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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I'd actually opt for making the base thicker instead, and add more detail in that area. I'm not sure the top of the tower can be tapered at all without the windmills looking goofier than they already are. Regarding terrain blending, that can be done with extra dirt to make it look natural, or a stone retaining wall for a nice terraced look. A tree or two can help add some more nature, but some little houses or storage sheds would also look nice. FINALLY! A windmill worthy of the flower fields I've been wanting to build!
  2. Out of curiosity, how exactly are you lighting the fuel pile? Are you building a firepit on top of the firewood stack and then lighting the firepit before covering, or are you setting the fuel stack itself on fire? The firepit is crucial, as that's what turns the structure into a recognized charcoal pit. Otherwise, you're going to wind up with nothing but ashes when it finishes burning.
  3. Welcome to the forums! Have you tried limiting your max FPS? If you are using mods, you may also want to try disabling them and see if the issue persists in vanilla, just in case there is mod interference going on. If you're running other programs in the background while playing you might check them as well to make sure they aren't interfering either; otherwise the only other thing I can think to check is making sure the game is recognizing the correct graphics card, should your machine happen to have more than one.
  4. Depending on how patient you are, you can wait until you get generation 5 piglets and simply scoop them up in a reed chest, or wait until the parents are generation 3 and then place baited traps in the pit at your leisure. Adult pigs that are generation 3 won't attack the player when piglets are nearby, and can be easily dispatched via butcher knife. Piglets will still spook though, so they can still be herded as needed without interference from the adults.
  5. Okay, I'll humor you. Pulling straight from the home page itself: The first 30 seconds of the trailer itself showcase temporal storms and instability, with "Endure temporal storms" itself being showcased at the 1:05 mark: All that alone demonstrates that the feature is baked into the game design and intended to be part of the core experience, not to mention that both temporal stability and temporal storms are enabled by default in the Standard game mode(which is listed as the default survival experience). The only game modes that do not have those mechanics enabled by default are Homo Sapiens, Creative, and Exploration. Homo Sapiens skips the lore entirely in order to provide only the realism; Creative is there for full freedom to build and mess around with stuff; Exploration makes it clear that the focus is primarily on exploration and building, not combat and survival. Getting into specific NPC dialogue(spoilers for obvious reasons): Further lore annecdotes: There's probably a detail or two that I missed, but based on the above it's pretty clear to me that temporal storms are a major part of the story and worldbuilding, and I expect there to be more references made as more updates are released. Obviously not everyone enjoys the mechanics hence why there's an option for the player to turn them off if they so choose, but the mechanics themselves can't otherwise be removed without major rewrites to the entire story and setting. I will also note that players who don't really pay that much attention to the story will probably miss a lot of these details, which is perfectly fine. But I don't think it's a good reason to go removing whole mechanics and forcing major rewrites.
  6. Like I said, I could be wrong, but I'm pretty sure it used to rise in the west and set in the east. It also didn't take moon phase into account with solar eclipses, and there was a time that the moon could cover the sun but no eclipse would happen at all. I wouldn't be surprised if someday we had lunar eclipses in the game in addition to the solar eclipses.
  7. Okay with this sort of explanation your earlier suggestions make a lot more sense and it's something I can lean toward supporting, though it seems like moving the loot drops from the monsters into some sort of special resource node would worsen some of the complaints about monsters feeling like a waste of time. I'd still prefer smaller changes to start with, like the Jonas tech and more uses for temporal gears, and see how much that changes things with temporal storms before worrying about adding more stuff to them. It's probably because I've seen several MMO reward systems that just weren't done very well, as well as perhaps the personal opinion that at least some of those systems work fine for multiplayer-oriented games but not singleplayer. I'm also suspicious that at least a few MMO systems feel good because they're designed to prey on brief dopamine rushes and thus keep the player chasing the rush, but aren't actually very good systems otherwise. For the record, my MMO experience consists mostly of WoW(late Pandaria-early Shadowlands), with a brief stint in ESO(beta, and trying it again later in the Morrowind expac) and FFXIV(pre-Dawntrail launch, didn't enjoy the game very much). Overall, one general complaint I have about many of my experiences in MMOs is that it's not unusual at all for the events to feel like a party game first, with the barest of lore tacked on as an afterthought so it "fits" in the world. That is, the events/gameplay don't actually feel like part of the world, as much as they feel like stuff just tacked on to get players to sink more time(and money) into the game. It's one reason I'm not inclined to play MMOs(or many new games) anymore. It's definitely a concern to consider when it comes to design, but I don't think repetitive tasks are always bad either. Most tasks in Vintage Story are somewhat repetitive, I would say, and yet players still find them fun. Forging is one of the worst offenders when it comes to repetition, but that's also why the helve hammer exists--to cut down on the most tedious parts. I would agree that rushing out to gather up a special resource right before a storm hits and then running to safety doesn't carry the same risks as needing to fight through the storm to obtain the resource, however...I think the problem that arises there is that players are going to get upset about needing to drop whatever they're doing to grab the resource, or otherwise get upset about getting caught in the storm because they didn't collect as much as they wanted. Sure, the argument could be made that the special resource could be obtained in much smaller quantities outside the storm as well, but I think that if the storms are the most efficient way to get the resource then that's what most players will opt for(whether they like the storms or not). For me personally, while I obviously have no control over when temporal storms arrive, how long they last, or what kind of loot I get, I do have control over whether or not I choose to go fight and acquire some loot or stay inside. Both options feel like they have fair benefits and drawbacks. A change that makes some special resource node spawn right before a storm though feels like it tips the scales too much toward "complete this event or else miss out on this special thing you'll absolutely need a lot of later", which just sounds like a chore(to me). Sorry I try to be pretty clear in my writing and make distinctions between generalities, specifics, and specific personal opinions, but sometimes stuff gets scrambled or lost in translation anyway. I would take "implemented changes should feel integral to the game world" as a general given rule, however, over time I've also seen enough suggestions(for various games, not just VS) that throw that logic completely to the wayside that I don't really take it as a given anymore.
  8. It's variable, really, and if you're playing with mods some modded creatures are able to climb fences. In vanilla though, animals aren't supposed to be able to climb over fences, but that doesn't mean that a lurking bug won't produce the occasional escapee. Based on what I see in your screenshot though, you should be fine. It looks similar to the coops I typically build, except bigger.
  9. Yeah I have no idea on that part, as all I really see are magic math numbers. I'm not saying the Earth's orbit couldn't have been changed by certain events, just that I think it's much more likely that the code governing that sort of thing is still underdeveloped. Kinda like how chickens exist in the game but not other birds; it's not that some event wiped out the entire bird population, but rather that the assets for birds haven't yet been made. Regarding orbits of celestial bodies, I seem to recall that the moon actually orbited the opposite direction that it does now in the game. I could be mistaken, of course, but that's also why I'm inclined to lean toward "it's goofy code" and not a lore event.
  10. That is a matter of personal taste. I enjoy Vintage Story's temporal storms, but despise Valheim's raids. Valheim's raids make sense for what Valheim's setting is, however, the entire goal of Valheim is to fight your way to Valhalla. In a game balanced around combat as the core attraction, it works, but for a game like Vintage Story(where combat is decidedly NOT a main selling point) that kind of change would be a massive tonal shift, and not for the better. With all due respect...if one doesn't know the lore, then it's certainly not wise to say "just remove X, it's not going to affect the story at all". As already noted by others and I, temporal storms are a major part of VS's worldbuilding, and are referenced directly by many NPCs, not to mention a feature that's prominently advertised in the game's trailer. There's an option for players to turn the mechanic off if they don't enjoy it, but that's up to the player to decide for themselves. If the mechanic is stripped out of the game entirely or otherwise disabled by default, then what happens is a glaring plot hole that's going to leave many players confused(why do NPCs talk about all these terrible things happening if there's no terrible things that actually happen?). It'd be like trying to play Skyrim without dragon attacks--the NPCs still talk about all these dragon attacks that apparently happen, but no dragon is actually gonna swoop down and start pillaging the landscape outside of the couple of fights baked into the script.
  11. The good news is that traders are slated for a rework in 1.22, which should mean updated models and more interesting homes than generic wagons. What else it entails though, I'm not sure. There are also various mods that change traders that you might consider trying, and if you want to remove traders entirely there's a mod that does that too: https://mods.vintagestory.at/show/mod/37087 Do keep in mind though that if you decide to remove traders entirely, that will make completing the main story very difficult, as you'll have no maps to help you find the initial story locations.
  12. Currently, no, it's not possible to tame raccoons in the vanilla game. You could try this mod, which adds that kind of option, but I'm not sure how well it works(make sure you have the PetAI mod to go with it, as that is a requirement): https://mods.vintagestory.at/raccoontaming
  13. Welcome to the forums! By default, items are placed on the ground with shift + right-click, while tools are placed with ctrl + shift + right-click, assuming there is a wall to support them. My guess is that you're probably hitting the wrong combination after rebinding the keys, but you might also try the solution that the OP in this thread figured out:
  14. Without spoiling too much, yes, the setting is Earth. As for why everything is so messed up, basically someone scienced a little too hard and things happened. Playing through the main story and reading in-game lore books and tapestry text, as well as item flavor text, will explain quite a lot(though keep in mind only 2 out of 8 chapters are implemented). It's possible, but I think the more likely explanation is that the code that governs the starfield and other celestial bodies isn't quite fully developed...yet. 1.21 improved the moon's orbit and made it more realistic, and I think it was supposed to improve the starfield's seasonal rotation as well(that is, actually add seasonal variation), but it's just not quite there yet.
  15. Ah, gotcha. I think I understand what's going on now. To my knowledge, no, there is not. Sneaking is required in order to place items on the ground; I would assume it's coded that way to allow the player to use items easily without placing them on the ground by accident. I'm assuming that each action is bound to a different button, in which case my first thought is to make sure the buttons in question aren't so close together that one could be triggered by accident(especially in the case of an older mouse that has seen many hours of service and might be wearing out). It could be some unintended code behavior so you might consider submitting a bug report, however, that seems unlikely. Unfortunately, I'm not aware of any mods that provide this kind of function either, so the only solution I really see here is to switch the keybinds to a combination that doesn't cause this issue.
  16. Welcome to the forums! Your forum account is different than your game account. If you've verified that you're using the correct login information for the account and otherwise been through the standard troubleshooting checklist(typos, caps lock, num lock, changed password, etc), and are still having no success then I would recommend submitting a ticket to the support team about the issue, as they are much better equipped for handling account issues.
  17. Welcome to the forums! I'm assuming you're playing on Windows, but are you using any particular kind of gaming mouse, keyboard, or controller that could be causing interference? Any recent key rebinding? In any case, the default combination to place tools on the ground against a wall(there must be enough wall to support the tool or it won't work) is ctrl + shift + right-click. By default, the ctrl key is what you press and hold in order to sprint, so I'm guessing what happened is that you rebound sprint to a button on a gaming mouse in order to make the action easier to use.
  18. I'm rather confused at what you're describing here. The only time I can recall having opened my inventory for knapping, is just to retrieve the flint/whatever rock was to be knapped. Once the flint is on my hotbar I just shift-rightclick on the ground to bring up the knapping interface, select the pattern I want to make, and then chip away the unneeded pieces. If you're asking if there's a way to split the crafting grid from the character inventory, no, there is not, at least to my knowledge. It's the kind of feature you'd likely have to write a mod for, since the crafting grid is basically just part of the character inventory(although you cannot store anything in the grid).
  19. First off, welcome to the forums! I think this is an idea much better suited for procedural dungeons, and not temporal storms. That way, the player can access and complete them at their own leisure. I had a taste of time-limited dungeons back when I still played WoW, and it was one of the LEAST FUN things I did in that game, despite being fairly good at it. Just my personal opinion, but I'd rather be able to actually take my time and think things through when it comes to things like dungeons. Yeah, no to this one as well. As far as I'm aware, the monsters are meant to serve as hazards that the player needs to figure out how to deal with, and not just things to actively hunt and slaughter for loot. Players have attempted to create various "farms" like what can be created in the other block game, but to my knowledge such farm methods are typically patched rather fast. Overall, temporal storms are supposed to be an unnatural disaster that the player needs to plan around, as well as being a hazard that helps set the tone of the story. It's rather tough to take the worldbuilding seriously if most NPCs reference horrible monster-spawning storms, but nothing actually happens. I think if temporal storms get tweaked, they need to remain true to that quality in order to preserve the integrity of the story and worldbuilding. Another thing to consider as well is that any changes that are applied to temporal storms shouldn't just force the player into combat every time(if there's no option to hide/work indoors more players will just turn it off), and the mechanic shouldn't be so lucrative that players who hate it feel forced to turn the mechanic on lest they inhibit their own progress. Personally, I like what williams_482 suggested here: The changes he proposed keep temporal storms as the disasters they're meant to be, while making them more approachable/less janky for a variety of players(and players who still decide to turn the storms off won't feel like they're missing something critical). I'll also note here that I suspect temporal storm drops will feel legitimately valuable once late game tech is fully fleshed out as well. Currently, temporal gears and Jonas parts don't feel as valuable as they should, because there's not much for the player to do with them(and it's easy to hoard them as a result). Honestly, I wouldn't mind this either as a solution. The general impression I get from most of the complaints I see about temporal storms, is that the player's preferred playstyle doesn't really match with the role the storms are designed to play in the world. More passive players who don't enjoy combat aren't going to be happy with a solution that forces them to fight, and players who live for nothing but combat and the spoils of war aren't going to be satisfied by anything less than lots of action and loot drops. The latter is really best solved via mods(tailor the combat to personal taste), while the former can probably be fixed with a new preset game mode similar to Minecraft's "peaceful" difficulty.
  20. I don't think this kind of thing is likely to make it into the game, outside of being added via a mod, due to a statement that Redram made a few years ago: Link to original comment:
  21. There's at least a couple of easter eggs, if you know what to look for.
  22. Kind of? But my point about XSkills remains the same. It's very easy to fall behind the power curve in multiplayer if you're not playing as much as everyone else. In singleplayer it was okay, but I found that by the time I was actually unlocking many skills, they weren't really that useful anymore since I was already a year or two into the game.
  23. Welcome to the forums(and the game)! This was a much needed laugh. I mean, honestly...you really don't extinguish this kind of inferno. You just don a pair of sunglasses and stand back to enjoy the show, as well as eat whatever wildlife happened to get barbecued in the process.
  24. I've never played Wurm, but the time sink required for skill progression in general is why I'm against such systems for Vintage Story. Most of VS's progression is tied directly to what the player does in the game; there's a few things the player needs to wait on(like steel refining, leatherworking process, etc) but for the most part the player can progress as fast as they want, if they have the knowledge and skill to do so. Additionally, the current vanilla system makes it much easier to jump right into multiplayer and start having fun, without the player feeling like they're perpetually behind the power curve. I've played with XSkills before, which does add a skill progression system as suggested in this thread. However, it's quite the time sink, and the player's skill and knowledge ends up being far less valuable given how effective most of the skills are and the fact that the only way to level up the skills is to sink time into those particular tasks(or eating skill books that were bought/found). In some cases, the skills end up very underwhelming, since by the time the player unlocks them the skills are no longer very useful. Another drawback is that while the player is limited to two skill tree specializations(which is required for picking certain special skills), there's no limit otherwise to how many skills the player can acquire, so a player could pretty much unlock most bonuses should they play long enough. I would say it's a stronger system in multiplayer since it can allow players to specialize a lot more, however, the problem is that unless everyone is playing for equal amounts of time there is absolutely going to be a massive disparity in character strength. Players who play more often will be much stronger than players who can't play as much, and there's really no way to catch up(outside of admin intervention) once a player falls behind, unless they somehow manage to play more than everyone else for an extended time. For those reasons, I vote no on a skill system. I prefer the status effect system ideas that have been floated instead. Basically, that kind of system could allow the player to experience some consequences for various actions taken in the game. Some of those actions could result in new, permanent character traits(either good or bad) in addition to the class traits that the player starts with, or they could just be temporary and wear off after a while. In the case of permanent traits, the player could perhaps pay an NPC for specific combat training and get a bonus to melee or ranged damage, or if the player makes a habit of harming NPCs they could get a bad reputation and get worse prices when it comes to trade. Temporary traits could be things like benefits from drinking certain concoctions(requires an herbalism system), suffering a broken bone in combat and having a movement speed penalty while the injury heals, or needing to practice archery regularly to maintain a bonus to ranged damage and accuracy.
  25. From what I've heard sharpening and tempering mechanics are supposed to be part of 1.22.
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