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Everything posted by LadyWYT
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Considering I'm generally against mechanics like blight and weeds, that's saying quite a lot. However, the idea isn't really mine either. @MattyK suggested it first here, and the most I did was just tweak the concept a bit while mulling it over. I don't it really stops hyperoptimizing, as much as it just does shifts the meta on that to something else. I think the more accurate way to describe it is that it's a system that allows the player to hyperfocus on a specific crop(like flax or turnips) for a short time(a couple of plantings or so), but can't be relied on long term as it quickly leads to diminishing returns. Of course, the player could probably get around the mechanic by just making new farms or replacing the dirt. However, I'm not sure that's really a problem, as both of those options require a fair amount of time and effort invested. New farms take up space that could be used for other things, and nearby dirt sources eventually run out. I think it's also worth noting that while both options are technically viable for beating the game now, the "game" to beat is only two chapters thus far. It's quite easy to beat them within an in-game year or two. Once more story content is added, as well as other gameplay content in general, I expect the average game world to last a few in-game years instead of just one or two, which makes cheap tactics like replacing dirt less viable.
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I am thinking this is the case. Not sure if Lovecraft stories end happily or not, but I do get the impression that Vintage Story is angling for a happy ending for the main story...or at least, a relatively happy one. My guess is that after fixing whatever keeps causing the temporal mess and stopping the Rot once and for all, the seraphs either turn back to humans and live out the rest of their lives as normal, or else stay as seraphs and eventually do as Tolkien's elves: gradually fade from the world until they're nothing but mere legend. Both situations solve the potential problems that result from immortal beings just hanging around in mortal society, while still providing a plausible lore reason for the player to keep playing a world after completing the main story. I believe it was @ifoz that first suggested this, and I'm inclined to agree--Tobias probably knows good and well the consequences his actions could have, and went through with it anyway because he's very pragmatic. I doubt he's a fan of causing death and destruction, but he's probably willing to turn a blind eye to negative consequences if it's for "the greater good" and he sees no better alternative.
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Welcome to the forums! Yeah that's weird. Sounds like it's time for a bug report, as that doesn't seem like intended behavior. Just to make sure though, are you using mods that could affect that behavior? Whenever mods are involved, the first thing typically asked on the bug report is "does the issue occur without mods".
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It depends. If you're using mods, the answer is probably "yes", although it also depends on which mods you're using. Worst case scenario, a new update will add in something that makes a mod obsolete, in which case the mod may or may not be able to be safely removed(depends on what, and how much it changed). Either that, or you might have to wait a while longer before updating your game to give mods time to update. That being said, I don't think any big changes are slated for 1.21.6, so I don't expect mods to break or otherwise need updating if they already have a 1.21 version. However, do make sure you wait for a stable release before updating your game. RC candidates are likely to have issues, and may or may not contain changes that make it to a stable release. Edit: just noticed there was a stable release available.
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I don't recall the initial post being that bad, to be honest. Strange, yes, and at best a novel curiosity, at worst a novel curiosity that falls to the wayside pretty fast. At the time I checked, it had no replies, and I didn't bother leaving a reply since I didn't really have anything to say on the matter at the time. Oh it definitely is. However, it's also been discussed on the forums before, without too much issue. Not to really stir up a deleted thread, but the main issue I saw with what was proposed is that it's just not necessary. AI can be useful as a tool for looking up information, but it's also notorious for producing bad results. Vintage Story already has a handbook for looking up pretty much everything a player needs to know in the game, and one major component of the game design itself is that the player needs to become very good at thinking on their feet in order to solve whatever problems are being thrown at them at the time. AI integration is more likely to be a detriment there, than it is a help. The screenshot filter thingy looked cool and was the most useful one I saw of the bunch. Arguments about artistry and how such AI is trained aside, I think the plainer mark against that idea is...couldn't a player just pop a screenshot into any image AI(whatever the technical term for these things is) and get similar results? I am thinking the answer is "yes", so to me it seems like it would be better to spend the development time and resources on something else. Honestly nothing wrong with having a different opinion on the subject.
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Oof, it sounds like you might have managed to settle in a temperate chunk, despite the warmer start. As I recall from my foray into a warm start, the weather did get cold in the winter and dipped below freezing for a night or two, but the freezing threshold was pretty much the lower limit. Crops that tolerate cold would still grow just fine over the winter.
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Maybe? I don't recall it if he did. However, I wouldn't be against increasing crop growth times a bit either in order to have only one or two harvests per year. I wouldn't want to babysit the farm constantly to ensure the crops survive, but making the growth cycles take a bit longer feels pretty fair to me. It gives the player more incentive to invest in better farmland, or build more than just a tiny vegetable patch out back of the cabin. I like this, though increasing the P nutrient is...lackluster, really. Most players tend to care about the K nutrient, since that's what flax relies on. The others...eh...not really a big deal. I don't know that I agree with this one. Crops do fail in real life and it can't be helped sometimes, but from a gameplay perspective I don't think it's going to be fun if the player plants crops and then has them all die off because "blight". However, if it's a risk that occurs from planting the same crops too many times in the same areas, that seems a bit more fair. In that case, the player could probably plant multiple plantings of flax or turnips or whatever on good soil, and still get a few good yields with the help of fertilizer as well. After doing that for a few plantings though, then the crops could start failing unless they're rotated, since disease/pests for that crop type have been able to establish themselves.
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My take on it is that it's technically...both. That seems contradictory at first, but hear me out: The main story is intended to be completed in a linear fashion, in that the player is supposed to complete the treasure hunter quest, go to the Resonance Archive, and from there pick up the clues that ultimately lead them to completing the events of the second chapter. While the other chapters have yet to be implemented, I would wager they're intended to be completed in similar linear fashion. However, despite those intentions, it's very much possible to skip chapter one entirely and jump straight to chapter two, as well as complete the most of the events of chapter two in different orders(or skipping some entirely). While possible though, I wouldn't say it's probable for the player to do so, given how story locations are set up by default. That is, the player probably isn't going to go explore several thousand blocks in a radius around world spawn and stumble across it by accident, and at least one of those locations the player really has to know what to look for or they'll miss it without a map to aid them. No hard feelings. We all have our heated moments, and it seemed unusual for you given we've been pretty agreeable in the past. Oh yeah, now this I can definitely see being added. The ruined settlements would be a prime opportunity for "procedural dungeons" containing challenges and better loot than the average ruin the player runs across. On the flipside, given how tough it is to survive in the wilderness outside fortifications, one could argue that bandits are made of some pretty strong stuff in order to stay alive long enough to raid weak settlements or otherwise rob those who venture outside the safety of walls. Given that they would also possess intelligence levels and equipment that enemies like monsters and wildlife just don't have, they would make a very dangerous opponent for the player to stumble upon. I think if it's just dealing with bandits, it's probably fine. Help is valuable, especially if there aren't many in the settlement to begin with. If an individual got kicked out of polite society and forced to fend for themselves in the wild, there's probably a very good reason for such punishment. That being said, bandits are something I'd want to see as a fairly rare encounter if implemented, and not something that's frequently dealt with. Having a non-violent option of dealing with them would be nice. However, bandits are bandits for a reason. Most of the time, they're in it for quick riches and notoriety, and don't care who they hurt in the process. A dead target tends to be much easier to rob than a live one as well. In the case of seraphs, and given some of the rumors that seem to have been spread about what seraphs can do...I'm thinking bandits might be more inclined to shoot first and ask questions never, or otherwise do whatever else they can(lying included) to gain an advantage and murder the seraph in question. I suppose it's possible that bandits might also try to recruit a seraph into joining their ranks, however, so far seraphs have been made out to be benevolent entities, and like @ifoz already noted, becoming a criminal like that doesn't really mesh with the currently established theme of banding together with what's left of humanity to face the onslaught of eldritch horrors.
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Okay fair enough point. And I do agree that Tyron and Saraty are the only ones that know the complete lore(aside from whoever they may have shared with). Agree to disagree regarding how populated the world of Vintage Story actually is, but given what I've seen presented in the game thus far, regarding overall life(like merchants and other NPC dwellings), lore books, and NPC dialogue, the conclusion that I come to is that there's just not many people left to find after catastrophic past events. I also find that conclusion to be in line with the gameplay premise of surviving in the wilderness, as a world bustling with lots of civilization doesn't really track with the following: Quoted from the main page: https://www.vintagestory.at/ Right, but unless there's hard evidence to support it somewhere in the game(or clarification from Tyron and co. outside the game), it's not exactly canon lore either. It's perhaps a bit of an extreme example here, but just because spacecraft aren't mentioned in any of the lore books doesn't mean that they can safely be considered part of the game's lore either. Maybe in the future, if Tyron decides he wants to add spacecraft for some reason, they will be canon, but until then I think it's safe to assume that they don't exist in the world of VS since there's currently nothing to suggest their existence. I would have most likely agreed with the village part, since as far as I can tell traders, tapestries, and lore books(some of them at least) existed in 1.16. Lore books aside, trader dialogue and tapestry descriptions both point to the existence of villages, so it makes sense within the context of this hypothetical timeline. The flying mechanical bird I most likely would have debated, given I can't think of any existing lore here to point to its existence, but it also depends on the context of the description provided. I think locusts existed at this time(I could be wrong), and given they are machines that have an animalistic design a large automaton that looks like a bird and is designed as a special encounter isn't that far-fetched. Just for the record, I started playing shortly after 1.18 released, which was long before the village or bird monster were even so much as teased. And one reads like a legend with lots of embellished prose, while the other reads mostly as a narrative of a specific event(with little embellishment). And the way different things are written can make a difference. I hope so as well, and I would expect at least another settlement or two to be added(with one of them potentially being a proper town). I apologize earlier if I came across as saying "NO THAT CAN'T HAPPEN EVER", as that wasn't my intent. Generally, when I see the suggestion "the world feels too empty, the game needs villages and other settlements!" I read it as wanting a style of world similar to what Minecraft offers, in that there are various towns and villages dotted across the land to find and take advantage of. Which really isn't the style of world that Vintage Story seems to be aiming for, given how the game is described on the home page and what has been set up so far in regards to the lore. That's not to say the devs couldn't go that route and adds lots of settlements and signs of civilization to find in some future update, but it would be a pretty abrupt shift in narrative tone and setting(it's not really post-apocalyptic wilderness survival if you can just walk a few miles and find civilization now, is it).
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This is an excerpt from the short story "The Morning", and that story in particular is not written like any of the other accounts in the game. There's some of it that is likely true, however, it very much reads like a legend, rather than any kind of personal account or historical record. It's not just a factor of where we are in the game's development; it's a concept reinforced by pretty much everything the player encounters in the world itself. Aside from the odd trader or two, there are no settlements that one just stumbles across(like what happens in the other block game). The traders themselves mention that there are remnants of humanity that have gathered into settlements, while also making it clear that such places are very rare. Historical records in the Archive point to a good portion of humanity dying prior to the great calamity that broke the world, and it's safe to assume that several many more died in the events that followed that calamity. In the one settlement that has been implemented, the NPCs also make it rather clear that it's very difficult to survive outside of their fortifications, which suggests that while expansion is possible, it's something that's very risky and must be done with care to have any chance of survival. That's not to say we won't perhaps see a bit more humanoid life added to the world later, but humans and proper civilization isn't something I expect to see much of at all, given the setting.
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Easy--you build the crane where you intend to have a proper stone quarry, then use it to haul a couple trunks' worth(or more) of stone/ore to the surface at a time. Plus as you already mentioned, it makes building in hard-to-reach spots a lot more feasible due to making it easier to transport supplies. It kind of does, but I think instead of trying to calculate weights for each item, perhaps the stack sizes for stone and ore could be reduced. That way the player can still manage things well enough on foot, but if they don't want to make several many trips up and down a ladder to the mines then they might want to invest in a proper crane.
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The main issue I see with class ideas such as lumberjack, miner, farmer, and the like, is that all of those easily fall under the Commoner umbrella. Pretty much anyone could fill those roles without any prior training. All the other classes aside from Commoner have jobs that require specific training to do, for example: Hunter: It takes a lot of practice to be good at archery, as well as a lot of skill to track prey and butcher it in the most efficient way possible. As a result, hunters are master marksmen(which is useful for more than just hunting wild animals) and have a bonus to animal drops, but aren't equipped to handle melee fights or mining work very well. Malefactor: Slipping around unseen and knowing where to check for loot requires a lot of specialized skill as well, and their stealth and resourcefulness makes up for their lack of fighting talent. The extra loot could be chalked up to luck, however, given that malefactors lead harsh lives they're likely become adept at making the most of what they find and will check locations that others might not think to look. Clockmaker: What more can be said other than machinery is complicated. Blackguard: Trained specifically for close-quarters combat. It also takes special knowledge to make and maintain quality weapons and armor. Tailor: Making quality clothing is an art form, and one that requires specialized knowledge. This particular class is also a bit of an outlier, since it has several penalties with no real bonus to survival skills. As a result, it's mostly a challenge class, and the flavor text describing it says as much. The Tailor is suited for a comfortable life in a bustling city, and not a rugged life in the wilderness. It pretty much is, though I would note that the downsides apply mostly to the early game and fall off sharply toward the late game, while the advantages are rather strong in the early game and only get stronger as the game progresses. The penalty to foraging and penalty to ranged damage make it harder to acquire food early, and the increased hunger drain means Blackguard will need more food than other classes. However, foraged foods aren't very hard to find, and wildlife such as boar allow you to walk right up and start a fight in melee(and are easy enough to finish off with a single spear once they try to run). The extra hitpoints can allow a Blackguard to survive situations that would kill other classes. Otherwise, food stops being a concern once farms and livestock are established, leaving only the ranged penalty as a "drawback". Given that most things can be handled easily enough in melee, and killed with a single shot if they're wounded enough to flee, I wouldn't really call it much of a drawback. Pretty much my thoughts as well. Just a bonus to lumber or mining alone isn't enough to make a class(outside of specific multiplayer scenarios), and I don't really see any other benefits to give lumberjacks or miners without too much overlap with classes that already exist. I think I would be okay with this, as it makes Miner something more than "dollar store Blackguard". It still feels pretty lackluster overall though, outside of multiplayer scenarios where there need to be players specifically focused on mining. The other issue I see here is that if there's going to be a class specifically focused on mining, then Blackguard should lose its mining speed boost and have a benefit more related to combat instead. Yeah this one I'll vote no on, simply because with the melee bonus it comes across as a bargain bin Blackguard. The increased seed drop would be incredibly useful, especially for trees like purpleheart(it might actually be broken in that case). The stick drops...not so much; it's easy enough to forge a pair of shears, and sticks lose much of their usefulness later in the game. The bonus to chopping speed is pretty lackluster since chop speed isn't really a problem later in the game. The lower durability loss when splitting wood is okay, but it's most useful for filling big charcoal pits...which isn't necessary if one has access to coal.
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In the videogame category, there's also Subnautica. It has little, if any, blood, and no gore. Aside from perhaps a couple of somewhat colorful ways the main character can die, there's not really any violent animations either. With one exception, all of the creatures in the game behave like actual animals. However, the game is considered a "horror" game due to the excellent atmosphere present in the world. Dark environments are legitimately dark, and some places in the game are very claustrophobic and easy to drown in. The creature and plant designs are familiar enough to be believable, but esoteric enough in sound and appearance that the player doesn't quite know what to expect from some of them either at first sight.
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I wouldn't call either of those quite in the same category as what I see regarding 3D Dot Game Heroes, and it's not due to the coloring either. Both examples you've linked here are blocky designs utilizing small blocks, yes, but both look like they're meant to be 3D to begin with. In contrast, 3D Dot Game Heroes looks like it was designed as pixel art first(which is 2D), and then turned into a 3D object after the fact.
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Well-done low poly aesthetics, yes, but it's also an aesthetic that's relatively easy to screw up. I don't think it's fair to include player/NPC models in this comparison. The models are blocky, yes, as that is the overall artstyle of the game. When it comes to facial features and hairstyles though, those are individual model parts and not flat textures on a block face. I would also assume that having a simpler model makes it easier to put more detail into clothing items, since the clothing will be easier to fit to the model without clipping. I had to look this up to figure out what it was. To each their own, but I'm not a fan of that aesthetic at all.
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My guess is he was either a prodigy for the sake of the plot and figured out alchemical science(some of which actually works in this setting), or he made a Faustian bargain that isn't yet known in order to receive his knowledge. I'm leaning more towards the former than the latter. I think Jonas was legitimately very intelligent and made the discoveries himself, but was so focused on trying to better the lives of most everyone that he perhaps didn't fully consider the implications of what he was messing with. That is, messing with prima materia and temporal power could have drastic consequences, or that there might be individuals who would ignore caution and hijack his research for their own selfish means. Jonas isn't the one I'm worried about though. He seems to have had good intentions over all, and did the best he could despite being dealt a horrible hand of cards, so to speak. Tobias is actually the one I'm more inclined to be suspicious of; I don't think he's evil(or intentionally so), but he's possibly the one that left the strange unsigned carving in the Lazaret(the one that was pretty unhinged). If that's the case, he's gone a bit senile and might not be exercising the caution that he should. However, it's also worth noting that he was a commoner with some fairly deep resentment toward nobility in general, as evidenced in what we can read of his personal diary. He expressed quite a bit of frustration with no one taking him seriously(aside from Jonas) when it came to ideas of improving life for the common folk, as well as expressing some frustration for Jonas himself for moving perhaps a bit too slowly on such matters. I'm also not sure that Tobias is aware of why all the automatons started going rogue. Tobias does seem to be aware of some of the dangers of messing with temporal power, however, Jonas seems to be the only one fully aware of what was happening "behind the scenes", given what were can read in "Breakdown" and "Confession". While the two were close friends, I'm not sure that Jonas actually shared that particular knowledge with anyone else. It's possible that that knowledge might have been his reason for not helping Tobias with his little tower project(the one that resulted in the Devastation). If so, that means that the joke Tobias cracks about his machines when the player questions them, might actually end up being some ugly foreshadowing(though I would really hope this doesn't prove to be true).
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Without spoiling too much of the story, do keep in mind that most of humanity was wiped out during certain past events, and the "bastions of civilization" the player can find are ones critical to the plot. As a result, the world feels genuinely untamed, and the settlements that do exist(currently only one, but more will likely be added in the future) are highly detailed, with detailed NPCs; that level of detail and quality doesn't happen with random generation. As for the merchants, they're supposed to be receiving a rework next update, so we'll see what happens there. Bandits...we'll see. It makes sense to have some bandits, but I would only expect to see them near populated areas, which are few and far between. It doesn't really make sense to place them too far from civilization since they rely on robbing people to survive. I believe QP Chisel Tools offers that sort of functionality, in the meantime. I wouldn't mind this either, however...when it comes to fighting the monsters, the falx needs to remain the most effective, as it's explicitly stated to be designed for such. Normal weapons are ineffective due to the monsters' biology, or lack thereof. As for firearms...yes, but for the time period(1200s-1400s) they're going to be mostly a novelty item. Short range, highly inaccurate, long reload time, and lacking power, in addition to being expensive to craft and maintain(in terms of stocking ammunition). Barring some sort of Jonas tech firearm, the bow should remain king when it comes to ranged weapons.
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Welcome to the forums! I agree with @Facethief, Vintage Story wouldn't look right at all with smooth slopes and non-cubic polygons. It would either look low quality, or like it was built for perhaps the Windows 98 era or something to that effect. But I'm leaning towards "low quality indie title" appearance in that regard. Based on this statement though, I think it's just a mismatch between personal taste and the artstyle that Vintage Story employs. Which is fine, but I don't think it's worth changing the entire game aesthetic just for one's individual preferences, outside of mods that is(or if the individual in question is Tyron or Saraty).
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I wouldn't say creative, as much as I would say it's more just the other block game, but with a couple extra steps and a different artstyle. If that's the way someone really wants to play, that's totally fine! But it's worth bearing in mind that Vintage Story does have a specific story to tell, in a specific setting; the temporal stuff is one of the things that helps set it apart from the competition. And in regards to the other block game, one common criticism is that there's nothing in that game that actually poses a threat to the player. Pretty much. There's quite a lot that can be done indoors in relative safety as well during temporal storms; collecting gravel prior to the storm and panning it during will net a decent bit of copper to work with after, for example. There's also an option to just sleep through them, which is useful if one enjoys the atmosphere but doesn't always want to deal with every storm.
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Brown Bears need a speed nerf badly
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
It already is; it just takes a much higher skill level than standard gameplay. @Thorfinn seems to manage it well enough, and could share a lot of insight on what it takes. Except permadeath isn't the intended gameplay style of Vintage Story. It's an option the player can pick, yes, but Standard difficulty is explicitly stated as the developer's vision. I would also say that the game's own creator probably has the best understanding of anyone how the game should be balanced in order to achieve intended results. -
Brown Bears need a speed nerf badly
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
This. Serious question...why should the entire game change for everyone in order to suit one individual's preferences(unless the individual in question is Tyron or Saraty)? What are players who find your proposed fixes problems supposed to do? Just install a mod to change it(which you yourself disregarded as a solution to your own problems)? Look, I get that you're frustrated. And a good part of that frustration, by your own admission, stems from specific gameplay choices that you yourself made. Permadeath is a hardcore style of gameplay, and not meant to be easy. Right, and temporal rifts can and will spawn monsters(drifters included) during the daytime, if there is rift activity. I've seen it happen, Tyron himself confirmed it was an intentional change. -
Really, if implemented, I would expect potatoes to behave like the other vegetables we already have, at least in terms of shelf life and nutrition. Which means that they're still going to get outclassed by turnips, since turnips have the fastest growth times. But that's if you're going purely by numbers for efficiency. I don't think potatoes really need to do anything special though, as just having them present for variety is enough. Most players enjoy having a variety, and don't play purely by the numbers.