigate). Adding on to that--it was mentioned earlier in the thread and I've been toying with the same idea: let alcohol serve as "liquid courage" for combat. It could give a sort of damage absorption when consumed, similar to what golden apples do in the other block game, and allow the player to take an extra hit or two. The bar can be replenished by taking another drink, and otherwise disappears when you sober up. It would be quite obtainable in the early game and offer an appealing option for defense until the player is able to build sturdier armor, as well as still being viable in the later game outside of roleplaying. The drawback is that to keep the absorption meter full, you'd need to carry alcohol with you and take time to drink it, and it's going to be harder to run around and hit your target when you're very drunk. The other effect I might give alcohol--a hidden drunkeness meter similar to the freezing meter(which, that kind of meter may already exist, I'm not sure how the drunk effects are coded). In any case, if that meter becomes mostly full(80% or more), I'd say the player begins blacking out(the edges of the screen start to darken), with the player passing out completely if the meter is filled completely. After sleeping off the stupor(a couple of in-game hours/enough for the meter to decrease to mostly empty), the player then wakes back up(assuming they didn't die while passed out). Having a mechanic like that would not only give alcohol some more practical uses in the game, but would also give players a reason not to overindulge.
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