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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Just chiming in here to say that while I like this idea, it does have one flaw. If the player starts at 100% stability, they'll have to wait until they drop to 80% before they get a chance to fight monsters, which isn't really ideal when the player wants to actually go out and fight. The stability drain of the storm could be increased, but then that's going to frustrate the players who are trying to stay at high stability so they don't have to fight, as then it may not feel worth it to stay at high stability. Players who want to go out and kill monsters aren't going to like having to sit there and wait in order to do so. There's also the fact that killing high level monsters can restore stability quite quickly, which also makes it rather awkward to try to rack up monster kills since it will mean the player needs to take breaks from fighting to let their stability drop in order to keep having monsters to fight. Basically I don't hate the idea, but it seems a rather awkward one to get to work properly. The way I generally approach things like this is that any change made should be convincing more players to give the mechanic a try, rather than giving more players reason to turn it off. That doesn't mean the mechanic necessarily needs to be a net benefit to the player, but it does mean that it should be a challenge that's reasonably satisfying to overcome. Personally I like stacking monster bodies and leaving a trail of destruction everywhere for my friend to find, but not every player is like that. I'm happy with the loot I get from the efforts, and while I wouldn't mind seeing a few more rusty gears(I do like shopping but those traders drive hard bargains), I wouldn't want to see the temporal storms become lucrative to the point I feel pressured to rely on the storms for materials rather than figuring out how to produce the stuff myself. Temporal gears and Jonas parts are exceptions, since they're rather esoteric items and the knowledge required to make such has potentially been lost.
  2. I was just thinking about that the other day, actually. Playing with the map turned off creates a real challenge when trying to navigate, and currently there's not much in the way of landmarks to make areas stand out. There are mountains, yes, however, mountains can look very different depending on what angle they're viewed from. Rivers and the like are a good way to orient oneself to the land, as well as a convenient way to travel sometimes as well. I don't know how much of a travel barrier they'd be to the player since the player can just swim across, however, if they have a strong current(as they really should) then the player could potentially get washed downstream and get lost. I think that will probably come with a status effect system. Being soaking wet for an extended period when it's not a warm summer day is a good way to catch the sniffles. I had this happen once too--spawned in a hailstorm, which turned out to be pretty widespread and nearly died as a result. It was definitely interesting but I don't know that I would want it to happen very often. I wouldn't mind seeing potential avalanches or the ability for watercraft to get beat up if the player rams them into obstacles. I don't know that I would want to see faster drowning though. Then again I might be confusing the oxygen bar for actual drowning damage. Mud that slows the player's movement would make for some good swamps though. I'd expect it to be the land equivalent of trying to wade through shallow water.
  3. I like the fishing, though I will note that fish is a good food source when cooked into meals and more of a survival food otherwise since the satiety value is pretty low. It shouldn't be the sole source of protein though, since areas can be overfished rather easily if one isn't careful. To my knowledge fish can still be caught in overfished areas, it will just take much longer. Otherwise, it's a nice, relaxing little activity to do every once in a while, and fun to collect trophy fish for decoration.
  4. I think the berry bushes go dormant over the winter now, so while it might be possible to take and plant cuttings I don't think the cuttings would actually start to grow until spring. So the player could take and plant new cuttings from the old bushes before clearing them out, but in that case they're probably going to miss out on at least one berry crop, if not more. I don't know that it's entirely ineffective. There's probably still a few players that will try it, same way there's always a few players that go to the effort of digging up and replacing farmland after each crop rather than just rotating fields. But like I said(or tried to say) before, I think it's there to try to serve as a bit of extra deterrent rather than just outright banning players from trying that strategy. That being said, I'm inclined to agree that the soil degradation could be removed and the mechanic still serve just fine to stop the behavior.
  5. Unfortunately that seems to have been changed in rc1. I don't know that the windup is as fast as previous game versions, but I'm not going to be surprised if spears become even more of the standard weapon if the windup remains that fast.
  6. I mean some of that I can understand, but at the same time that's also what's very confusing. On one hand, players will happily ask for/suggest ways that all kinds of things could be made more complex/interesting, or otherwise comment that particular things feel too basic. Then when changes arrive and things start becoming more complex, players start looking for the proverbial pitchforks about it. Nixing the fertilizer requirement and letting the soil remain as-is wouldn't be the worst thing, but at that point it's just playing Wildcraft without actually needing the mod. Which I have nothing against Wildcraft and enjoy how it handled things, however, I would also say that it was still very simplistic and not particularly engaging beyond a superficial level when it came to crops in that regard. This is true, and also where I think the system could be improved on later. However it does also depend somewhat on the berry species in question. Wildcraft had a mechanic that did allow certain kinds of bushes to spread like that over time, as well as a feature that appropriately thorny bushes would hurt if the player tried to walk through them without sneaking. I daresay similar could be added to vanilla bushes, though it's likely best done later when more time can be devoted to making sure the bush varieties are split off into appropriate sub-categories. Possibly even after a status effect system as well, if the devs would rather apply "briar scratches" as a temporary debuff rather than just add a flat damage modifier. As far as pruning vs. fertilizer, I wouldn't mind seeing a pruning option alongside the fertilizer, so then players can choose which they'd prefer. Personally, I think I'd much rather apply a bit of fertilizer every once in a great while rather than end up needing to prune frequently to keep the bushes productive. Pruning sounds like it'd be more discouraging to long travels, which isn't ideal given what the main story requires. As a side note on wild bushes spreading naturally--I do think that there would have to be some limit in place on how many wild bushes can be in a single area. Otherwise long-term worlds are going to have a serious problem with berry bushes overrunning everything, which just isn't ideal for a number of reasons.
  7. That does seem a bit strange. The closest I've bothered looking was enough to figure out that the shirt recipe overrides the haybale recipe. While I'm sure that dry grass is better than nothing, it seems like it should have a lower insulating factor than even +1. Or at least, a propensity to wear out incredibly fast as well as combust. Better not wear it near the forges or pit kilns!
  8. I mean, just going off what @EnbyKaiju said about working in berry fields, and doing a quick Google, fertilizing cultivated fields of berry bushes seems to be a common practice in order to get better harvests. I daresay it's not explicitly necessary in order to get a yield, but in order to get larger yields, especially for commercial production, it's probably advisable. For agriculture in general, as far as I'm aware, fertilizing crops and fields is also a rather common practice, especially at the commercial level. For a backyard garden though, it translates more to tilling some compost into the soil between plantings or maybe sprinkling a bit on the plant itself in order to keep the nutrients/soil acidity the way that's ideal for that plant. The minimum fertility soil requirement is likely to prevent players from creating a bunch of barren soil that's no longer useful for much of anything, as well as to keep players from accidentally sabotaging themselves by ending up with cultivated bushes on land that has essentially no nutrients and absolutely will need a lot of fertilizer attention. The soil degradation stumped me a little too, until I thought about it a little more. One "strategy" I've seen mentioned to attempt to skirt the maintenance requirement for berry bushes is to just dig up old bushes and replace them with new when they start to wear out. Now I wouldn't say it's unrealistic to clear out old bushes that are no longer productive, however, I think it's more ideal design to keep the bushes fully productive indefinitely as long as the player is willing to care for them a little. I daresay it's also less hassle overall to do a little annual maintenance with fertilizer, than it is to try to get players to constantly remove old bushes and plant new. In any case, the simplest explanation is that the devs don't want players doing that for whatever reason, and rather than just outright say "no you can't do that at all" the answer is "you can, but it will cost more time and effort than other methods". Berry bushes were too simple and strong before, and have been reworked to be a little more complex in a realistic fashion, as well as having more realistic visuals. With change comes the need for new farming strategies. As an initial change I really don't think it's a bad one. It's a solid system with more room for improvement later on, but for now it seems to me that berry bushes are more interesting to cultivate since, well, they can actually be cultivated like real plants now. They also have traits, which while simple I've found to be quite nice. Honestly I don't really see any new problems getting created, aside from multiplayer servers having issues with griefers destroying all the wild berry bushes. However, I would also say that's the same problem as before, just with a different cause, since it's just players destroying bushes out of spite and not players digging up bushes to use back at home. I would note that I would expect later crops to be updated to reflect this kind of complexity--fruit trees especially. It's also possible that code to support certain features needed for more complex farming just doesn't exist yet. In any case, I suppose the devs could have just decided to overhaul the entire farming system this update, however, that would almost certainly mean cutting a lot of other features in order to focus exclusively on farming--features like procedural dungeons and watermills and whatnot that players have been asking for, for a long time. An update focused solely on farming is great for players who enjoy that aspect of the game the most, but isn't going to thrill the players who don't care about farming at all or would otherwise have preferred to see some other features get some love. The thing I find baffling about this statement, is that...it's not exactly hard to go out and forage the wild bushes while waiting on the cultivated ones to mature. If the player is playing with the map, they can easily mark the locations of wild bushes down to make later foraging very easy(which is what I've been doing). 1. I would actually disagree here, and say that gathering is affected just a bit. Struggling bushes might have one less unit of berries, while healthy bushes seem to be the standard as before. The bigger factor, I think, is the bush traits. "Shy Bearer" results in -15% yield, while "Heavy Bearer" results in +15%, which is the equivalent of harvesting the bush as a Blackguard/Tailor or Malefactor respectively, if one has no foraging traits. In any case, I don't think that's too much to worry about when it comes to the start of the game. The bigger factor is just the player getting used to what the new bushes look like, which is just a temporary issue. 2. Just because a brand new player doesn't understand the relevance of something doesn't mean that thing is bad. I'd prefer cuttings stack as well, in some ways, but outside of something like Minecraft's bundle I don't see a way to feasibly do that. I certainly don't want RNG traits, nor do I want to see plain bushes everywhere like before as that is less interesting. What I would like to see is the traits listed on the cutting item, since right now I think it just displays a plain cutting and doesn't list the cutting traits(I should probably report that on Github, if it's not been reported yet). 3. I don't think this is a problem because new players are, well, new. They're inexperienced, so of course they're going to make mistakes and try out logic that works in other games but doesn't in Vintage Story(like punching trees). And that is perfectly OK. The worst that will happen in this case is the new player will break a berry bush expecting to pick it up(or just to see what happens) and figure out what happens. In which case, they'll be heading to the handbook, wiki, or forums to figure out how to cultivate berry bushes. There, I tried. Overall I see it as an example of how new mechanics might look in the game, or how old mechanics(like fruit trees, which the devs seem to want to make more similar to berry bushes regarding cultivation) might be polished from their original states. I also think it's a change that's similar to the fireclay changes that happened there a while back, in that it's a change that's controversial at first and may not make the most sense, but once the player has played around with it then the reasoning "why" starts to click. That's not to say that everyone's going to like the changes either, just that I think it's a change that will generate a lot of kneejerk reactions before the playerbase really figures it out. The more baffling part to me is that more farming complexity and options are a fairly common type of suggestion, so I don't quite understand why the bush rework is getting so much heat. Yes, it's different than what existed before and will take some getting used to, but from what I've seen of it it's not at all been turned into this horribly tedious task that requires players to babysit their crops(which is a criticism I've leveled against many farming ideas in Suggestions), nor has it really changed the early game to the point that players are going to struggle too much to find food and starve.
  9. In fairness, those two are drastically different kinds of plants than simple berry bushes. Tomatoes one could probably get away with just copy/pasting the standard crop code, however, I think it would be better to add those once bellpeppers are properly working(in which case it would also be ideal to add similar multi-yield crops like peas, beans, eggplant, etc). Grape vines can be propagated via cuttings, I think, but they are climbing vines rather than bushes and needs proper support to grow, which is more complicated to code, I'd wager, than a bush block. Basically, those are things I'd expect to see at some point in the future, but not necessarily right now. I will also note there are other berries(like cloudberries and raspberries) that are in the files but not yet added properly to the game, I think due to the assets not yet being finished.
  10. Oh the happiness. My friend and I wanted olivine on our last world but couldn't find any. It's a handy thing to have access to later in the game. Also, welcome to the forums and the game! Surface copper can be hard to spot, so while I would say it's probably just a lack of experience, some world seeds are just lacking when it comes to easy-to-find surface deposits. If you are playing on Homo Sapiens or Wilderness Survival it will also be harder to find surface copper since the frequency of the deposits is turned down, however, I doubt either difficulty is the problem here since most new players will start on Standard or Exploration. When it comes to rock types that copper can form in, to my knowledge it's all except bauxite(which is bright orange), so you should be able to find it most anywhere. Slowing to a walk instead of sprinting everywhere can help you spot details you might otherwise miss. Likewise, gravel plains and deserts are prime spots to look for surface deposits, since there is very little vegetation to block your view of ore bits and threats. Worst case scenario, you can pan for a pickaxe, hammer, and prospecting pick, and then prospect for a deep copper deposit(this is basically what I'm doing in my current world). Those are relatively common finds, and while it does take a bit more work and risk to extract that ore, it can be a decent way to advance without just restarting the world. Simply find a good dig site, sink a vertical shaft with ladders and use the node search every so often to pinpoint the location of the copper deposit. If you have access to traders, also keep in mind that some of them will sell pickaxes, so if you want to do some bartering that can be a great way to get an early bronze pick.
  11. The same way it always has: product quality. There's no reason to buy RPG #1 if it offers almost the exact kind of thing that RPG #2 offers, however, if RPG #1 has a well-written story or good performance and RPG #2 does not, well, guess which game customers are more likely to buy. Likewise, while graphics aren't everything, they do make a difference, so a game with gorgeous modern graphics that performs well on the code side and has well-designed story/mechanics will probably be more attractive than a retro game that has limits on what resources it has to work with. I think the main problem with a lot of modern games is that they've become too much of a corporate product built to make money, rather than labors of love created by people making games they wanted to actually play themselves. There's nothing wrong with making money, mind you, but the problem of placing profit as the sole priority means that whoever is responsible for the game's development(that is, who actually funds it) is going to be very averse to taking risks and will prefer to stick to what's known to make money. Oftentimes, that means that there's no innovation or creativity, and games end up getting sequel after sequel with only superficial changes at best. When enough companies opt to play it safe, it also means that games end up very similar to each other, since they're all using the safest designs possible in an attempt to maximize profit. That, plus lack of competition can also easily lead to companies cutting corners and offering customers inferior products for more money, much like a beloved restaurant turning to prepackaged frozen food rather than fresh made in-house. That being said, when markets start stagnating like that, that's the prime time for new talent to come onto the scene, and that's primarily why so many indie devs are doing quite well today while a lot of the old iconic names are struggling to stay relevant.
  12. I like the rework as well--the berry bushes feel more like actual plants now instead of just generic leafy blocks that also happen to produce fruit. The traits and bush health I'm finding especially interesting though. A trait like "Heavy Bearer" will increase yield by 15%, which equates to an extra berry or two. Same for bush health--healthier bushes will produce a couple extra berries and more sickly bushes will really only produce a couple berries at most. Now it's easy to look at that and go "oh, what's the big deal? A couple extra berries just for one bush just isn't worth the effort". If bushes were solitary plants then that might be true. However, berry bushes aren't supposed to be solitary plants; they naturally occur in patches, and the player is supposed to plant a large patch of them at base if cultivating them. So a few extra berries per bush adds up quite quickly, especially for classes like Malefactor that have a gathering bonus, or classes like Blackguard and Tailor who have penalties to gathering. I love finding the healthier, heavier-bearing bushes as a Blackguard, because it's just so very satisfying to pick a large handful of berries off a single bush rather than only get a few berries. As for the fertilizer requirement, I'm not worried about that, especially with Tyron's comment: Bonemeal is something that is just so easy to come by, but doesn't have much of a use otherwise. So it's quite nice to have something to do with all those bones now. From the sounds of it, it's not something that needs to be done often at all either, and if the world is played long enough it also sounds like something the player will eventually be able to ignore entirely.
  13. Could also perhaps let Tailor start with clothing in better condition, as well as let their clothing take longer to degrade than other classes. The former isn't terribly useful on the Standard temperate start, however, it does give some interesting niche on colder worlds or worlds where the player's temperature tolerance has been changed to something higher than 0C. As for the latter, the sewing kit already allows Tailor to repair a bit more efficiently, however, it stands to reason that they'd be very good about not tearing up their clothes to begin with. That could also be the reason they're less effective at harvesting--it's not just a lack of skill, they're being extremely careful so they don't get all dirty!
  14. Depends on how easy the bug-swatting process goes. The trailer's up on YouTube so I would say maybe a couple weeks, but quite a lot of changes are getting added with 1.22 and there's a lot of bugs that need fixing, so it could be longer.
  15. Here you go:
  16. Maybe it's a case of: Anyone can do it once, but it takes knowledge and skill to repeat the endeavor with a consistently good outcome. At a glance it seems like it would be okay, but I think that it might overall make Tailor more unattractive than it already is. The reason I say that is that in the case of singleplayer, class-exclusives aren't a big deal since the player can just turn off the class-exclusive recipes and craft whatever they would like. In multiplayer, having fancy class-exclusive clothes and access to the best clothing repair is what helps give Tailor a niche, since class-exclusive recipes are more likely to be enabled in multiplayer for encouraging more cooperative play. That way, everyone can stay clothed, but if they want to look their best they'll want to visit their friendly neighborhood tailor. However, if anyone could craft the clothes if they buy a sewing kit, then sewing kits are all the Tailor will be able to really trade. And it would likely have to be rather cheap at that, given that NPC traders sell sewing kits for a rather cheap price. From a logic standpoint though, the problem I see here is that the fancier clothes should take a lot of special skill to craft--skills that only a Tailor is going to have. It's pretty hard to picture a class like Blackguard, which is distinctly described as being unsuited for delicate work, doing any kind of embroidery or sewing any kind of simple form-fitting outfit, let alone something really fancy.
  17. Speaking of rapids...they do make very fun waterslides, if you manage to find one with the right setup.
  18. I think in terms of backwards compatibility, I think this is where creative mod is a rather useful tool for helping update older worlds in an easier, less risky fashion than trying to regenerate a lot of chunks. For something like rapids, placing the source manually at a spot that looks like rapids would naturally occur or otherwise replacing a regular pre-existing waterstream with rapids is a convenient way to adjust an older world without feeling too cheaty. I wouldn't mind having a granite world again like my last one. That being said, I'd like to use andesite for its blue color, but peridoite would make an interesting start. I wouldn't mind having access to slate either. Am I likely to get those things? Eh...probably not, but one can always hope.
  19. It depends on who you ask. Overall it's still buggy, but that's to be expected from unstable releases. So far I quite like the changes, and it feels stable enough to boot a new world and play around without much crashing, needing to cheat items due to recipe conflicts, or other strange behavior in general. I wouldn't recommend playing a cherished world on the current RC though--wait until stable for that, or at least make a backup of the world first in case something breaks(which given what other users are posting it does seem that things break at the moment). Kind of? I haven't noticed any huge issues regarding world gen, however, the safest option will be waiting until a stable release before starting a new long-term world. While worlds made in RCs might upgrade to stable just fine, it's also possible there might be tweaks and adjustments that you might want to take advantage of from the very start of a new save file. In other words, your mileage will vary. My current strategy is just playing around with a fresh world now for the RC, before starting a fresh long-term world once the stable version is released.
  20. Clay Strikes Again Now we all know by now that clay, if indeed clay were a person, would be a shifty individual. The type that everyone knows and sees frequently around town, but is never actually able to be found when needed, y'know? In any case, with the 1.22 rc launch, I did as usual and booted a new world to go play around with all the new goodies. World gen wasn't the best but wasn't the worst either, and the resource that was lacking this time...was clay. Okay, fine, not a big deal since I did find a deposit when initially scouting around, so while it's some distance from where I chose to set up base it's not exactly dire prospects. I dug some up, brought it back, got my first pit kilns going... ...and then it happened. I walked down the little hill I had built on and found a clay deposit.
  21. It's a bug: https://github.com/anegostudios/VintageStory-Issues/issues/8535
  22. Someone mentioned a system like Minecraft's bundle, in that the player could stack like items with like items up to the maximum stack size for that type of item. For example, stones stack up to 64, so instead of carrying around 4 different types of stones that each take up an inventory slot, the player could combine those stones into one slot, to a limit of 64 stones for that "bundle".
  23. LadyWYT

    Lasso

    Lassos, especially when used from horseback, tends to be something that came to prominence in America and Mexico during the days of the "Old West". Given that Vintage Story is set in the medieval period, it'd be a bit anachronistic, but I don't think it's entirely out of the realm of reason that someone could have figured out in the VS setting either. That being said, I wouldn't want to rope a bear--that's just asking for trouble. It would be interesting, but likely for the wrong reasons. It'd be fun for pranking friends, or perhaps PvP scenarios, but more than likely it would be used to troll on servers.
  24. Forum reputation? I think it's mainly just a collection of all reactions that one have received on their forum posts, possibly balanced against any moderator actions that have been taken, though I'm not sure on the latter. As for what it does...nothing, really. It's possible to look at what kind of reactions a user tends to get and how many reactions they have received versus how many posts they've made, and come to some general conclusions, but that's about it.
  25. Yes please! There are meadow-type areas already in the game, but I do think they could stand to have some bigger variants. I know the states of the Great Plains tend to get laughed at a lot for being so flat, however, to me that's also part of what makes them so interesting. There's nothing but grass or corn or other crops for miles and miles and miles.
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