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Everything posted by LadyWYT
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I would say more like the rumble of an approaching vehicle on a dirt road, but yeah.
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I'd rather see something like Temporal Symphony. Fade out current music, introduce a brief rusty hue to everything, and shake the camera around with machine-like rumbling for a few seconds. Much more immersive than chat messages, though I think the chat messages should still available as an additional option.
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I dunno...get a few big reflector plates and attach them to some sort of Jonas beacon, and then the player has a floodlight they can use to light up areas. Expensive to build, requires temporal gears to power, but perhaps it covers several chunks of territory at once. Same. More gemstones in general, really, but there ought to be something to do with them first aside from just collecting and trading. Socketing them into weapons, armor, and jewelry would be nice. I think having some kind of metal leaf option for chiseling, instead of needing solid blocks, would be a great use, and likely encourage more players to use metal textures in their designs. As it is, one block of metal, I think, requires 5 plates to craft, which is going to be 10 ingots per block. Certainly a statement when using expensive blocks, but it does discourages players from using even the cheaper metals.
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Possibly, though I would argue that if the player is really struggling to survive in the early-mid game, dungeon crawling probably shouldn't be something they focus on as they'll likely struggle a lot more with that than the more mundane methods. I'd also be concerned about the loot for such dungeons being a little too strong as well. Yes, it might be stuff that really helps a struggling player in the earlier portions of the game, if they can manage to clear it. However, I do think it opens the door to being a convenient way for more experienced players to skip a lot of early gameplay loops with relatively little effort, which I'm not sure is ideal. It'd be the kind of thing that probably feels fun if you're experienced, a little unfair if inexperienced/underskilled, or otherwise makes the conventional progression methods feel pointless due to time/resource cost. Maybe, though I wouldn't really call copper, bronze, and steel all that similar when it comes to tech. Copper requires little effort to work, since it can be cast and does not require a bellows at the forge. Bronze requires a bellows to forge, it seems, but it's flexible enough to be cast. Steel...is a whole different beast, requiring several different refinement processes with the end product being highly durable as well as high damage/high efficiency for tools and weapons. At the very least, it could potentially be a toggle in the settings. However, I do think it's the kind of feature that everyone will be wanting to play with, so best to make sure it runs on lower end machines too, and not just the high end. Especially with what's going on with computer parts these days. I like the idea. I tend to rush a beehive kiln anyway, since I both like colored pottery and generally need to fire a lot of bricks as well. It's also a lot cheaper to keep a beehive kiln running than it is to keep pit kilns fueled. Not that sticks are hard to acquire, but pit kilns love to eat through sticks. Though I would say that beehive kilns are becoming a more attractive choice, perhaps, with the addition of the clay tiles.
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Just some questions about what comes beyond steel
LadyWYT replied to DitaDataDita's topic in Discussion
First off, welcome to the forums! Late game tech is still one area that needs more fleshing out. Steel is supposed to be the last tier of material, I believe, aside from the Jonas tech contraptions. There's a few Jonas tech devices that can be crafted already, such as the rift ward, nightvision helmet, and terminus teleporter. Automation I would expect to be similar to the helve hammer, Archimedes screw, and other machinery bits we have already. That is, the player can semi-automate the more tedious processes, as well as build some rather elaborate contraptions, but there's not really any fully automatic processes like one might be able to achieve in the other block game. -
Preventing mechanic abuse would be my guess. I remember taking advantage of similar mechanics with Create in Minecraft. Was incredibly easy to build watermills to power most basic machinery, and then get said mills running with a few water buckets. Definitely fun to do, but not a good fit for a game like Vintage Story at all.
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I look at it from the opposite angle; dungeon loot shouldn't be geared toward survival so much, but rather it should be rare stuff that's hard to acquire in the wild, expensive to trade for, or otherwise something that can't be obtained through crafting or trading. Stuff like gemstones, decorative clutter, larger amounts of rusty gears, gold and silver ingots, Jonas parts, etc. Perhaps the occasional bit of iron or steel as well. The main idea though is that the player will need to do the initial survival footwork themselves in the early game, since it is, well, a survival game in many ways. I suppose it's also where I draw a line between "surviving" and "thriving". Like I said, copper armor breaks too easily and doesn't mitigate enough damage to warrant the effort that it takes to craft. It's a similar case for bronze. Sure, the player could invest a lot of time and energy up front to craft a set so they can conquer an easy dungeon for some loot, however...if the enemies inside are weak enough to be countered by simple copper, it would probably be more resource efficient to craft bear armor and charge in with a copper falx and a few spears. Still, the player would likely be much better off if they sank the same amount of effort into planting flax fields or acquiring ore. It also doesn't seem like the player is meant to be able to rely purely on combat to progress either, so I doubt the loot for a "tier 1 dungeon" would be much better than a few pieces of bronze tier tech, at the very best. Basically, dungeon loot ought to be stuff that's more useful after the player has already established themselves in the world, and not something they worry about cracking open while still working toward bronze.
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There's also now an option to draw your own map: https://mods.vintagestory.at/show/mod/42149
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Hmmmm...maybe try positioning the wheel a little further down, where the water is flowing faster? It almost looks like still water there at the source. Also make sure that the water source in question is rapids, and not regular water. Rapids will be much louder, as well as having a slightly brighter, more animated overlay.
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Welcome to the forums! You could try chiseling the blocks, and see if that allows them to be placed without taking gravity into account. Support beams are supposed to prevent cave-ins as well, when placed underneath blocks, so you might want to incorporate some support beams into the structure and see if that solves the problem. Otherwise, I'm not sure. I play with cave-ins turned off myself, mostly because I like digging random holes without worrying about whether or not doing so will cause collapse.
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That's the same general inkling I've gotten as well, just from watching a bit of footage and looking at the marketing and price packages. To be fair, I don't have anything against offering special rewards for early supporters, but...most of the packages were rather pricey, especially for a game that has a controversial history to go with it. I've heard rumors both good and bad about Hytale's devs, which I take with a grain of salt since talk is rather cheap. The real tell there will be their actions throughout the game's development, and I could honestly see it going either good or bad, though "mixed" would be my expectation.
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Interesting. The polearms should still function just fine against drifters and other targets though, since monsters and wildlife don't have armor stats. Against players though it's a lot more of an issue, since players can use shields and other armor to counter attacks. I'm guessing that's also why spears are listed as tier 0 attacks; it's to allow those heavy ranged shots to be effectively mitigated. Bowtorn are designed around similar logic, if I'm not mistaken, in that their ranged shots qualify as tier 0 attacks, meaning that players can mitigate high level bowtorn shots with lower quality equipment(which is rather useful). Basically, when fighting NPCs, all you really need to worry about in terms of which weapon to use is the raw damage numbers. The procedural dungeons is what I would more expect here, in terms of more reasons to make and wear armor. But even then, I think early armor will still suffer for the reasons I already laid out earlier: it breaks quite easily and isn't that protective, and thus doesn't really justify the effort needed to acquire it. Just my opinion here, but I think the early game should be focused more on just surviving, with the combat and other things becoming a focus in the later portions of the game when the player starts thriving, and thus has more options. An injury system would most likely be part of the status effect system that's supposed to be getting added, though it will probably be 1.23 or later before it arrives. Not really. I've already thrown a few out there, and otherwise most of my nitpicks are just things that are obviously rough edges of gameplay or otherwise things that are on the roadmap but not yet implemented. Thus it doesn't really feel productive to harp on most of them, in many cases. At least some of them I report over on the bug tracker, if it's something that seems to be unintended game behavior or grammatical error. The only real nitpick that comes to mind otherwise is related to the first boss fight, in that it would have been much better to have broken glass or iron bars lining the arena alcoves to prevent the player from getting catapulted to safety, rather than the invisible walls that currently exist now.
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I was thinking less along the lines of building and more along the lines of being able to create rawhide strips for braiding into cords, or using rawhide as another option for early game shields. It'd need some sort of basic processing to keep the hide from rotting, of course, but it could help reduce some of the reliance on reeds.
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At the very least, some kind of warning for trying to boot a save file that is missing a mod that it had before.
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Interesting. I'm not sure, in that case. It always seems like shearing the leaves yields more seeds on average.
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Some of that may be due to being in development limbo for so long. When the trailer first dropped, the hype was enormous, partly because Minecraft wasn't in the best of spots at the time, and I don't recall there being as much competition in the genre. Since that original trailer drop, other voxel survival-RPG games have released to varying degrees of succss, one of them being Valheim(though still early access I think). That's not to say that Hytale is bad, just that it doesn't feel as groundbreaking as it once did since the market has had time to become more saturated and innovate between the initial trailer drop and the game's actual release.
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You're not. Shears provide more than enough sticks, in my experience, plus they're great for clearing out shrubland and thick forest. Shearing leaves also increases the drop rate of tree seeds, I do believe, which is very important if one wants to replant the forest after they cut it down.
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Sailboats not working in the preview branch?
LadyWYT replied to King of Red Lions's topic in Discussion
Welcome to the forums! It's a known issue https://github.com/anegostudios/VintageStory-Issues/issues/8099 -
I'll sometimes turn a larger ruin into an early base, but more often than not I loot any bony soil/cracked vessels/chests and then leave them be. Sometimes I'll break a ruin down for materials, but it's not that often.
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I like playing around with the new stuff to figure out how it works, and it's also fun to play around with stuff that clearly isn't intended game behavior or otherwise overtuned balance. Plus I like to have a better idea of what's going on in the update so I can offer better advice to friends/other players when they need it. I'm wondering just how much progress they've made on those. It seems a really ambitious thing to add on top of all the other stuff we're getting, but it would be a great time to add them as well given the new metalworking options for weapons.
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Welcome to the forums! This actually seems to be a thing already, at least for certain mushrooms. Red wine cap and puffballs seem to grow back rather quickly after a good rain. A dedicated forage basket would be great, especially for the early game. As for collecting more mushrooms at a time...that's the department of the Malefactor. I think a better option would be to have some sort of mushroom farming available. Heavy snowstorms are already a thing, and are pretty dangerous since they will chill the player faster in addition to reducing some visibility. Deserts have sandstorms, which just heavily reduce visibility but don't otherwise do damage. I do agree that there should be some sort of heat penalty, however, I don't think it should be so extreme that players can't move around in direct sunlight at all. Rather I think it should be some sort of consequence tied to wearing heavy furs and other winter clothing in hot weather. Not a thirst bar, since while the Hydrate or Diedrate mod is quite fun, it's probably more resource management than what most players want to be doing regularly. Definitely agree here. Same here; part of the fun of Expanded Foods is creating a proper wine cellar with racks and racks of wine bottles to age. I will note though that it's already possible to make mead in the game, however, being able to add herbs and berries to make variations of mead would be a nice touch. I'd like to see these too. However, it's also not an idea I'd call completely cosmetic either. Wind chimes themselves might be cosmetic, but there could also be a way to string together bones or other noisy material to make basic alarms if a large enough creature disturbs them. That being said, I'm not sure how the code for such would work, and the utility would likely be quite situational.
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I wouldn't mind some shallower shorelines as an option for beach areas. I'd throw tide pools into the mix for ocean shores, though I'm not sure how feasible such a thing would be. It probably wouldn't be the most realistic thing, since I mean...probably not really possible to code realistic tide.
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Have to disagree here. I think the copper/bronze lamellar is decent for its tier, provided the player isn't rushing anything. However, I think the armor sets for copper/bronze are more meant to be optional. Metal armor is quite a resource investment, especially without a helve hammer to work the plates needed for most metal armors. If copper/bronze armors were a hard requirement for the early game, I honestly don't see a lot of players being thrilled about needing to sink in that level of time and resources for something that could reasonably be skipped(at the cost of going without protection for a little longer). Meat is a calorie dense food source though, in reality. A hamburger tends to keep one energized for much longer than a salad. From a gameplay standpoint, vegetables, grain, and fruit can all be easily farmed with little risk or upfront cost. Meat, however, needs to be hunted(which is risky) or acquired via livestock(requires a lot of upfront investment) or fishing(low risk but requires time). Meat also spoils relatively quickly, so it needs to either be eaten or preserved soon after acquisition or else it rots. This is a change I would like to see, since it would be nice to be able to work with wild fruit trees the first year. However, I could also understand why the devs maybe wouldn't opt for that route, since fruit trees have rather large yields and the wild ones can be rather large. I wouldn't mind earlier clay colors, however...the easier option, I think, might be to just have traders buy pit-fired pottery. That way the player can cycle out their plain pottery for prettier once they get a beehive kiln up and running(or otherwise trade for/find prettier pottery), but still get something for the plain pottery rather than just throw it out. Disagree here. It should take some significant time investment to get a fully tamed creature from a wild one. I think the intention behind the design here is mainly to give Homo Sapiens player access to a mount(which they're not otherwise going to have), as well as acting as a proof-of-concept for future creature taming and mount options. That is to say, I think it would be better to keep the taming difficulty, and have more creature options as mounts instead. That way the player doesn't need to rely exclusively on finding elk to tame, if they wish to tame their own. Horses, cows, camels, elephants, even bears would give more options as well as flesh out the world more. Kind of, but I'm not sure there will be much change here until a status effect system. At the very least, I'd like to see a longer delay before the drunk effect settles in, as well as perhaps a requirement for the player to have more than one mild drink within a sitting. Until then though, the SlowTox mod does a great job of lending more use to alcohol. It would be interesting if appropriate trees lost their leaves in the winter, and I wouldn't be surprised if the devs manage to figure out how to implement it some day. My main concern with this kind of thing though is performance. Not sure if you're referring to 1.21 spears or 1.22 spears, but spears are getting some significant changes in 1.22. I think this is specific to bowls, and not containers in general. I do agree that this area could use a little polish though. That may or may not change sometime in the future. To widen the bottleneck for steelworking though, an alternative for borax would need to be added to the list as well, since it's a critical ingredient for iron anvils and stone coffins.
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Maybe. It depends, I think, on whether or not the chunk was loaded. Otherwise, fired projectiles have the same expiration timer as dropped items, to my knowledge. Personally, I wouldn't really expect them to be there, since generally I assume that things that have been sitting like that for a while have despawned. However, it doesn't hurt to check. Worst case scenario, you can always "find" it in the bushes or behind a tree.
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I'd like this too. For now though, the workaround is a little creative menu magic.