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Everything posted by LadyWYT
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How would you revamp Vintage Story's classes system?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
I think that's better suited to an alchemist or herbalist than the Tailor. Tailors are predominantly concerned with clothing, and while they could have tried their hand at medical work, that's a rather specialized field. I don't think they would have picked up the trade that quickly. -
A pinned thread in the Multiplayer section of the forums seems like the perfect spot for such thing.
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No. It was a bug that has since been fixed, to my knowledge.
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I would say make them tier 1 damage and roughly similar to boar regarding health BUT able to easily outrun the player. In that case, the player isn't going to be able to rely on kiting them around in order to kill them, nor is the player going to be able to easily escape such a big angry bird.
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How would you revamp Vintage Story's classes system?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
Oops. I can read, I swear! Yeah, I mostly agree there. Or at least, that's how it feels those two classes should be, but they don't quite feel that way in actual practice, I think. Mind you, I don't want to nerf hunter as I don't think that really helps anything. I do think that Hunter is going to be a little more balanced in 1.22 thanks to the spear changes and other additions to the game. In the early game, Hunter will be much more focused on hunting wildlife for food, before shifting focus into more of a proper archer in the late game. Malefactor will be a more attractive pick since wild grains won't be dropping as much, meaning that Malefactor will have an advantage when it comes to getting early windmills/linen sacks/other linen goods. They exist for certain lore reasons. I think they're supposed to be engineers, essentially, but...well, without more Jonas tech stuff they don't really have much to engineer. Once more Jonas tech gets added the class might see some changes. As for speed, they're matched with Hunter. Ironically, both Hunter and Clockmaker are the fastest classes in armor. The one exception is plate armor, where they are evenly matched with Blackguard. I forgot to mention it, but one change I would like to see to Tailors is some kind of trade/social bonus when interacting with NPCs. They're a merchant type class, with the most manners of anyone! They should be great at getting better prices for stuff! Pretty much. A new player can still handle it just fine if that's what they really want to play, but it will make for a more difficult experience. For 1.22 right now, the Blackguard seems to be getting a bit weaker in the early game but even stronger in the late game due to changes to animal behavior, spears, and the new smithing processes. I would say Hunter is still a very solid class choice for new players, even with the spear nerfs. The damage itself is still solid but the big game changer is the time it takes to charge a spear shot. Spears were ridiculous before since they could be fired almost as rapidly as a bow; now firing a spear is a much more deliberate action. That's why I'm expecting Hunter to be more focused on actually hunting animals for food in the early game, and not being as strong in combat until later when they have better bow/spear options available. -
I do agree that the bear spawn rate seems a bit goofy right now in 1.22. I don't know that I would call it horrible, exactly, but I'm not going to be surprised if it gets turned down a bit.
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To me the complexity for berry bushes is just the trade off for them being easier to propagate and harvest in the wild. It's quite easy for a player to visit the local berry patches and harvest quite a lot of berries, while wild fruit trees tend to be quite scattered and only ripen at very specific times of year. Likewise, it takes a couple of in-game years for fruit trees cuttings to really establish themselves, and those cuttings also have a pretty high rate of failure. In contrast, the berry bush cuttings don't seem to have a failure chance(currently) and mature into fruit-bearing bushes in under a year, meaning that it will be much easier and faster for the player to get a field of berry bushes going than it will be to get an orchard of fruit trees. In which case, most players would likely continue the same meta of ignoring fruit trees entirely and relying entirely on berry bushes. By needing to fertilize the cultivated bushes every once in a while though to keep them productive, then the player has a choice of whether they want an easy investment initially that will require more maintenance over time, or a harder initial investment that requires less maintenance for more reward in the long term. I also wouldn't be surprised if fruit trees were revisited later to give them a bit more complexity though. Perhaps no fertilizer requirement, but maybe the player will just need to prune the branches once in a while to keep the trees at their most productive.
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How would you revamp Vintage Story's classes system?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
I don't think I would change anything, aside from adding a couple more classes like alchemist/herbalist and noble, since those are specific jobs that would be appropriate for who the player character is, as well as jobs that don't easily fit under one of the other existing classes. I think what class a player picks hinges heavily on individual playstyle. Commoner is fairly popular because it's a straightforward experience--there are no downsides to account for, but there are also no upsides, and I think that's fine. Blackguard is quite strong, but I've not really gotten the impression that it's a particularly popular option aside from more veteran players, specific combat players, or players that just like the class lore. The gathering penalties and increased hunger rate are an immediate turn-off for many, despite the fact that Blackguard has a strong late game to account for a weak early game. I wouldn't call Clockmaker a counterpart to Hunter at all. The classes have completely different flavors, with the only real overlap being they both have the same 10% speed boost. Hunter is one of the strongest picks in the game, since the ranged bonuses make early hunting easier while still being very useful into the late game. The same applies to the animal harvesting bonus. The melee penalty is really only a concern if the Hunter gets ambushed or otherwise cannot soften up a target before it can engage the player in melee combat; the mining penalty equates to missing out on a bit of ore every now and then, which isn't really a big deal. In my opinion, Hunter is more similar to Commoner, but perhaps a little better, in that it has some very good bonuses for relatively little penalty. Clockmaker is a strange class, in that it has a penalty to health and melee damage, so it's really not ideal for melee combat. While it doesn't have a penalty to ranged damage, it does have a -25% penalty to effective range, meaning that Clockmakers can't shoot as far as most other classes. Their main benefit in combat is the damage boost against mechanicals, and the ability to tame locusts. However, Blackguard will still outclass them on damage, I'm pretty sure, and the locust taming is tricky to balance since if it's too strong the Clockmaker easily becomes an instant pick over everything else. Their main strength, I think, lies in the reduced translocator repair cost; the Clockmaker can more easily explore the world, especially in the early game, if they're willing to take risks and go cave diving. The Tailor is an odd class given that it seems to be almost exclusively penalties, however, I think that's also fine considering what the class is. Tailors are meant for civilized life in the cities, not harsh survival in the wilds, so it's basically a challenge class for those who want a more "fish out of water" style of experience. Despite the penalty to foraging and animal harvesting and the penalty to health, Tailor is one of the better combat classes since it doesn't have penalties to ranged or melee damage, and has a bonus to armor durability. It's at least equal to, if not a little stronger than, the Commoner in that regard. As for Malefactors, it's perhaps the strongest early game class, in exchange for being the weakest in the late game(in my opinion). The foraging bonuses will help them survive better in the early game, as well as make it easier to get farms going with less work. The bonus to looting means they can get rich rather quickly and take more advantage of trading, while the boost to stealth means they don't need to worry as much about hostile wildlife(potentially monsters as well, though I don't know if the stealth bonus applies here). However, the penalty to range, melee damage, and health means that Malefactor is going to struggle in all types of combat, which really hurts going into the late game as that tends to be when the player is getting into more fights. Likewise, foraging and stealth bonuses aren't as useful in the late game since the player will have established farms and livestock for food, and have good enough equipment to handle the local wildlife threats. -
I'm guessing the idea is that the berry bushes are supposed to operate similar to fruit trees, in that the player actually needs to take cuttings to propagate new bushes rather than loot the mature bushes from the surrounding countryside and replant at base, but with the main difference being that berry bush cuttings have a much higher survival rate and grow to maturity much faster than fruit trees. In order to keep it balanced though, they'll require a little more investment from the player long-term, in that the player will need to fertilize the bushes every once in a while to keep up the yields. Wild bushes, I'm guessing, will probably operate similar to wild crops, in that they grow but don't actually use up the soil nutrients. Ideally, the player should be able to have consistent harvests from those just fine, at the cost of needing to actually go out and forage rather than harvest from the safety of their base.
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What about a pinned thread in the Multiplayer section? That way it's easy to find for reading and posting.
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I'm guessing that it probably would depend on type, since the crops have different nutrient requirements. I doubt just replanting the bush rather than fertilize will be very viable though. Unless something major changes, it looks like it will take several months for a cutting to grow into a proper mature bush that can bear fruit. Pulling from the patch notes: If a bush has a special trait, it might be able to propagate more bushes like that via cutting, in which case ditching the old bushes certainly won't be desirable as you'll want the old bushes to keep producing cuttings and fruit until you have more bushes of that type established. Overall, fertilizer isn't really that hard to come by, and I daresay it's easier to just sprinkle a bit on every now and then rather than go through the process of trying to cut up old bushes and regrow new ones.
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Possibly. Hunting will be a little harder, I think. Domestication will probably require the player to trap the baby animals, or otherwise lure adults to a specific spot via feed troughs. However, since the animals run away from the player, that also means that the player can herd them to a specific spot as well.
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I don't think it's seasonal, at least not yet. But I do think it's heading that direction. As far as I can tell, berry bushes no longer spawn with flowers or ripe fruit, which is pretty harsh but not entirely unfair, I think. Prior to 1.22, berry bushes are ridiculously strong, to the point that it's almost not necessary to bother hunting, fishing, or foraging mushrooms in the very early game. Same! I'm not sure if fruit trees will ever require fertilizing, but at the moment that seems a great way to give some real advantage to propagating fruit trees versus relying solely on berry bushes. Berry bushes are still faster to grow even with the changes, I think, but in order to keep them producing the player will need to fertilize them every once in a while. Fruit trees might be a little harder to get going initially, but require less work over time due to not needing the additional upkeep, as well as offering a better harvest-to-space ratio. Another change I also like is that animals will now make more effort to avoid players. To be fair, it still seems somewhat easy to run up and pick a fight in melee, but that plus the berry bush changes feel like a good nerf to the Blackguard's early game, without actually messing with the class itself. The early game felt just a little too easy on the class before, so it's definitely a change I'm looking forward to.
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It looks rather promising, but does appear to be rather buggy at the moment. I think it's going to have a pretty big impact on early game survival, given that now the player will need to actually sink some serious effort into farming rather than digging up every bush from the nearby area and planting them back at base. It also looks like the berry bushes will be eventually changing to be seasonal yield, which makes a lot of sense but also means that berries won't necessarily be the staple of early survival that they currently are. That is, hunting, fishing, and foraging for wild foods like mushrooms will probably be a lot more critical.
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I don't think there's a command for it, but you could probably make a mod that changes the maximum room/greenhouse size, if such a mod doesn't already exist. Or you can probably alter the game files directly to accomplish the same thing, although I don't really recommend doing that since that can be tougher to fix if things break, as well as be easily overwritten when updating the game.
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- room requirements
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Agreed with @Loosebearings and @Broccoli Clock. The player is already able to make backups of their worlds, though it's something that needs to be done manually. While it might be more convenient in some ways to do world backups automatically, a proper backup takes time to make and backups can quickly eat through available disk space, especially if one plays multiple worlds. Thus it's a responsibility best left to the player.
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If you want to be technical, I think most living entities are marked as "pettable" for some reason, players and NPCs included. That being said, the only creatures that the player seems able to actually pet are livestock animals(tame or wild, it doesn't matter), as a well as a certain little mechanical curiosity in a certain location. The main purpose, I think, aside from being a fun little way to interact with pets, is to calm down ewes/nannies for easier milking.
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Question for people who play with monter spawn on day one....
LadyWYT replied to vinnland's topic in Discussion
I usually spend the first day or two just scouting around the local area and marking different resources, so around a radius of maybe 500-1000 blocks. I don't like to settle right at spawn, but I don't like to settle too far from spawn either, since accidents happen and long death runs aren't really ideal. If it gets dark I'll just dig out a little hole to sleep in, but more often than not I'm just sleeping out in the open or borrowing a trader bed for the night, when possible. This is also true. The rift activity for the first couple of days will typically be calm or low, so the worst the player will have to deal with is maybe a handful of monsters if a rift pops up nearby. -
Another thing I really want to see, that I also love about Vintage Story...the medieval clothes actually look medieval! That is, bright colors! A lot of modern media thinks everything was dull, drab, and covered in dirt, and that just was not the case. Medieval people loved, and I mean loved, bright colors, and while I might not exactly enjoy such garish clothing myself, it's nice to have so many fun and colorful options to play around with. Plus it's a nice break from the underlying grit of the main story, so it keeps everything rather grounded instead of getting overwhelmed by doom and gloom.
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I think they'll stick to predominantly Eurocentric styles, since the story is set mostly in Europe. It also comes with the benefit of being able to cover the cultures more in-depth, rather than having snippets from many cultures but a very shallow overall experience. The Asian steppe and Far East are mentioned, however, as well as Mediterranean and Arabian/North African cultures and cultures of the European nomads of the far north, so I think it's very likely that we'll see some more references to those cultures, though I don't expect them to be the main focus that European culture is. I'd like to see these as well, but I think what I'm looking forward to a little more is seeing more Latvian/Slavic cultural references. Eastern Europe is quite fascinating, in that it has a certain familiarity like other European cultures, but also feels very foreign at the same time, if that makes sense. It also seems that, at least for American media, Slavic culture doesn't really make many appearances, and when it does those characters tend to be of the villainous sort. I'm generalizing a bit, of course, or maybe I've just been looking in the wrong places, but it's definitely something I'd like to see explored a little more.
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The forums have a limit on how much attachment data can be uploaded at one time. If there's not enough space remaining, you won't be able to upload new pictures. If you select the "My Attachments" option from the drop down box on your profile at the top of the forum page, it will show you how much data you've used versus how much you have remaining. From there you can delete older content to clear up space for uploading new.
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It shouldn't break, as long as it's vanilla. If it's modded, especially heavily modded, then it becomes a lot more iffy. I'd still make a backup of the world though, just in case something does go wrong.
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I know that you can push the bodies around, but otherwise it's still more effective to loot them so the body disappears, unless of course you want to leave a body pile in front of a door or narrow path so that other stuff can't easily reach you. That being said, it would be nice to give the bodies a good swift boot to get them out of the way if you don't otherwise want to loot them. Sometimes, but in my experience the bowtorn really need some aiming practice. Against slow-moving or stationary targets they do just fine, but they aren't as good at shooting fast-moving targets or accounting for changes in direction. That award goes to the drifters. Bowtorn also don't really account for things that block their shots, so they will happily stand there and shoot a tree full of arrows if they can still "see" the player.
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It's just a difference in models. As for what makes it stop spinning in lore...I dunno, maybe it should still spin. I chalk it up to perhaps the temporal gears spin slowly when they're just sitting there by themselves, and aren't otherwise hampered by an outside force. Tying them to strings or using them in machinery is likely enough to counteract whatever causes them to slowly spin.
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Yeah I have to disagree here. An arctic start isn't an absolute frozen wasteland of nothing but ice and snow; there's still going to be usable flora and fauna around. The main appeal of starting in such climate is that it's a harsher one to survive in longterm, and requires some special planning to accomplish certain things. The growing season is very short and the climate still rather chilly, so the crops need to be cold-tolerant(potentially planted in greenhouses) as well as planted at just the right time to ensure there is a harvest. The winters last for a very long time, meaning that the player needs to preserve more food, with less time. The extremely long days in summer also mean that the player will have more daylight to work in with fewer monsters to contend with, at the price of no daylight and more monsters during the winter. There's also, of course, the increased risk of freezing to death, but the arctic is also the only region to enjoy the aurora phenomenon as well as the special arctic music. In short, an arctic start should have options for the player to at least forage resources for things like handbaskets and reed chests, as well as have some sort of solution for leatherworking and linen for windmills. At the very least, it would be nice to run across the occasional trader, and trade for those items, but traders don't currently spawn that far north, to my knowledge. Cracked vessels can drop arctic supplies, which can contain things like cattails, but that's more of a short term solution than a long term one. I do think, however, that it's just a matter of time before the arctic is properly fleshed out. I doubt it's a priority right now, since it's still very much a difficult challenge and not as likely to be picked by players as say, an easier start like the tropics.
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