Jump to content

LadyWYT

Vintarian
  • Posts

    4537
  • Joined

  • Last visited

  • Days Won

    203

Everything posted by LadyWYT

  1. As far as I can tell berry bush cuttings don't have any chance for failure.
  2. I think all you'd have to do is perhaps just lessen the amount that linen sheets/twine can repair. That makes Tailor more valuable in multiplayer as well. Singleplayer maybe not so much since the player can easily turn off class-exclusives, but it would still lend a bit more value there as well, I think.
  3. TIL. I don't know that I really qualify as a proper "old guard", but in fairness, the bowtorn were overtuned/bugged when released, especially for temporal storms, so it was pretty rough. Plus no one had really figured out how to deal with them yet, and something that looks that terrifying you don't necessarily want to go interact with to figure it out. In any case, a lot of the rage subsided, I think, when the bowtorn numbers were adjusted a bit and players actually figured out how to counter them. As for me personally...I don't really like them that much, but it's in the same fashion that I don't like several other things in this game and in others. They fill a certain niche of enemy and are quite good at the job; simple monsters to deal with, but complex when mixed with others and complex enough to try to avoid letting the player walk right up to them in melee.
  4. It's quite simple really--you can put up some decent debates, which I can respect. And like I said before, I like to see various perspectives on things, so even if I don't necessarily agree with whatever's being said, it gives me a better idea of what others are thinking. Plus seeing new information gives me a chance to re-examine my own views on some things and change my mind when appropriate. One of my favorite bits has actually been that time you called me on the ruins stuff, believe it or not. It was messy and very aggravating at the start, to be sure, but I went and had some cocoa and then explained my reasoning a bit further since something seemed to have gotten lost in translation. And you had a pretty good argument in response, so I've since changed my mind a bit on the subject. To be fair though, I'd rather avoid the messy arguments when possible, as they aren't usually very productive and my patience does have limits.
  5. It's either that, or we're all slowly turning into drifters.
  6. I'm not really sure what causes it, but there seems to be similar behavior when stacking rocks as well.
  7. I would like this too, as well as perhaps small "streams" of water particles dripping out of rocks/cliffs/bluffs/small overhangs to simulate little springs. Perhaps placing an empty bucket or other container underneath them could slowly fill up the vessel. I'm inclined to agree, however, given that videogame water can be a little goofy, I don't necessarily mind it either, at least in part. The main reason I say that is that while the player should be careful when it comes to exploring their environment, it's probably going to be frustrating for many players to break blocks underwater/explore something underwater only to get sucked into a spot from which they have no escape. Personally, I've found it fairly easy to get pushed around by moving water in VS, and fairly difficult to swim up the waterfalls. I'm not saying it can't happen, mind you, just that it's quite difficult compared to TOBG and can result in players trapping themselves. I mostly agree, though I think I liked the way my friend put it the other day when we were talking about it. Something like the Vigor mod would probably be more appropriate here, so that way the players can walk around normally but have a stamina limit for things like sprinting and swimming. Wearing heavy armor increases the amount of stamina used for such actions, and running out of stamina means the player can still walk but can't sprint until they recover a bit. In the case of swimming, there could be a "fast swim" the player activates with the sprint key to get a short burst of speed in the water, which burns stamina faster, while the normal swim speed is much slower but also burns stamina at a much slower rate. In that way, armor and action choices now have a bigger impact on the entire game, and not just a specific area. Instead of swimming across a massive lake, the player will probably want to build a raft. Since sprinting costs stamina, the player will also want to pace themselves in combat, as well as when exploring, since running too low on critical can mean no escape options when the player really needs them. I still think this would be too harsh, and better suited for a mod, or at the very least an optional challenge in the game settings that is toggled off by default. Wearing four different backpacks should realistically restrict one's movement, however, it would realistically affect more than just swimming and I don't think most players would really enjoy that kind of realism. Granted, I could be wrong, but limited inventory is a somewhat common complaint. That would definitely be a nice change. I don't know how feasible it would be to code, or for performance, but for filling in those weird pond gaps it would be great.
  8. I don't mind that large stacks take a long time to heat up, but I do think that they(in this case meaning the firepit and item stack) should take a proportionally longer time to cool down as well. In that fashion, it would be easy enough for a player to get a large stack of stuff up to temperature and then add a bit of fuel every now and then, rather than needing to drop a small stack of fuel just to keep the stuff cooking. Currently, the change doesn't exactly feel horrible, but it does feel a bit overtuned so I do expect to see it adjusted a bit sometime in the future.
  9. To steer us back on topic: I think it was @Broccoli Clock who said it best: don't feed the trolls! If an individual proves to have questionable behavior or otherwise proves to be just a consistently unpleasant person to interact with, it's best to just add them to the Ignored Users list and move on. Edit: it was actually Blaiyze. Oops! Point still holds though!
  10. If it's singleplayer can always use /gm 2 to switch to creative and replace the lost resources, before using /gm 1 to switch back to survival. I've done that a time or two when the game acts a little goofy.
  11. I'm more inclined to say that wolves should be relatively shy when they're alone and shouldn't directly attack the player in that case unless provoked. However, they could howl to summon their packmates and then attack the player once another wolf or two shows up.
  12. When you purchase the game, you should receive an email with the instructions on how to get your game account set up. If you used the wrong email address, or otherwise didn't receive the email in question, you'll need to open up a ticket with the support team, since they will have the tools and information required for fixing issues with accounts. The best way to install the game is by downloading the installer from the Client Area at the top of the webpage and then letting the installer do its thing. That being said, if certain websites are blocked on the school network you're probably out of luck unless you go to a friend's house/local cafe/local library or something.
  13. I think when(it's really more a matter of "when" and not "if") it's added, players will want to be able to do more things with it than just use it as a way to preserve dairy. Buttered bread would be nice but that also implies the ability to slice bread, in which case the player should be able to spread jam on the slices or use the slices to make sandwiches. Butter can also be used for frying, as can animal fat, so having some sort of fry system in place could flesh out the cooking more. In any case, that's probably why it hasn't been added yet.
  14. Welcome to the forums! In addition to what @Blaiyze said, I'll also note that if you are using mods those can sometimes contribute to performance issues as well. I don't know if that's a factor here or not. Other things to check are graphics drivers, background programs, making sure the correct graphics card is being used for the game, etc. Playing around with the game's graphical settings can also help, since custom settings can get switched back to defaults on fresh installs.
  15. Using a bowl will allow you to retrieve the glue from the pot, if it hasn't solidified yet. You should be able to apply the glue to broken objects after that. If the glue is solidified the pot can be reheated to make the glue a usable liquid again. Yeah, this part is counterintuitive, but the devs seem to be looking into that behavior so the cookpot can be improved in the future. For now though, trying to pick up cookpots containing uncooked meals/non-meal contents will empty the contents.
  16. I don't know that they're rarer, persay. I think it's more that their spawn pattern is a little more irregular now, and the little outposts don't stand out quite as much as the wagons. So far, the distance between traders seems roughly the same, but I've also found several instances where there'd be 2-3 traders within a short stroll of each other, and other instances of a relatively large swath of wilderness with not a soul to be found. I will note that while Survival Goods/Commodities traders often have lime/salt for sale, it's not all the time either. Sometimes they need a week or two to "get the shipment in", so to speak.
  17. You would be surprised at what can break when trying to code even the most minor things.
  18. Welcome to the game and forums! Navigate to your VintagestoryData folder--this is where your game saves and mods and everything is stored. There will be a folder labeled Playerdata within. Open that folder and look for the playersbanned.json file. All you have to do from there, I think, is open that file, remove your name from the list, and you should be able to rejoin your world.
  19. Speaking from experience, but it really does help. I don't like to block users unless I absolutely have to, since I like seeing multiple different views and whatnot, but sometimes it's the best option for the long-term. Yeah, having the Ignore feature be easier to use would probably help smooth some things out. I know that user signatures can be hidden by simply clicking on them and choosing "Ignore", but to ignore the user fully you have to go to your profile and manually add their name to the list. I wouldn't be surprised if the feature gets overlooked by many for that reason.
  20. I think if you add a roof, it would look very good with a light-colored trim. But otherwise I think the design works well with or without. If you leave the roof off then you may or may not consider adding lightning rods to the tops of the columns in order to attract lightning to the structure.
  21. Speaking purely from my perspective, but I recall your comments being fine. We don't always agree on stuff but the discussion are usually pleasantly productive. When it comes to this kind of thing Broccoli already covered what grinds my gears about certain situations: Basically I don't mind if someone disagrees--it's more the matter of "how". If something is bad, I want to know the reasoning as to the why, because then a discussion can be had over what the issue is and how it could be fixed. If it's just personal opinion that's also fine, but it's also just that: personal opinion. I also get the impression that sometimes users see mod suggestions, or the statement "It would be great as a mod, but not for the vanilla game" and end up taking such as an insult, when that's often not the case. In many cases the idea is cool but doesn't really fit with the vanilla game for whatever reason, so making it into a mod instead would still allow players to play with that mechanic if they choose, without changing the entire game experience for everyone else. Likewise sometimes the idea is cool and would be a good fit for the vanilla game, but the infrastructure to support it just isn't in the game yet, so in the meantime there's usually a mod or two that will cover that option until it gets added to the game(if it does). In any case, when a lot of criticism seems to be lacking solid reasoning to support it and seems primarily rooted in emotion instead, it can get difficult to keep track of who's actually trying to have a discussion versus who's arguing in bad faith. So much this.
  22. This is what I would rather see, personally; more lore tying the classes into the world, whether that's via the class's history, actions they can take toward NPCs, or reactions they get from NPCs. Class-exclusive items are nice to have in multiplayer, but also seem to be a bit of a divisive quality in the community. Traits, I think, are mostly fine as-is, since they provide a nice bonus and some flavor without making any class unviable for singleplayer. That being said, I also agree that there is room for some tweaks. Blackguard, I think, could stand to struggle a bit more in the early game, though I think that's better handled by making animals run away faster when the player gets too close. The recent change to animal behavior was okay, but...I can still chase down most boars and otherwise provoke melee fights with rams and things and kill the target before it can run. Some of that is experience, yes, but it's not terribly hard to do, I feel. Malefactor I'd like to see have some bonus to traps, if not an exclusive trap item. They're very strong in the early game and weaken toward the late game, which is fine, and while they certainly aren't built for combat it would be nice to see them have a couple of more passive options. Tailor I think is fine as a challenge class, though I also think it could benefit from some sort of "manners" bonus to get better deals/more positive reactions from NPCs, or perhaps start the game with clothes in better condition and have clothing degrade much slower over time. Hunter is a strong class, but I think that is somewhat okay. That being said, I do suspect that it tends to be an "instant pick" for many players, since it has good bonuses that remain relevant throughout the game, with negligible drawback. I'm not really sure how to tweak the class though without changing the class's flavor too much or creating overlap with other classes. Maybe remove the HP penalty from Malefactor(in exchange for some other penalty) and apply it to Hunter instead? Albeit with a different name, because archers tend not to be either weak or frail(it takes a lot of strength to shoot a bow). However, it's not unusual for ranged characters to be balanced by making them a bit squishy, so it could let Hunter remain a strong class while giving enough penalty for a player to pause and consider if they really want to struggle that much when they get into melee. As for removing the HP penalty from Malefactor, it would make the class a little stronger for late game fights, without removing the class's identity as the sneaky scavenger sort. Clockmaker...I don't think there's really much to adjust here until more Jonas tech options are added to the game. It's a weird class that mainly suffers from being made to handle clockwork machinery, but without any clockwork to actually handle. The locust pet is tricky to balance, since if it's too weak then it's useless but if it's too strong then the Clockmaker can easily outclass everyone else. On the Hunter and Clockmaker movement speed bonus--I don't really want to just up and remove it, however, it does cause a rather goofy problem in relation to Blackguard. You'd think Blackguards would be the fastest ones in armor thanks to their trait that lessens the movement penalty for wearing armor, however, this isn't the case. Clockmaker and Hunter will always be faster except in the case of plate armor, in which case they're evenly matched with Blackguard. I don't think Blackguard should be buffed because it's already strong enough, however...maybe instead of the changes I listed above for Clockmaker/Hunter, the movement bonus could only be applied when they are unarmored. That way the classes retain the useful speed for working around base and scouting the wilds, but they'll have to take a risk if they want to rely on that speed in combat.
  23. It could just be the forum style. While the VS forums don't really seem to have a rule for or against necroing threads, the old WoW forums did have rules against necroing. While that did mean repeats of certain subjects, it also made it a little easier(at least, in my opinion) to tell which threads were fresh(and thus, populated by users known to be active) and which were stale(in which case the prior thread participants may or may not even be around any longer). I just use it for talking to friends and that's it. One of the main strikes against Discord is that while Anego's moderators are very fair(from what I've seen), if someone decides they really don't like you then they're going to bypass Anego moderation and report you straight to Discord. In which case, you're going to be at the mercy of Discord mods and not Anego Studios.
  24. I would say it's more that berry bushes are the only crop right now that really requires additional care after planting, but even then it's not that much care in terms of gameplay. I've not exhaustively researched IRL berry cultivation, but from what I can tell annual fertilizing and pruning both seem to general requirements for getting the best crop out of a cultivated bushes. That's also where I get a little irked about arguments like "it should have been pruning rather than fertilizer!" as the suggestion isn't really changing the mechanic at all, but just switching one kind of annual maintenance for another. Reading through the handbook a bit more, it seems like the average time it takes for a bush to drop from bountiful to barren is about two years of continual harvest with absolutely no care, which is pretty generous. By "harvest" I'm not sure if that just means the nutrients are used and the health check done when the berries are ripe, or whether the player(or appropriate creature) actually has to harvest the bush themselves in order for it to count. If the latter, that probably gives even more of a grace period. Overall I'm not against pruning, but I would rather keep the fertilizer requirement for basic maintenance(because having something useful to do with all my bonemeal is nice), and have pruning function as a way to give cuttings the "Heavy Bearer" trait. That way, the basic maintenance remains rather easy, while giving the player an option to turn mediocre cuttings into some great plants. Yeah after further thought I agree on these points. I still don't hate the mechanic as it is, but those things could probably be cut without issue. For long-term benefits, making higher fertility soil grow the bushes faster, like it does for other crops, would be a better change, I think, since then the player has a clear incentive to use the best dirt, but is still going to be okay if they just work with whatever they have. I still disagree here. In my experience, wild bushes seem to be about 50/50 on whether they will have traits or remain plain. Of the bushes that have traits, it seems to be about a 50/50 split on whether those traits will be good or bad. The traits that affect harvest speed are neutral, in my opinion, since while it's useful to harvest faster it doesn't really hurt the player to harvest slightly slower either. Same goes for the trait that affects the ripeness duration--I don't quite understand if that one means the fruit rots on the bush more/less quickly, or if it means that it ripens faster/slower. But in either case, it's an effect that is probably minor given that most players will probably be harvesting the fruit as soon as it's ripe. The traits that affect nutrient use and yield are the main ones to be concerned with, in my opinion. Taking a cutting from a bush that uses up more nutrients probably isn't the worst thing ever, but it's probably not ideal for the long term. Likewise, having several bushes with the trait for better yields is going to allow the player to get a bigger harvest in a smaller space--the key here being that the player will need to cultivate several bushes with that trait for it to be useful. The bushes with lower yields are best left alone. My current strategy regarding the traits is looking for bushes that have the "Heavy Bearer" trait and taking cuttings from those when possible, and otherwise just getting cuttings from plain bushes or bushes with neutral traits to serve as a basic starter patch while I get the really good bushes going. It's a nice little long-term goal to have. I mean if berry bushes did that, I'd be more inclined to play with lightning fires turned on. One other factor I didn't consider is that some of the pushback to the changes might be coming from the angle of the maintenance requirement in relation to large servers, since time is constantly passing and whatnot. To be fair, that is a valid concern, but I don't think it should be addressed by simplifying the game experience for singleplayer/small servers just to address a problem that's specific to large servers. I think it's better handled by including more options for servers in general, or perhaps just making the nutrient/bush health check happen only when the player harvests the bush, rather than when the fruit itself ripens. In the case of the latter, the player would then only need to perform maintenance when they've benefited from the bush, rather than needing to maintain the bush regardless of whether they actually harvested the berries or let them rot on plant. I don't know that I'm a fan of the idea, but I'm not against more nuance getting added to the cultivation of specific species. It is, however, the kind of change that I think is better done later, rather than something attempted all at once.
  25. I wouldn't mind it, but I think it would also mean the other machinery would need a similar update in order to keep it consistent. Otherwise it'll look a little odd if the waterwheel is maple-colored while all the axles and whatnot are oak. Adding wood variants for every piece of machinery though sounds like it could be rather frustrating when it comes to building machines, because then the player ends up with parts that don't stack and mismatched colors. Thus I'm more inclined to keep the machinery as simple oak textures.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.