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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Rhadamant, I think, is a decent example of what the average VS veteran does to progress, and he's definitely not wrong about needing to get the lay of the land anyway. I rarely pan much these days, save for the occasional bony soil. When I first started playing though, I panned quite a lot since exploring felt very dangerous due to my lack of skill, and panning was a very safe, if boring, alternative.
  2. A fair enough point, which I counter with Vintage Story's own development. The devs patch out undesired strategies, yes, and that's not really unusual when it comes to game design. The boss fights of VS are a good example to use here, I think, since both had cheese strategies when initially implemented, that have since been fixed. The first boss could fling the player into nearby alcoves, which allowed the player to potentially skip the fight entirely, or otherwise shoot at the boss from safety. The second boss had a stairwell the player could hide in to avoid getting knocked out of the arena(and falling to their death) and otherwise duck into to damage the boss from safety. It's not really ideal for the player to be skipping the fights like that, hence why both strategies have been patched out. However, the devs have also been known to walk back certain changes, or make alterations as needed based on player feedback. The changes to healing are a good example of that. The initial change canceled the bandaging process if the player fell for longer than one second, making the first boss fight tougher than what many players could handle. While the devs obviously want boss fights to be challenging, they don't want the fights to be so difficult that most players can't beat the fights either. Thus the healing change was adjusted so that falls no longer interrupt the bandage process. The second boss was also adjusted to have a slower, more predictable attack cycle, so that the player can more easily damage the boss and dodge incoming attacks(and just...overall tell what's happening in the fight). The oncoming spear controversy is another good example: spears were too strong before, and have received some adjustments to compensate, as well as some new options to bring them in line with the available materials. The initial adjustments seem to have been a little too strong, so they're in the process of making more adjustments to the numbers so the weapon feels better for players to use while still being in line with the intended game balance. I would say that applies to most things in the game, really, not just rifts. There are certainly plenty of players that don't enjoy X mechanic, but I'm not sure that alone is a good enough reason to delete certain mechanics or rework them. Pleasing everyone is an impossible task. Best for the devs to design the game they wish to play themselves, since that will ensure the highest quality.
  3. Welcome to the forums! This kind of trader already exists in the game--the agriculture trader. Advanced cooking and more crops are often requested, and to my knowledge, more stuff like that is planned for the game. 1.22 is supposed to contain a berry bush rework, and with it some new berries; you can already find the new berries in the handbook, but they don't yet spawn in the wild since the bushes/plants for such don't yet exist. There are also some new mushrooms to find. Otherwise, while I would like to see more cooking and food options myself, it's not something that I think is a priority right now. There's already a decent variety to work with, and it's more important to flesh out other existing systems(like late game tech) or add systems that are still missing(like the status effect system).
  4. A fair point. In this case, I would say that the animation could still play as normal, and pop the monster out on the nearest available block, which could be on top of a fence if necessary. Or the monsters simply crawl out of the air/ground/whatever block is within range of the rift. To my knowledge, a block can be placed on top of a rift without destroying it, and getting close to a rift is already dangerous due to the stability drain and monsters. Thus to actually block spawns by placing blocks, the player would need to be placing quite a lot of them, and fast, in order to actually block the spawns before running out of stability. In other words, I'm not sure that it's something that could be patched out entirely, or even needs to be if it could, since blocking spawns like that is likely a lot of effort for a very temporary benefit. Not to mention it creates an ugly mess that the player will need to clean up if they want to use that space, or reuse that material. I think the root of the issue is how convenient the hack is for the player to achieve. It's possible to cheese prospecting by placing blocks of stone on the surface, three blocks apart, and then just mining those instead of digging holes or searching for caves/cliff faces. However, it's not one the devs intend to patch out at this time, to my knowledge, since the effort required to get stone blocks outweighs the benefit of the prospecting, at least to them. Otherwise...I mean if there is easy cheese, players will absolutely abuse it. Some won't, but just having fun intended mechanics isn't enough to stop cheese, if the cheese is incredibly lucrative. Far example, if the intended game design is the rifts being dangerous because they produce monsters, and the player stops that by developing gadgets to safeguard areas, then it's really not going to matter how fun it is to build the gadget if the player can just stop spawns by placing rocks everywhere. Rocks are cheap. The player could build the machine, if they really want, or they could just use rocks and use the expensive materials for other things.
  5. I was actually thinking about this yesterday when playing Skyrim. The old Hunterborn mod operated in a very similar fashion, requiring the player to dress the carcass and then spend time harvesting the hide, meat, and ingredients independently. The player could also carry carcasses to other locations(like a campsite) if they so chose. Very customizable, more realistic than just taking random drops from the carcass, and there wasn't any gore involved--a short animation would play and the screen would fade to black while skipping the appropriate amount of time. If the carcass was very large, the player might need to spend extra time harvesting all the hide and meat.
  6. No, I really mean most creatures, though to be fair, I've only witnessed monsters specifically climbing the ladders, and never really cared to test creature climbing ability otherwise(I don't utilize pits). The funniest one I've seen is probably the bowtorn.
  7. My guess is that it was probably a change intended to stop players from yanking things out of molds before the item in question was completely cooled, but got applied to cookpots and bowls by accident. But I also wouldn't be surprised if it were some leftovers from experimenting with a status effect system.
  8. I figured as much. Making them smaller is probably fine, but making them larger is where it gets a little more difficult. It can easily lead to clipping issues.
  9. I'm going to post behind spoilers in case you've not played through the main game, but there is at least one vanilla entity that exhibits the kind of behavior you're wanting to create. You might try looking up that entity's code and using that as a reference. Unfortunately that's about the best advice I can give.
  10. Forlorn Hope amulet works as well. Hoenstly I had forgotten about that when I wrote my initial comment, and I'm not really a fan of going back to edit old comments so I just left it. That kind of limited utility I don't really mind so much, since it is, well, only useful in very specific circumstances. Mostly, I don't want to see the trinkets become like Skyrim jewelry or MMO trinkets. It's nice to be able to wear small items to customize character appearance, without having to sacrifice character stats in the process.
  11. As Facethief already noted, there's at least two different sizes of fish; more if you count the reef fish and ambient schools of pixel-fish that occur in reefs. The model consistency is probably the biggest factor. It's a lot easier to have a handful of general fish models and then apply different textures as needed, than it is to try to make a unique model and texture for every single fish. I wouldn't mind some trophy catches as well; I want to say there are already some rare catches meant to serve as trophies, but I'm not 100% sure on that either. That being said, to continue my previous thought above, it would probably be easier to implement trophy catches as rare texture variants of their more common counterparts. Fewer models chewing up disk space, and fewer models to account for when figuring out how to fit them onto displays. For really big trophy catches though, I think that would be the realm of deep sea fishing and whatnot. The player would need special fishing equipment to catch those fish, as well as perhaps a sailboat, given those fish are much stronger due to their size, and may not live near the shore. I'm talking fish like swordfish, sailfish, goliath groupers, sharks, arapaima, etc.
  12. It would be nice if it could be a toggle, but I'm not sure how something like that could efficiently be made a toggle for the vanilla game itself. If the player has to physically skin the carcass and then chop it up into cuts of meat, it seems like a change that would be difficult to just toggle on and off. Assuming it could be made a toggle though, the bigger problem that I see is, someone is still going to have to model the skinned carcass and then maintain that model. It's one thing to model something like a steak or chicken leg, given that while those are animal parts they aren't still part of the animal. A skinned carcass though still looks like the living creature, and that will usually be what more people are squeamish around since it still looks like an animal. In any case, if the squeamishness is due to the grisly nature of a skinned carcass, but the raw cuts of meat themselves aren't a problem, then it seems like different cuts of meat could be added as hunting drops to give hunting a little more depth, without grossing the devs or players out in the process. If the issue is with realistic cuts of meat though, then more realistic butchering should be left to the modded realm for the time being. If the development team gets shuffled in the future and there's no reservations about such depictions though, then maybe it could change in the future, but I don't think it's something worth hiring or firing specific devs over. Personally, I don't really want to see a butchering process much more realistic than what's already depicted in the game. I'm certainly aware of how gruesome a process it is in reality, as I've been there, done that, but it's not the kind of thing I'm looking for when it comes to videogames. Pretty much this. It's also why some choose to send their animals to a reputable local butcher in real life, rather than doing the work themselves on the farm and saving some money.
  13. Would be nice to have some snobby hedge options to decorate with though! Then pruning wouldn't be something strictly for farming.
  14. No lead poisoning. The only difference currently is the materials used to create the solder. If the player doesn't have tin to spare, or lacks a source of tin entirely, they can opt for silver solder instead if they have a bit of silver lying around.
  15. I believe all creatures are capable of climbing ladders, but not every creature is able to climb back down.
  16. Echoing what others have already said, but you're doing everything right as far as I can tell. The spoilage rate will fluctuate a bit with the seasons, but overall the cellar will be the best spot to store food due to significantly slowing down the spoilage rate. 0.26x is about the best rate you will get during the hotter months of the year. The main thing to keep in mind is just make sure that you're preserving things like berries and animal products shortly after harvesting, if you're not intending to eat them within a few days. Likewise, you'll also want to make sure you're finishing off last year's harvest before it goes bad.
  17. I would say most of them are still quite useful. Traders will buy bronze tools and weapons, so the molds are handy for making some gears. As for useful tools for the players themselves, bronze axes are good for chopping firewood, and bronze shovels are good for digging if you don't want to invest in an iron/steel shovel. Bronze tools in general can also be useful as emergency kit/throwaway weapons, if you happen to have an accident or otherwise want to do something dangerous without risking your really good stuff. I'd like this too, though I'm not sure that some of the patterns would fit properly on small items like jugs and bowls. At the very least, it would be nice to have labels for jugs, similar to what crocks have, so that you could easily tell what kind of alcohol is in them.
  18. Given what's going on with computer hardware right now, and what's likely going to continue being an issue until supply can catch up with the demand...I don't think it's a good idea to set an end goal to be something that is hardware intensive.
  19. Welcome to the forums! To my knowledge a berry bush rework is still on the menu for 1.22.
  20. I don't think that all lootables should respawn, as that's just a bit strong. For procedural dungeons though, I think it's probably fine to have some respawn after the first clear, since such locations will require the player to fight some monsters and/or complete some puzzles in order to claim the treasures within. While it's an obvious videogame mechanic to keep the location "fresh" over the course of a long playthrough, it could be explained as new monsters creeping their way in after a time and bringing a few goodies with them.
  21. Welcome to the forums and the game! The error that's being generated is related to Combat Overhaul somehow. Are you using mods? If you're trying to playing vanilla singleplayer, I'd recommend making sure that you have all mods(except the three game modules) turned off, or otherwise recommend cleaning out your mod folder of old/unused mods. If you're intending on a lightly modded game though, and Combat Overhaul is a mod you intend to use, I'd recommend checking that you have the correct dependencies for the mod installed, as well as the correct versions of mods for the game version you're playing. Mods made for older game versions will sometimes still work fine on newer versions, but it's always best to test them first to be sure before adding them to a world you actually intend to play.
  22. It's been said in various ways, but that's kind of part of the problem. @CastIronFabric already noted that filling a crock from a hot cookpot is fine. Bowls, however, as other users have noted, aren't fine. CastIron is right again in that pouring hot liquid into a ceramic bowl can result in the bowl being too hot to hold with bare hands, even if the ceramic is quite thick. Happened to me a few times this week with my noodle bowls. https://github.com/anegostudios/VintageStory-Issues/issues/8097 It's also a known issue on the bug tracker though. The inconsistent behavior between bowls, cookpots, and crocks also suggests that it wasn't an intended change(that and the fact that the ticket hasn't been closed as "won't fix"). Something likely went wrong when the devs were working on the new forging mechanics and some cookware got lumped in somehow(possibly because cookpots and crucibles both cook in firepits), and it'll be fixed by the time 1.22 stable releases.
  23. Somehow I missed this when I read it initially. But I don't think stability is actually disabled in story locations. At least, not fully, perhaps. I think locations where the player is expected to be spending quite a bit of time might have stability "paused", so that it neither increases or decreases despite whichever way the cog is turning. Smaller locations where the player isn't expected to spend a lot of time though still seem to have stability rules in effect(with one exception), though it'll take a full day or two of lingering to actually drain enough stability to be in danger.
  24. I will note that is kind of the point--the monsters aren't supposed to feel like part of the natural world, because they aren't natural themselves. I think even little helper bots, when we get them(pretty sure we will at some point) will likely feel just a bit out of place given that the setting is mainly late medieval tech and that such automatons are implied to be just a little unnatural themselves when it comes to whatever animates them. I don't think this would be a very good change, for reasons similar to what others have given. It makes the game too much like Minecraft, for starters, and one of the appealing things about Vintage Story is that it's very different. The crafting process is more involved, the gameplay is more challenging, and there's an actual story and lore to find. As for traveling between dimensions, the fact that the player can't travel to the Rust World is part of what keeps the Rust World special. All the player has to work with are descriptions of the place and the little slivers that manage to leak through into our reality; the rest is left up to their own imagination. In that case, the player can imagine pretty much anything they want, and change that picture however often they want to keep things fresh. The imagery can also vary from player to player, so one player might imagine something like classic 1800s style steampunk architecture and creatures, while another might imagine cyberpunk Tokyo with a bunch of gundams flying about. In contrast, the Minecraft Nether is all laid out for the player, so there's not a lot of wiggle room for imagination, and the Nether itself becomes a bit stale as players quickly figure out what resources are available there, and how to get those resources for the lowest risk. As for monsters crawling through the portals instead of popping into thin air, that I would like to see. But I don't think the Rust World should be visible through the portals, for the above reasons. That being said, I also suspect that the player may get to witness the Rust World, and perhaps venture to a small pocket of it very briefly, as a one-time occurrence for a future story mission, but that remains to be seen. That kind of experience I think is fine, since it's very limited and preserves most of the realm's mystery. As @ifoz already noted, that's what all, or at least most, of the ruins in the game are. Most are remnants of the Old World, though it's possible that some were built post-apocalypse and died out for whatever reason. I think we'll probably see more ruins added as time goes on, but most ruins will likely remain pretty simple so that the game can run smoothly on a wider variety of hardware. The more complex ruins I expect to be reserved for procedural dungeons and story locations, where the extra detail is needed more.
  25. https://mods.vintagestory.at/slowtox You might try SlowTox. It boosts health regen and damage, while also potentially poisoning the player if they drink too much at once. Very fun mod, and best paired with something like Daymare's Cup Mod or some other mod that adds smaller drinking vessels. Because otherwise you'll be downing 1 L of alcohol at once, which is quite a lot.
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