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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. It really depends on the context of who's giving the reaction, who's receiving the reaction, and the post that was wolfbaited. In many cases it's used to indicate a stupid post/unpopular opinion, but it can also be a friendly way to laugh at silly mistakes. And then of course there's a few that just don't make any sense, no matter what way you look at it. For myself, I tend not to use it unless I'm laughing at a silly mistake. There's a limit to how many reactions you can use on the forums at a time, so I prefer to save mine for reacting to content I really like or otherwise found very interesting/useful.
  2. Are you playing with any mods? It's possible that a mod could be interfering with the process somehow. If vanilla, I'd check your game version. If it's 1.22.4/5, then it's likely a bug.
  3. Honestly, I hope it remains somewhat vague. I wouldn't mind seeing a few more details, of course, but part of what makes that section of lore interesting is that much of it is shrouded in mystery and left up to the player's imagination. It's possible, but my general theory on it is that the foodstuffs they had access to was mostly whatever they managed to bring underground with them, with some of the more fortunate bunkers perhaps having decent areas on the surface to contain hunting/foraging/farming some food. As for how many mouths they had to feed...I get the impression that it was perhaps the minority of population that sided with Jonas and followed him and his friends into the underground. Regarding how long it took to complete the Machine, and how long that part of the population remained underground...probably not more than a couple of years, at most, though I would guess more a few months. The main reason I say that is the Rot was working rather fast on its victims, and there's only so long that people and animals can effectively work without enough food, rest, and water. The population also didn't really have much else to work on but the Machine, and given that that was the only way they knew of to ensure their survival...well, it's a pretty good motivator for working quickly. Eh, not really. They make perfect sense as flavor items, and that's mainly why the class-exclusive items exist. Fun to use, slightly better in some ways than their more common counterparts, but not absolutely critical to playing the game.
  4. An interesting theory, but not really possible considering that the tower explosion happened after the Grand Machine's awakening(which caused the temporal storms to start happening) and the Old World's downfall. It's not yet known exactly what happened to Jonas after the Grand Machine awoke, though it seems a fairly safe assumption that he's still alive(or at least, was alive long enough to cross paths with Tobias post-calamity) but perhaps no longer fully human.
  5. I think it's mostly for gameplay balance. If copper and bronze tools were more common among the drops, players would probably stop bothering with the normal progression and instead rely on vessel RNG to get their first tools. For a lore explanation about why there's not more metal tools to find, I'd wager that most of the metal tools have already been scavenged and put to use elsewhere. Which would make sense, since mining doesn't exactly seem to be a popular profession anymore and a lot of Old World knowledge was lost. I also figure that some of the ruins aren't from the Old World, but rather the ruins of some of the unlucky settlements that sprung up after, which would also explain the distinct lack of advanced technology. Which is pretty much why I figure it'd make sense for metal scraps to be included in the loot. Perhaps as uncommon loot, but loot nonetheless. Metal tools and other pieces of metal might be very valuable in terms of salvage, but if it's all corroded or rusty then it's probably not worth the effort and risk of hauling it out of the ruin and transporting it to someone who's willing to buy it. Maybe, but one could argue that all the classes were kind of in the same boat regarding the whole food situation. Ironically, malefactors may have had better access to food in some cases, since they could still salvage whatever happened to be left on the surface. Not that the underground didn't have supplies, but not much lives or grows underground, and the food that is stored in those refuges is going to be heavily guarded. That's not to say that malefactors were eating like kings either, but it's easier to skim a little from whatever food you scrounged up on the surface than it is to fight the Blackguards for it underground.
  6. An iron man challenge would definitely make those things more frustrating. Regarding hunger, I think what tends to frustrate most players is that they forget to bring food with them and end up getting to hear their character complain about it, or they're newer players that haven't yet got a full grasp on the game and still struggle to keep themselves fed. Which is understandable, but I also think the players tend to overcorrect when trying to offer a solution to these issues. The best workaround I've been able to find so far is allowing the player to build some fat reserves and then burn said fat to avoid hunger damage for a short time; that is, they can go a little longer between meals as needed without getting penalized or annoyed by character complaints, but it's not something they're going to be doing very often nor are they going to be able to go days without eating anything at all. Wolves are kind of hit or miss; sometimes there's more and sometimes there's less. I think at the moment they're over-represented, as are many animals, simply because there's not that many animals that exist in the game yet. I would also wager that if/when illnesses and injuries are added to the game, along with harmful plants like poison ivy, hostile wildlife spawns could be turned down a bit further since there will be more existing hazards to challenge the player. Ironically, wolves do offer something of a warning growl before they actually become aggressive. However, I think the line between "warning" and "attack" is rather tight, and most players tend to move rather fast, so I think that might be part of the reason wolves seem to be more inclined to attack first and ask questions later. From my own game experience, I've walked up on several wolves and had them run away or take no notice. It's never a guarantee that they'll do that though, so it's still better to avoid wolves when possible unless you're prepared to kill them. Throwing them meat I would say would be a better way to tame them, rather than just buy tolerance. While buying tolerance isn't the worst idea, I'm not really keen on players getting the notion that they can just toss a scrap of meat at a predator and walk away entirely unscathed. From the animal's perspective, they probably aren't going to be very interested in food if they feel actively threatened, and will likely be more interested in attacking the threat to either kill it or drive it away. The other drawback to the "buying tolerance" idea is that the player ends up with a more serious problem by teaching the local wildlife that they're basically a walking snack dispenser. In which case, the animal in question might begin to actively hunt the player.
  7. I use whatever is most convenient. Some games that is tin bronze, some games that is bismuth bronze. Black bronze I never use, outside of the rare tool/weapon if I happen to have a few gold and silver nuggets lying around. The only real difference is that while bismuth bronze might be more durable with less attack power, it does require more material to make(and thus uses more storage space) and cannot be used for the treasure hunter quest. Bismuth, zinc, and tin are all common enough that it's fairly easy to find High or better readings, but I'll take what I can get. They're also common enough that digging at worse readings isn't a big deal and yields something useful more often than not.
  8. Incidentally, if we want to make the class gameplay a little more distinct, I don't think it's necessary to restrict them to certain weapons or render them almost useless for certain crafting loops. One overlooked possibility is disease/injury resistance. Malefactors, for example, might be incredibly resistant to some of the more serious illnesses, like malaria or cholera, since they're used to being in some rather disgusting scenarios thanks to their past. That makes them a more valuable choice even into the late game, since some illness could be quite difficult to cure and/or pose a significant penalty if the player has it. Blackguards could be more resistant to certain physical injuries(like broken bones) thanks to having a stronger constitution than other classes, but being stronger means they need more food...which means that any injury/illness that boosts hunger rate will hit them harder than it will other classes. Classes like Clockmaker and Tailor might be more susceptible to certain illnesses or injuries, since they don't have have rugged physiques or sturdy immune systems. This idea also lends more value to a devoted Doctor class, since treatments administered by Doctors could be more effective at dealing with illness and injuries. This makes Doctor a strong support class for multiplayer, as well as a solid choice for singleplayer in the event the player isn't too keen on being held back by disease and injuries. That too, or allow them to drop from cracked vessels. That would be more useful than the rocks, stone tools, and some of the other random bits that can drop from those things.
  9. As far as we know, the Forlorn Hope is a dead faction that was wiped out in the Old World's last moments. However, there's always the chance there could have been a handful of survivors, or the more likely scenario that someone else chose to resurrect the order later, similar to the Knights of the Nine quest from Oblivion. The Hanseatic merchants are the traders the player encounters in the world in the present day. Personally, I don't really think a trader class fits that well, since it overlaps with Tailor(stated to have refined manners suited for city life) and Commoner(the catch-all class for most of the common medieval professions). Realistically, most nobles that were aligned with Jonas likely perished among the ranks of the Forlorn Hope...at least, the male ones. Most of the elite fighters of medieval times tended to come from the nobility, since it was the nobles who actually had the time to train and the resources to afford proper equipment. That being said, there could have easily be several that were more useful in scholarly roles, and it would make for a rather interesting class to play since the noble would essentially be a fish out of water. The civilized world is long gone, leaving the nobles to fend for themselves, and the new world that emerged perhaps doesn't hold the concept of nobility in the highest regard. Overall, I think a Plague Doctor or some other medical class would be a good addition, as well as a Noble class. The Doctor isn't exactly a common profession since it does require some specialized knowledge and skills(even for medieval times) and has mechanics that would stand out from existing classes. Mechanically, the Noble would probably have some overlap with existing classes, however, the main thing that makes this class interesting is the lore that goes with it and how NPCs react to such a character. Either way you cut it though, the game needs better medical gameplay(injuries, illness, medicines, etc) before a Doctor could really exist, and there needs to be a more fleshed out reputation system for the Noble to function well as a class. I don't think this is a good idea for any class, not just Malefactor. The game itself is balanced primarily around singleplayer, and thus every class needs to be able to both complete the main story and enjoy all the main content that the game has to offer, without needing to resort to turning off class-exclusive recipes or joining a multiplayer server. Weaving and sewing, while not proper gameplay loops yet, seem intended to be major parts of the game that the player is meant to interact with, perhaps weaving their very own rugs and tapestries and having more control over clothing design itself. At least, I would be very surprised if that's not the intent, given how excited Saraty in particular gets in the interviews when discussing such mechanics, as well as given the changes that have been proposed to armor crafting for 1.23. Similar issues to the above--there's not really a good reason while malefactors(or other classes, for that matter) would fumble around using tools made of metal, but not have any issues using the same tools constructed of non-metal parts/scrap. They might struggle because they aren't as strong or have an aversion to violence, sure, but those are qualities that will apply to a situation and won't be based purely on choice of weapon/tool. I would also note that it's counter-productive to the general game design, in that players are intended to actively improve their tools by seeking out better metals and creating better alloys. The better choice to make here, I think, if the goal is to encourage using scrap weapons, is perhaps allow such things made by a malefactor to be a bit more durable, or otherwise make the materials a little easier to find so that classes in general can access them more easily in the early part of the game, where such things are most valuable. Currently, scrap weapons aren't particularly useful, because caves are dangerous to explore without proper equipment, and dungeons are too rare to be a reliable source of scrap. Generally by the time the player has acquired scrap to make weapons, they've already got access to copper and bronze, which are much better materials to work with. Not necessarily. I could see them being similar to Blackguard, but perhaps having a damage bonus against boss/mini-boss enemies specifically, and otherwise do normal damage. It plays into some of the typical knight tropes, as well as perhaps puts the player in the strange role of actively seeking out some of the worst sorts of trouble rather than avoiding it.
  10. They do exist, but on default settings they're quite rare. I think the land coverage by default is 97.5%, which means that there will be an ocean or two to encounter in the world...eventually...assuming you didn't get lucky enough to spawn next to one. My personal preference is setting land cover to 80%. That leaves plenty of land to work with, so I won't get stuck on an island or anything, but also provides just enough large lakes and the occasional ocean to make things interesting and give value to the sailboat. I would say hang on to your old world so you can pick it back later if you really want, and start a fresh world to have a change of scenery for a while. If you want to stick to vanilla, you could try different strategies, or just play normal and see how fast you can progress now compared to before, or even switch the starting zone and play in the tropics or arctic instead of the standard temperate. Mods are really up to personal preference, though if you're looking to freshen up the game this is the route you'll probably want to take. I'd recommend keeping your modlist fairly small, especially if you're not experienced with modding, since that makes it much easier to figure out and fix problems when they arise. For modding 1.22 in particular, it's important to make sure that the mods are updated properly for that game version. While older mods often work on newer versions of the game, 1.22 introduced several changes that broke many older mods. If you do go the modded route, also make sure you disable your mods before returning to any vanilla worlds. If you forget this step it won't necessarily break the world, but you might end up with some ? blocks to clean up, which isn't always fun.
  11. I'm guessing what happened is that when your game crashed, it "reset" your progress back to some point prior to completing the Resonance Archives, so the game is marking your player character as not having explored the location. In which case, having the items in your inventory isn't good enough since you've technically not completed the area, at least as far as the game is concerned. Fixing it should be a simple as returning to the Archive library and interacting with the resonator. You can use teleport commands and creative/spectator mode to bypass obstacles as needed. Reading the dialogue isn't necessary(though if you haven't read it I would highly recommend doing so--dialogue and other writing often has important information or context about other things), but do make sure you click through the main message anyway so that it counts as being listened to. From there, you should be able to exit the Archive and speak to the trader in order to receive directions to the Lazaret and an opportunity to buy an elk. Do make sure that it's the same treasure hunter that you spoke to for the Archive though, since the quests are specific to the individual trader and not the generic trader type.
  12. First off, welcome to the forums! The main problem you run into here is that...it's a videogame, and players will act accordingly. Food might be easily dealt with and thus not much of a "challenge", but it's also something that will ruin all other plans the player might have if they fail to properly account for it. Allowing the player to ignore food entirely and rack up a starvation debuff instead has been suggested before, and attempted via a mod or two, but the main issues such a feature presents is that players can more easily ignore food preservation, and can easily lock themselves into a "death loop" from which they can't really escape without starting a new world. Neither one is particularly ideal. Agreed. I only partially agree here. Animals should have more nuanced behavior, yes, but encountering large predatory animals should get the player's attention. Aside from unexplained lore reasons for the heightened aggression, it is still a videogame, and making the predators completely nonaggressive unless the player basically walks up and provokes a fight only teaches the player that 1. they can ignore wildlife and do whatever they want, leading to 2. the player making the mistake of believing the world is safe. In Homo Sapiens mode, the predators are the only enemy, so without aggressive wildlife there's no enemies to actually challenge the player, which can be rather boring. And while it can be quite frustrating to die to a bear/wolf on your first day of playing, letting the wildlife be legitimately dangerous is a very effective way to teach players that the game will allow them to face more than they can handle and won't necessarily give them an "easy out" if they get into trouble. That kind of design is especially important when you consider that many players buy Vintage Story expecting the same kind of experience as Minecraft, when the games couldn't be more different. That's not to say that there's not room for improvement regarding wildlife behavior though. The aggression could be toned down a little, with certain animals perhaps giving more advance warning before attacks, or some individuals being more aggressive than others in order to keep the player from getting too complacent about being close to dangerous wildlife. More animal variety would definitely help, since different types of creatures behave in different ways. Status effects would make the hostile encounters more interesting, since getting mauled could easily leave the player alive with plenty of health, but inflict a serious injury that will need time and proper care in order to heal. This seems to run counter to the established lore and devs' intended design. If you talk to various NPCs and read through the various stories, the impression is quite clear that all is very much NOT fine in the world, and traveling outside of fortifications is a rather dangerous prospect due to the rifts and monsters lurking around. As for the monster spawns in broad daylight, it used to be that rifts would only spawn monsters at night, and thus be completely harmless during the day. However, they were recently changed to spawn monsters in the daylight as well, albeit at lower rates than at night, and the devs confirmed that this behavior was intended. I'm guessing this change was made to better reflect the established lore, and encourage players to be more cautious during periods of high rift activity as well as encourage players to invest in things like rift wards in order to protect areas from said rifts. Which is perfectly fine, but this is also where the game settings and mods are very important. They allow players to season the game to their own individual taste, without changing the game for every other player in the process. One setting that is currently missing is probably making some kind of distinction between monster aggression and wildlife aggression; several players have expressed a desire for peaceful wildlife but aggressive monsters, so splitting the creature aggression into two categories wouldn't be the worst idea. As for hunger, there's already an option to adjust hunger rate, as well as food spoilage, so I don't think much more needs to be done on that front. That's not to say the devs won't add more nuance to that mechanic in the future, just that I think what we have now is fine, and trying to make it overly "realistic" tends to end up creating many more problems than it solves.
  13. Welcome to the forums! I think they are. If you had a pit kiln nearby, that's probably what happened to them. That being said, crude bellows will eventually break after enough use, though you would notice quite easily if this were the case.
  14. Oversight, I'm guessing. Fish flee if the player tries to hit them in melee, probably to prompt the player to use a fishing pole and bait to fish the "proper" way. Projectile weapons probably weren't accounted for since there's probably not a lot of people that go around shooting at fish.
  15. I enjoy steel-making, so I usually end up at steel sooner or later on worlds I actually play on. As for what I upgrade to steel...I cast a vote for everything, since it really depends on my mood at the time. Tools/weapons/armor that I use frequently are the most obvious choices, but it's not unusual for me to make "silly" things like steel hoes even if I don't use the item itself very much. At that point, it's purely for style, strictly because I can.
  16. The main offender here, I think, is the arms and torso of the player model. The average person's arms(hands included) tend to end around the groin; the player character's/NPCs' arms though seem to extend to about the middle of the thigh, thus making the arms look too long and the torso too short. It's not the worst, and you do end up getting used to the look after a time, but it's also rather difficult to unsee once you notice it. While I wouldn't mind bulkier armor/clothing options, I think this would be better covered by a "body type" option in character creation. The current default could be "average", with slim, fat, and muscular types as variants that players and NPCs alike could use. That is a lot of work though, since it means eight different variants to account for(four for male models, four for female models). Still, I think players would have a lot of fun with it, and it would help provide more visual interest amongst NPCs, as well as help better flesh out their personalities.
  17. In my experience, this method tends to be pretty reliable for checking quartz veins. I'd recommend checking a couple different spots in the vein, preferably away from the very outer edges, since the gold/silver tends to appear more towards the middle of the disk rather than the edges. This is a way to find silver and gold, but in my experience it's not particularly reliable. Silver and gold deposits are a very small part of the quartz vein, so the chances of one generating a bit of surface ore is very small indeed. It can also be easy to mistake them for quartz bits when they do generate.
  18. Honestly, I'd figure that would be a realistic hazard for sleeping in what is essentially a large time-space anomaly, but I can also see why this would be a priority to fix.
  19. There is, and while said lore might be better explained in the future, I tend to lean more towards the explanation of...it's a videogame. While it does lean heavily into realism regarding overall design, the fact that it's a videogame means that the player will automatically treat it as such by default, and thus do things that would not be advisable in real life. For example, wolves might be inclined to avoid humans whenever possible in real life, but if they always try to avoid the player in the game or can otherwise be scared off with ease, what the player ends up learning is that they don't actually need to pay attention to the videogame wolves. Likewise, wildlife is the only real enemy that exists in the Homo Sapiens game mode; while that gamemode isn't what Vintage Story is developed around, it should at least have some enemies that will pose a threat to the player, or else it becomes rather boring. That doesn't mean that the wildlife can't have more nuanced behavior, just that I don't think it's a good idea to try to achieve "100% realistic behavior", if such a thing were even possible.
  20. Back protection is also very important, because not only is it preferable to have live soldiers than dead ones, but it's preferable to keep your living troops as uninjured as possible. Injured soldiers won't be able to fight as effectively, if they can even fight at all, and cost more resources to take care of, and lots of injuries can still damage the army's morale even if there weren't that many deaths. From a pure strategic standpoint, sometimes it's more ideal to inflict massive injuries on an enemy army without necessarily killing them, forcing them to spend more supplies, inhibiting their army's mobility, and damaging their morale.
  21. I don't think it should require bones for repair, since I mean...the armor itself is made primarily of hide, and the bones seem to be mainly decorative. Any pelt should work just fine instead, perhaps with the amount repaired accounting for the size of the pelt used for the repairs. I suppose that does potentially lead to the awkward scenario of bear armor technically not being bear armor anymore after a time if other creature pelts are always used for repairs, but eh...that detail could probably be ignored in this particular circumstance.
  22. Welcome to the forums! I think this option would be a good way to satisfy the majority of players, and it's requested fairly often. That's not to say it'll ever get added to the game, but it's an option I could see getting added over some of the other suggestions I've seen float through the forums. This part I actually disagree with though. Options for "natural" creature hostility and "unnatural" creature hostility; having an option for each specific creature type(bears, wolves, drifters, etc) is too much and will bloat the menu. That's not to say that creature behavior couldn't be a little more varied though. Some animals could be more aggressive than others as well as display that aggression differently, and the occasional individual could even be unusually aggressive/calm for that particular species. However, there should always be some uncertainty to dealing with wild animals, unless the player has set them to neutral or completely passive; otherwise you end up with players just ignoring the animals and not regarding them as a serious potential threat. As for the monsters...no, those should absolutely be aggressively intent on killing players. They are, after all, monsters, and don't really need much of a reason to be murder machines. That doesn't mean they can't employ different tactics depending on the circumstances or monster type(such as monsters sometimes retreating when injured or shivers favoring hit-and-run tactics), but they shouldn't be creatures that the player can safely ignore unless the player changed their game settings to make such creatures passive. Additionally, letting monsters behave like monsters also means that if/when the player does happen to run across a "friendly monster", it's a much more interesting experience.
  23. It might not be used to hang corpses, but it could easily be used to hang cuts of meat for aging, like what Expanded Foods and Ancient Tools allow, in addition to hanging bundles of herbs and other things. A Culinary Artillery just adds the tools--it does nothing on its own. The player will need to install a mod like Expanded Foods in order to actually have a use for those tools. The hooks would be a great option for hanging more stuff on the wall though. We do already have tool racks for that purpose, but tool racks don't necessarily fit the aesthetic of every room.
  24. Hooks could easily be added to the base game, but they really ought to have a purpose before they're added, otherwise they're just a cosmetic item. Not that there's anything wrong with cosmetic items, but there are definitely more interesting decorations that could be added. As for the uses, you've listed several good ones, however, it's important to note that the hooks used to create something like a grappling hook or spice/meat hanger are going to be quite different than the hooks one would create for fishing. Videogame logic could be applied to simplify things, but I think a lot of players would be questioning why the same hook used to craft a fishing pole can also be used to craft a grappling hook, despite the hooks obviously being very different sizes. The best solution, I think, would be to just add two varieties of hooks--one large and one small. Large hooks can be used to create furniture like spice/meat racks, coat racks, lantern hangers, etc. Small hooks could be used for fishing and jewelry. Large hooks could be a forge recipe, while small hooks could be casting only or perhaps require jewelry-making techniques to craft. I don't really see why they wouldn't, unless they specifically want to override the vanilla recipes for some reason.
  25. Welcome to the game and forums! One thing to check is go into your game settings, click the Interface tab, and make sure that "Block info overlay" and "Block interaction help" are both turned on. The former helps you figure out what kind of block you're looking at and whether it needs a particular quality of tool to break, while the latter is a handy "cheat sheet" on some of the various interaction shortcuts. A couple of things to check here, some of which @Rainbow Fresh already mentioned--make sure that the knife is actually a knife, and not a knife blade. It's an easy mistake to make. To make a knife, just combine the blade with a stick or bone(not small bones) in the crafting grid. Also make sure that the grass is actually grass. This probably sounds a bit silly, however, there is at least one plant type in the game--the redtop grass stuff--that is technically grass but counts as a type of flower and not grass when it comes to actual gameplay. Likewise, trying to harvest grass marked as "eaten" will destroy the grass and yield nothing. However, "eaten" grass currently only appears if the player has harvested it. If you're trying to harvest normal grass with a knife/scythe and are getting nothing, it sounds like you may have found a bug, which you should report on the Github bug tracker( https://github.com/anegostudios/VintageStory-Issues/issues ), or an issue with mods if you are playing with mods installed(I'm assuming this isn't the case, but some new players jump right into modding). A couple other things I recommend checking if you still wish to give the game a try--make sure you're on Standard or Exploration difficulty as your general difficulty choice, and NOT Wilderness Survival or Homo Sapiens. It's not that new players can't start playing with one of the latter two, just that Vintage Story is a rather difficult, challenging game up front even on the Standard difficulty(the general intended difficulty). Wilderness Survival and Homo Sapiens are the hardest preset difficulties available and have MUCH less margin for error as well as disable some useful tools(like the minimap). One mistake that many new players make is looking at the blocky aesthetics and assuming that Vintage Story is just like Minecraft, when that is very much not the case. However, if you don't like the game, that's okay too. It should still be possible to get a refund, and it seems like you've already taken steps to do so.
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