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Everything posted by LadyWYT
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This all sums it up nicely; also, welcome to the forums! The only thing that I would add here, as to why players might want to invest in fruit trees from a practical standpoint, when berry bushes technically have a higher production rate--aside from having a longer shelf life, fruit trees produce very large crops in a relatively small space once established, and to my knowledge aren't the target of hungry wildlife(as of writing this, anyway).
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I would think a lumberjack or stonemason would make for better building-oriented classes, instead of lumping everything into one defacto builder class. Both of those classes could probably have other benefits outside of building advantages too. For instance, lumberjacks would probably have a bonus to seedling drop rates, tree chopping, and charcoal yield. Stonemason is a bit trickier, but I'd wager they could have a chance of getting an extra block of stone when quarrying blocks. I'd also wager that you could remove the mining bonus from the Blackguard and replace it with something else, and give the mining speed bonus to the Stonemason instead. As for what to give Blackguards in place of the mining speed bonus...I've been tinkering with custom classes of late, and if I had to rework them, I think I might increase the bonuses they have to health, melee damage, and movement speed when armored. Give them a total movement speed penalty of -10%(so their base speed is 90% of normal), and a bigger range that animals/enemies can detect them. The forage penalty...eh...keep it for the challenge and flavor, but that could also be removed as I've not really found it to be much of a concern. In this scenario though, it's the stealth penalty and movement speed that are bigger hazards, in my opinion. The greater range of enemy detection means that wildlife and monsters will have an easier time spotting you before you spot them, giving them a chance to either flee or attack. In regards to the movement speed penalty, -10% doesn't sound like much, until you consider that faster mobs like bears and moose can already outrun the 100% player in many cases. 90% movement speed, in my experience so far, means that you're probably going to have to fight whatever is chasing you and hope for the best instead of running, unless you have very fast reflexes and terrain that you could possibly use to your advantage. Factor in the new faster monsters, and improvements to creature pathfinding, and that small penalty to movement speed suddenly starts to have a bigger impact that what might be expected.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
Sounds cool to me. You could probably even have a choice of brewing a beverage using a temporal gear in order to greatly lessen the more serious side effects, or just use normal alcohol to slow down the loss of stability temporarily at the cost of some coordination(and the blackout risk if you overdo it). The more potent the beverage, the greater the effect. Or speaking of sleep--drinking until you pass out would certainly be an immersive way to pass the temporal storms, if you've no interest in dealing with the monsters. You'd just need to make sure that you're in a safe spot before drinking that much. -
True. Have you checked the Discord? I get the impression that it tends to be the most active hotspot for news, in that things get posted there shortly before they get posted here on the forums. Of course, I'm guessing that the devs are probably going to stay very tight-lipped about the story stuff, then drop an epic trailer for it right before the patch releases for maximum hype effectiveness.
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Is there any 'progression' in terms of cellar effectiveness?
LadyWYT replied to NastyFlytrap's topic in Questions
I mean...when it comes to cellars and doors I just use a solid wooden door. Never had issues. In regards to "progression", a cellar is a cellar, and there's not really a way to make one more efficient other than being particular where you put and how you arrange things inside. If one cellar isn't enough, then you simply build more. For progression in regards to food storage, you might look into finding a mod that adds an icebox, or something similar. I think there's a couple around, though I don't recall the names. -
I'm just hazarding a guess here, but I think the main thing that remains to be finished for 1.20 is the story content, excluding any major/minor bugs that crop up during the trial phases. When it comes to story content, I don't really expect a detailed list, as the devs are pretty particular about keeping that stuff under wraps so it remains fresh and exciting for all players on launch. In regards to the other non-spoiler content in the patches, from what I've seen the devs are pretty good about keeping the community posted about the progress of things and stuff they've added/cut/postponed on the project. I don't really expect to see any specific dates for release until the patch is actually polished and ready for release.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
One thing I really like about this suggestion, aside from the fact it increases the threat level of being too hot/too cold without feeling unfair; you could easily reuse that same mechanic for drinking too much alcohol in one sitting. Of course, for blackouts to even matter for alcohol, you'd also need to give players a reason to drink it, since as it currently stands there's really no reason to indulge outside of roleplaying. One idea I had on that was allowing a stiff drink or two to enable a player to shrug off some damage. Doing that would allow a more interesting option to pursue in the early game for defense, before one has good armor and weapons, while still being relevant into the late game. -
If I'm recalling correctly, I don't think it has to do with time, as much as it is a style choice. Hands are hard to draw, and getting them to look right in basic poses, let alone more complex ones, is a real challenge. For heavily stylized artstyles though, 3 fingers + 1 thumb usually looks correct enough to create pleasing artwork, that won't break audience immersion due to them being too weirded out by uncanny hands. As for whether it actually saves time though...eh, not really, as @Deaderpan explained very well. Could put the rings on a chain and wear them Frodo-style. Now that I think about it, while having rings to wear would be cool, the models for such would be so small that there's practically no room to add detail. So the rings themselves would probably look fairly plain, without a lot of options to pick from. Better to have bracelets, pendants, or other pieces that offer wider design variety.
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I missed this somehow when it was first posted. But yes, absolutely yes. I also like the concept of using gold nuggets in addition to thread to repair these items; similar methods could be used to repair other things we've already got access to. Maybe require leather and thread to repair boots and bracers?
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I was about to say that I hate the idea, but the ring aspect is intriguing. It would certainly open the door for adding another cosmetic slot and gameplay loop of gemcutting. The reason I'm not a fan of the idea though, is that I'm not sure that it would look very good. I would at least have the standard four fingers + thumb on each hand if going that route, unless there's a specific lore reason that seraphs don't have the same numbers of digits as humans. That being said, I think it would still be difficult to model without looking too awkward, and the arm models that we have currently look pretty good, in my opinion. Personally, I think it's the feet that should be adjusted to have actual chunky feet, as the current stilt-legs look rather goofy. I agree here. One major issue with proper hands is that it's going to take a lot of time animating each digit in order to match existing animations, let alone new ones. You could cut some time by making the hands a simple mitten-like model, instead of having individual digits, but again...it still takes extra time to rework everything. It's also somewhat difficult to create hands that don't look awkward. A foot, in comparison, can be a much simpler shape, and requires much less work to animate. In addition to reworking the animations, you'd also have to rework the clothing models that are worn in the hand(or foot) slots. The short of it is, if done well, it would be cool to have a more expressive model(you could add more emotes and flair to existing animations), possible cosmetic items, and potential gameplay loops. However, it would require a lot of time and resources that are better spent on other areas of the game right now. Perhaps in the future it might be something that gets added/adjusted, as I seem to recall reading somewhere that a lot of the current animations(and models?) are placeholders.
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If you have a mod that messes with seasons, yeah, that would do it. My other guess would be that you're far enough south for foliage to noticeably change colors, but not far enough north for snow or frost.
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Sounds like you have the crude door then, which unfortunately those don't insulate from the cold. Having a solid door will keep out the cold(or, as @Thorfinn said, plunking a couple of blocks down to plug the hole), allowing you to warm up inside without a fire(in my experience), though it will be very slowly. The better option though is to just build a fire; there's a lot you can toss on to fuel it, and it doesn't need to burn too long in order to warm you back up. Looking at your screenshots though, I would recommend investing in some warmer clothing. Pelts are easy to acquire and craft into warm fur clothing, which will significantly increase the amount of time you can be outside in cold weather.
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Plus having some ore-laden gravel that gives a much higher chance of a gold nugget/silver nugget/precious something when panned would be cool. If said gravel had higher spawn rate in the more northern latitudes too, it would give players more incentive to travel far north and brave the cold, much like purpleheart and ebony provide incentive to travel to the tropics. Given some of the new beasties and other changes coming with 1.20, I would also hazard a guess that panning for copper and other materials might be a bit more attractive in the early stages of the game, since it tends to be less risky than venturing underground or running around the wilds.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
Honestly, I thought about going for some kind of penalty to the player health pool(the opposite of nutrition bars, essentially), or ticking damage similar to being too cold. I ended up opting against both, since neither seemed like it would be particularly enjoyable or satisfying to deal with. In regards to cold lethality...being too cold for too long will kill you, similar to starvation eventually killing you as well, but both are easily avoided in the game with the most basic of planning. I don't really see an overheating mechanic being that much different. The reason I opted for the healing rate penalty, or more preferably, a movement speed penalty, is that those are effects that are negligible most of the time, but will catch up to you quickly with the consequences if you're too reckless. Healing rate, I do believe, affects the effectiveness of healing items, so a lower healing rate means that you not only need more poultices to heal the same amount, but you might not be able to heal fast enough to stay alive in the heat of battle should you require healing. Armor helps mitigate damage, of course, but further amplifies the healing penalties the more of it you wear(and unequipping it to heal leaves you exposed). In regards to the movement speed penalty...it's just enough to not be much of a hindrance to a player going about their daily business, but that quickly changes when a wolf, bear, or something much worse start chasing you. Suddenly, you're not able to outrun danger, and if you don't have adequate equipment to defend yourself with then you're probably going to die. Especially so if the overheat penalty takes a couple of moments to wear off, similar to how it takes a few moments to warm back up if you're too cold. -
I mean...I thought about writing something else, but opted for the politer statement. Yes and no--it depends on the context, similar to other exploits/unintended methods of gameplay. Blocking off dangerous areas when possible makes a lot of sense, and it's not really possible(or advisable) to prevent the player from plunking down blocks to serve as obstacles in a game that encourages building. In reality, the player should be figuring out new, better ways to solve the challenges that the game throws at them, and not in constant danger of being on death's door. Where it really becomes a problem though, is when the exploit returns a significant benefit for very little investment, compared to the intended gameplay loop. On the other hand, I would also say that hinges somewhat on playstyle; some players find the most enjoyment in finding the absolute most efficient methods of acquiring resources and completing tasks the most fun thing to do in the game. Other players will find much less enjoyment from doing that same thing. I think it depends a lot on whether an exploit is effective enough that players feel forced to pick that option over the intended option. I don't think it's possible to completely eliminate exploits, but as long as players don't feel forced to utilize it over the intended gameplay functions then the exploits aren't really that bad. I think this is where the new mobs and their tactics will come into play. Some enemies, like the drifters, will always be a fairly straightforward fight and not much of a challenge. However, other enemies could have different methods of coming after you(which we see being added in 1.20), making standard player tactics much less effective and requiring the player to think of something else in order to stay alive. Things get even more interesting when you start mixing the enemy types together. One thing I do like about Vintage Story though--it takes its story locations very seriously by stopping the player from tampering with the builds. To complete the area, you have to complete all the puzzles in the intended fashion while, as you pointed out, fighting the monsters on their own turf. The player can't just whip out a pickaxe and dig through to the goodies at the end of the dungeon. I'm not sure I would call any fight in Vintage Story a fair one.
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Assuming you're after notes to stick on a bulletin board for quick reference while playing, instead of going to the handbook every time...it's probably a lot easier and faster to look up specific things in the handbook, write down the information you find most relevant, and then use that for your quick-notes. Otherwise you're going to be printing out several many pages worth of material. One another important thing to note about Vintage Story--it's not as simple as just crafting recipes, when it comes to crafting. Some things require multiple blocks, some things require multiple steps, and a lot of items/methods cross-reference each other. It's not unusual at all to look up a recipe in the handbook, and then need to go look through a few others pages to figure out exactly what you need to do to get a specific thing.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
LadyWYT replied to jeremy13621362's topic in Suggestions
What if instead of a thirst bar, overheating reduced rate of healing/health from healing items? That way you could still wear a full fur parka set in the tropics/very hot weather, but it's not going to be particularly ideal for staying alive if you expect to be getting into trouble. At the same time, it's not so intrusive to the player that it's going to become an annoying chore to put up with, instead of something fun and engaging. You could also probably apply a small movement speed penalty too(or instead of the healing penalty), given that being too hot tends to sap one's desire to do much of anything. It still accomplishes the same thing, in that the player isn't punished too harshly if they insist on wearing their finest furs while it's scorching hot. However, it's not the best idea, especially with the addition of new, faster mobs, if you expect to be good at staying alive. In any case, it's a challenge that's fairly easy to remedy--just wear lighter clothing/equipment, or go to a cooler location. One could also go for a swim or drink a beverage in order to temporarily halt the adverse effects of wearing heavy attire in hot weather; those options would also give the player incentive to utilize the fruit press/brewing mechanics and give more purpose to the "wet" status effects on the player(aside from just making it easier to freeze to death). -
To me, requiring a knife to be held in the offhand slot in order to extract the honey would make more sense--slice open the comb and let the liquid gold drain out. Squashing it in a fruit press seems like it would make a waxy mess.
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I mostly agree with the sentiment, but I would also argue that Minecraft isn't really a survival game anymore, nor does it really try to be(nor should it). It is, for the most part, a building game with a few simple survival elements and other bits thrown in to make it more interesting, and personally that's what I enjoy about it. It's easy to jump in, build pretty much whatever I want, with a few challenges to keep it interesting, and then put aside for a while to tinker with other things. As for Minecraft's immersion, I think a lot of that hinges on how much you put into the world yourself, otherwise there's not a lot there in terms of lore or story to engage with. In short--it's a great blank canvas that appeals to a wide audience. Vintage Story, in contrast, is very much a survival game with a solid range of building mechanics to go with it. It also isn't shy about knocking the player down and kicking them in the shins, so to speak, when it comes to difficulty(assuming the player did not adjust the settings to easy mode). It makes the player actually work for each advancement they make, though at the same time the effort required to progress doesn't feel unfair. Vintage Story also handles world lore very differently, in that it has a specific story to tell, makes this very clear to the player...and at the same time makes the player go find and put the pieces together themselves. The building system is also better than a lot of similar games, due to the how much customization the chisel mechanic allows. Overall, I enjoy both games a lot, and which one I choose to play depends on what I want to do. Vintage Story I enjoy a lot more for the challenge and immersive world/story. Minecraft I enjoy more for how easy it is to just jump in and start building(not in creative mode!) whatever fantastical thing strikes my fancy, which I find much harder to do in Vintage Story.
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It might mean that change, in order to prevent players from just storing the hides in barrels to get around the stack limits. That being said, at least barrels are still(presumably) cheap.
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Huh, TIL what the other mode does.
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Isn't that already kind of a thing in the game? Grass does grow back after you mow it with a scythe, and it's useful to keep the grass around your house mowed in order to help keep things from sneaking up on you, especially if it's really tall grass. I think grass height is determined by climate warmth and rainfall; warmer climates with a lot of rain will have taller grass. As far as other plants overgrowing structures...some weathering effects and the like might be added later, but otherwise I'm not really aware of any mods that accomplish this kind of thing for Vintage Story. There is one that does such for the other block game though, so I would wager it's only a matter of time before someone makes similar for Vintage Story, if it's not added to the base game itself.
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I'm pretty sure this is a feature and not a bug; I believe it's called a "supermoon". Basically, it's the point that the moon is closest to the earth, so it will look bigger than normal. It's a thing in real life, although the effect isn't quite as dramatic as it is in the game.
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Welcome to the forums! As far as I am aware, yes, any dropped items will currently despawn when you exit the game on a singleplayer world.
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It's generally not a good idea to delete mods after loading them into a world. Depending on what the mod is and does, you can get away with it sometimes, but more often than not it will bake data into the world files that will cause it to crash if you uninstall the mod and try to load that world. Probably the best way to salvage the world, if you're attached to it, is to reinstall the mod(s) that you removed; it should load fine. You could also try moving the world file to a different spot outside Vintage Story, reinstall the game entirely, then put the world file back in the proper folder and see if it loads. However, I don't expect that method to work, given that there is likely mod data baked into the file that it will need to load the world properly.