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Everything posted by LadyWYT
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I don't think this is a fair statement at all. New players absolutely have notions about what the early game should be--it's why they commonly post various suggestions or otherwise comment on how the early game could be better/what they found really frustrating. Like stone tools breaking too fast or not being able to find clay, or starving to death because they couldn't find enough food, etc. In some cases they want more of a grind, but more often than not the feedback tends to trend toward things should be a little easier/less time-consuming rather than more grindy. And a "couple of seasons" is still around 72+ days by default, or about 57.6 real life hours if the player never sleeps in the game, if I did my math right. I really doubt most players will want to spend 60+ hours just trying to progress beyond the most basic tech tier in the game, same as they probably won't be keen on relying on RNG antler finds to skip ahead. Likewise, adult deer are fast, tanky, and do decent damage, so there's a good chance the player could die in the process of trying to kill one unless they rely on trapping the deer in a hole or something(which not every player finds fun). Sure, but drops like copper/bronze weapons and tools are quite rare, and more of a "nice to have" when they drop, rather than something players chase for progression. Lock the player to spending most of a year trying to leave the stone age though, and they'll absolutely start chasing those vessels. And how, exactly, are you going to make a wooden javelin if you have nothing to sharpen it with? If an antler is required for the player to do any kind of knapping, then I don't see how the player acquires a wooden spear outside of somehow taking a stick and rubbing it against a stone surface for a long time. That doesn't sound like engaging gameplay at all, especially when it's not unrealistic to smack a couple hard rocks together to knap out a simple stone tool. I would say panning for spearheads is an option, but many players already don't like panning, and you still need a knife and axe to create a pan anyway, so that's still locked behind antler acquisition. Sure, but what you're proposing is not something I find to be something that sounds at all fun, nor do I see it being a popular design decision for most players. I don't mind spending more time in the early stages of the game necessarily(in fact this is already the case in 1.22), but I want it to be my choice to do that, and not because the game decided I wasn't allowed to progress for basically an entire year because I didn't have a specific item that only appears via RNG find or months later after starting the game. What you've proposed absolutely sounds like a grind/chore, and not the fun kind. I think it would work as a mod, because some players enjoy really grindy games or otherwise just want to play caveman, but if it became the standard for vanilla I would probably be modding it out immediately or otherwise just looking for a different game to play. Edit: I suppose to summarize, the main question that needs answering is if the player is expected to spend most of a year locked at stone tools or less, how are they supposed to survive temporal storms, harsh weather, and negative health effects like diseases/broken bones without frequently dying, and what else is there for them to actually do without any real tools other than run around and struggle to find food?
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Well, aside from the clockwork/steampunk nature of certain things... In any case, I ended up voting for the old logo. The new one is nice, but ultimately the old one does a better job of feeling more like the gritty survival game with a few bright notes that Vintage Story actually is, and the new one just doesn't really do a good job of selling that idea. Clean visuals are important, yes, but I would say that in some ways it's more important to make sure that the image really captures the full spirit of what it's supposed to represent, especially if said image is going to be the logo for the entire game.
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I like the new logo due to the cleaner colors and better attention to detail, especially regarding line weight. That being said...it's missing something rather important. Maybe it's just because I'm so used to seeing the old art every time I boot the game, but the old art really feels like it says "Vintage Story" while the new art feels a bit too...generic. Generic, upbeat, not very gritty...it's still good art but just doesn't quite fit the tone of what Vintage Story seems to be. On the new logo, I think some of the reason it doesn't quite fit, is that it's trying to match the blocky aesthetic of the game, however, the trees in the game don't look like that. The old logo also blends the nature parts with the rust parts a little more, given that there's a dead branch hanging off the tree on the left, and some of the machinery seems to be part of the tree itself rather than a separate entity. On the new art though, the tree appears to be perfectly healthy and completely separate from the machine. Didn't @DuarArts do the artwork for the short stories under the Media section of the forums as well? While I do like the blocky style and the realistic style both, I prefer the more realistic approach that the current art for those short stories has. It's still a bit cartoony, but serious, and it allows details to be shown that don't necessarily translate well to the game's graphics. I think if the goal is to make sure the visual style is the same across the board, then that art would need to be changed, which is a shame. Overall, I think I would prefer these styles be blended a little more, with a definitely preference for realism over blocks when it comes to art outside of the game. The best example of that currently is the current short story art. Trying to make all the art exclusively blocks might make it match gameplay visuals, but also makes it look more like a generic block game, and in some ways just isn't as interesting to look at outside of the game since the gameplay itself already shows us what things look like as blocks.
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They already are in the game. You can find shed antlers around the late winter/early spring time frame.
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Except in this case, hardware differences may make an impact, and I could see it being a little tricky to figure out how long the button has to be held in order to qualify as a "hold". Long windows can end up feeling clunky or sluggish, while short windows can wind up feeling too trigger-happy. The current balance feels fine to me, since most controls feel very responsive when I use them. Even so, I still like to harvest while I'm holding a weapon, as that leaves me able to respond to threats quickly. I don't really like shuffling inventory around to make sure I have an empty hotbar slot to do something, and I also don't want to be prevented from breaking things like bushes just because I happen to be holding berries or nothing at all. I think this case also goes with what @williams_482 noted about left-clicking being associated with dangerous/destructive actions; if I'm left-clicking on something, I'm generally intending to destroy or otherwise alter it in a very proactive fashion. Right-clicking tends to be more intuitive for using/interacting with blocks and items in a more subdued fashion. I think one of the main overall sticking points for me here is that by trying to consolidate/simplify controls, it solves one set of inconsistencies/problems while introducing other sets. Yes, excluding weapons from being placed automatically on tool racks would stop the player from accidentally losing their weapon mid-fight thanks to a misclick, but then you've got weapons behaving inconsistently with tools when it comes to how they're placed. It's a similar issue with trying to switch right-click and left-click actions around; left-clicking is usually reserved for breaking blocks/attacking things while right-click tends to be reserved for safer interactions. I think it's also important to note that just because the controls are internally consistent for a game doesn't mean that players won't find them confusing; if the controls are inconsistent with other titles in the same genre, players can easily get confused. Just a note here, but I don't think this is behavior that should be restricted. Sometimes you want/need to give an animal a slap on the rear to get them moving in an intended direction, without actually hurting them. If the player is barred from attacking animals without having some sort of weapon though, this action becomes a lot harder to achieve. Probably a prime example of where if left-clicking works to break blocks and attack things in other games, and right-click is used for more passive actions like setting items down, using blocks, or harvesting stuff, players are gonna get really confused when left-click suddenly becomes the harvest button and right-click can place stuff but not retrieve it, etc.
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I don't disagree that controls could use some polish sooner or later, but I'm not sure the proposal here really solves the issue rather than just make a different mess of it. The reason I say that, is there are multiple different actions the player can perform in the game, and actions are pretty specific. It can also be pretty difficult to predict exactly what the player is trying to do in every scenario. A simpler control system might be easy to learn, but generally has trouble handling multiple different interactions easily. Perhaps I'm misunderstanding, but needing to click multiple times to harvest a single block probably isn't going to be a very popular decision. It's rather clunky and tedious, and if I understand correctly, repetitive actions like that can cause physical issues for some players. I would also note that if the block is broken, it tends to drop the harvestable item, so if the player is breaking a harvestable plant they're probably intending to both break the block and harvest the items as well, so requiring two different actions instead of just one probably won't feel too good. Additionally, it's also nice to be able to harvest bushes while holding a tool/weapon in one's hand, especially if there's otherwise no free inventory available. This isn't correct--a knife is not needed to harvest animal bones, and isn't needed to harvest certain plants. Cattails, tule, papyrus, and sedge require a knife to leave the roots intact. Grass will require a knife as well to get anything useful from it. A knife is required to take berry bush cuttings, but is not needed to harvest the bushes themselves. Honestly, I hate this combination. It's the control system that the mannequins currently use, and very clunky for frequently used items like armor. Perhaps I'm misunderstanding again, but if I'm holding the item already, I just want to right-click to equip. This seems like it could cause issues with items getting put/taken from storage by accident. If I'm fighting unwanted intruders or otherwise trying to work on my base, I don't want the game assuming that I'm trying to put a tool/weapon away just because I looked at a wall/storage unit funny. Overall, controls are something that are pretty specific to individual taste, I think, and what makes sense to one player might not make sense to another. I wouldn't mind seeing some polish, and definitely appreciate the detailed write-up, but something here just isn't hitting the right notes for me.
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I mean, that's fine for those who want a very slow-paced game, but personally I don't want to be forced to stay in the stone age for an entire year. I would also point out that if you really want to say "no stone spears or axes until you get an antler" then antlers are going to have be findable by the player at any time of year, or the early game is otherwise going to need a massive rework to allow the player to do something other than just struggle to survive since it's not really possible to do much of anything without basic tools. Cracked vessel loot also isn't going to be an option at all for Homo Sapiens players, but even if antlers can drop occasionally from cracked vessels or be found in the wild, I doubt most players will be very happy about needing to rely on that much RNG to make any kind of decent early progress. If you really want to slow down progression, it's typically better to do it by giving the player more options to pick from at certain tech levels. Currently, players don't spend a lot of time in the stone age because a lot of activities are gated behind metalworking. I don't consider that a bad thing, since the stone age is just a stepping stone in the progression tree and not a tier the player is meant to spend a prolonged time in, but if the player had a few more options to distract themselves with they'd be more inclined to take things a little more slowly depending on what priorities they set for themselves.
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It's a valid concern, though I will note that in my experience it's not unusual at all for little interactions like this to be cleaned up over time. Most updates typically contain at least a handful of quality-of-life tweaks. A good example of that for bowls and crocks specifically is it wasn't long ago that the player had to physically place the crock in the world in order to retrieve the contents with a bowl. Crocks and cookpots were later updated to allow the player to click on them with an empty bowl in the inventory and be filled that way, thus enabling players to easily eat from crocks/cookpots on the go(very handy in story locations!). Also a good point, especially on technical limitations of code. Creative mode is a great way to fix little goofs that happen, though that won't necessarily be an option in multiplayer.
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Oh I don't dispute that it's silly. I'm not sure how one really solves the issue though without becoming incredibly restrictive on player movement and block placement. Unfortunately I'm not aware of a mod that adds this feature either. The problem here is that while this would stop some cheese strategies, it would also make building a lot more tedious. Pillaring up with blocks might not be realistic, but it's very handy for laying out build foundations and whatnot. I think in this case, it's probably best to not worry about it and let players make their own decisions, rather than become too restrictive on how players can interact with the world. In my case, I don't find that kind of cheese particularly fun, so I don't often use it and play in ways that I enjoy more.
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I'm not sure that it's very useful in this fashion aside from just collecting rocks for cobblestone, walls, and paths. Maybe halite if one is really lucky, but doing anything useful with halite still requires a barrel. Would probably be useful for players doing pure stone age playthroughs, but little else. This is a really good point, though I wouldn't say that the issue is with hunting deer as that's easily done with stone spears. Rather, the issue is that deer only provide antlers during the fall and winter, and even then it's not really until late winter that the antlers are big enough to feasibly make much of a tool from. By this time, players should have managed to figure out copper casting and made themselves some basic copper tools, so an antler pick is really only useful as decoration or in extremely niche circumstances.
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When I first started playing I built a pit kiln inside next to my hay bed and reed chest. It's the kind of mistake you learn from rather fast in this game.
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You're not imagining things. Animals got a few tweaks. I don't know that they're necessarily faster, aside from boars, since boars can now outrun a player and will try to avoid the player if possible. Sheep will try to avoid the player too but will also get aggressive if the player is too close. I think bear speed is about the same, but I think their reach and attack frequency got bumped back up after getting nerfed since it was possible to kite them with ease after the nerf.
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Welcome to the forums! Depending on what you're building with, some blocks function this way. Wattle-and-daub requires the player to spend a bit of time packing daub onto the wattle fence bits once they're placed. Chiseling blocks also takes time, as does proper beam placement. It's possible we might see more involved building processes added in the future, but overall, I doubt most players really want to be doing even more tool juggling or waiting longer for block placement when building. I know I sure don't. Even if it's only a few seconds per block, even a simple build takes a lot of blocks to create, so those seconds are going to add up very fast and result in frustrating tedium rather than immersive fun. It seems better suited to a mod than it does an option in the vanilla settings, given that the code to govern such would probably be complicated. It's not really a matter of just toggling something on/off or changing a value; it's changing how block placement and tools in general work entirely.
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I've found some issues and need to know if it's just me
LadyWYT replied to TiwazSoL's topic in Discussion
Hmmm...if you're not running any mods at all and still running into the same problem on 1.22 stable, I would try reinstalling the game to see if that fixes the issue. If the problem persists after that, it's probably time for a bug report. -
1.22 Download not working. "Vintage Story is Damaged and can't be opened"
LadyWYT replied to owet41's topic in Discussion
Have you tried looking through the information on this page? https://wiki.vintagestory.at/Installing_the_game_on_MacOS#Known_issues_generally_on_macOS: -
Dunno. When it comes to specific crops, it's up to the devs on what they want to add and when. Technically, crops received some updates in 1.22. Grain crop yields were halved, in exchange for making the wild grain crops spawn in bigger patches. Berry bushes received some new types, as well as major changes to how they operate, including a new trait system, growth system, and cultivation system. If you're talking about farmland crop variety specifically though...like I said before, it's entirely up to the devs.
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I've found some issues and need to know if it's just me
LadyWYT replied to TiwazSoL's topic in Discussion
What game version are you playing? Assuming it's 1.22, make sure your mods are updated for that game version, or otherwise known to be working correctly. 1.22 broke a lot of mods, so it's very likely a mod issue. -
Having assisted a friend with mod development...can confirm, there were a lot of changes under the hood, mainly related to entities, I think, that broke a LOT of mods. Now that we have a stable release, most mod authors will probably be busy trying to update their stuff, but it may take a few days/a couple weeks for everything to update.
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I Just Downloaded 1.22. What do I need to do right this minute?
LadyWYT replied to Silrana's topic in Discussion
Truthfully, I have no idea, outside of a couple things to check. The fat is pretty easy to take care of, since all you have to do is cook it in a cookpot. If you have gardens, berry bushes, and apiaries that aren't fenced, you'll want to do so to prevent animals from helping themselves. Depending on what you have going for machinery, you may want to check that as well, and switch it to a more realistic setup if you're running "eldritch windmills". I don't think the friction mechanic has yet been added to the game, but you also don't want to be caught off guard by things catching fire if machines are set up to run faster than they realistically should. -
Toggleable textures for blocks changed in 1.22
LadyWYT replied to SlightlyMads's topic in Suggestions
I think I would rather this be a separate texture download in the Client Area, so that players that really want old textures can download and use them, while still keeping the game files relatively small. That being said, I'm also not sure how well this would work, since things change regarding the code, models, and animations. It may not be as simple as just swapping out textures. -
The elk is definitely why your cabbages got eaten, but that doesn't mean he can't continue to live in the greenhouse. Depends on whether or not you want to feed your elk a gourmet diet.
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As others have already noted, it should be safe to update a 1.21 world to 1.22. Generally, the worst you'll face is needing to generate new chunks to find some of the new content like the new berry bushes or dungeons. That being said, I would recommend making a backup of your world(s) before updating, just in case something does go wrong.
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Patch notes. I don't remember which pre/rc version.
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This is true, though it's also something I tend to be pretty skeptical of without knowing exactly what it is the devs are squeamish about when it comes to gore. I also don't think it's a situation where certain details, like a skinned carcass, could be kept to simple pink non-furry retexture of the entire creature, as that's probably not going to satisfy those looking for realism. The thread you linked definitely had some good ideas, but it's just a matter of what the devs can handle versus what's going too far. Pretty much. Or it's a case of the mod does its job very well, but ends up resulting in a game loop that feels out of place compared to everything else since it's ultra-detailed. Granted, I would say that a lot of suggestions tend to have these issues as well; they're good ideas, but something about them doesn't quite jive with the game as a whole.
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Should there be a weather grace period, like there is for mobs?
LadyWYT replied to Broccoli Clock's topic in Suggestions
Oh for sure, but I'm also wary of weighting things too heavily in favor of streamers/content creators. An option for weather isn't that bad, but also not something I think is that important either when there are world edit tools/commands to deal with that kind of thing. It doesn't really seem that difficult to run a command off-camera or even on-camera, if necessary during the stream.