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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. That's the main flaw of Discord, in my opinion. In my experience the forum moderation is quite good, and while there are definitely heated scuffles from time to time the moderators will typically let users sort things out themselves(if possible) and only step in when absolutely needed. Discord...I'm not going to say it can't or doesn't work, but the problem there is that users can bypass Anego moderation and report straight to Discord itself, in which case you're going to be at the mercy of Discord moderation.
  2. I wasn't defending their position. I was simply rambling about why some bugs get fixed faster than others, and you happened to have a reasonable statement to reply to.
  3. Honestly, the easiest solution here is to just make temporal storms drain more temporal stability than they do currently. The player should still have the option of hiding in light storms, since they are most likely still early in the game when these occur and thus not equipped to deal with them. Medium storms, however, could leave the player almost fully drained of stability, while heavy storms could drain stability entirely and thus force the player to either kill monsters to restore it, sacrifice temporal gears to restore it, or die. I will also note that this is a somewhat harsh solution, so it may not be the most ideal one to implement. I would drifters and shivers are both more than capable of breaking down doors, though I don't think either is really smart enough to open them. The best counter here, I feel, is to just enable the player to install a door bar to fortify the entrance and stop monsters from being able to break in(assuming the player actually remembered to bar the door). Gonna have to disagree here. Chiseled blocks are the primary concern, given that no player wants to lose hours of chiselwork. Exempting chiseled blocks, however, makes it very easy to game such a system. Same problem with limiting the blocks that enemies can break--players will just stop building with those blocks so their stuff stops getting trashed. As for fences...it's not a good idea to let monsters destroy these, since that would logically enable precious livestock to easily escape or otherwise be harmed. Base maintenance in general...I'm not entirely against it, but I'm also not generally for it either. There's a time and place for such things, but I don't want to end up spending the majority of my time just fixing everything that is broken/trying to break down. Do keep in mind that completing the main story does require the player to spend a decent amount of time away from home, so maintenance that is too demanding is going to end up discouraging such travels. I'd be more in favor of having the chances of special spawns increased the more normal monsters the player kills during a storm. That way, the player can have some control over how many chances at "the good loot" they get, and rely a little less on RNG. As it stands now, it's not unusual to have no special spawns during a storm. Of course, to make sure that players don't cheese this by building an automatic monster killer, the player themselves needs to be credited for the kill in order for it to count toward a special spawn. No last hit from a player? The kill doesn't count.
  4. Out of curiosity, have you tried playing around with the game's graphical settings? By default they are set to High quality, but they can be turned up further. Do keep in mind though that the higher you crank up the graphics, the beefier your computer will need to be in order to handle it. For the record, graphics alone do not a game make. There are plenty of games that have pretty visuals but don't retain players. Likewise, there are plenty of games that have "bad" visuals but are very popular. With all due respect...if you're suffering legitimate health issues from playing the game, you should see a doctor. It might just be a headache/something minor, but it could also easily be a symptom of something more serious.
  5. Strange. Do you have a different mouse that you could try, in case it's an issue with a specific mouse model?
  6. Welcome to the forums(and the game)! Very strange. You should just be able to left-click with a rock in your main hand to break away the voxels outlined in orange. Are you using any mods, particularly mods like Knapster? I seem to recall a few Knapster users encountering this sort of issue, but I could be mistaken. If it's the vanilla game though, I would try reinstalling, in case there's a file or two that somehow did not install correctly. Backup any cherished worlds in a separate folder before you go this route, of course. If the issue is still persisting in the vanilla game, then it's time to head over to the Github bug tracker and submit a report.
  7. I can't imagine why it wouldn't be a resolvable issue, though registering the wrong email would have to be something resolved on Anego's side of things, unless one wants to buy another copy of the game. As for users not posting updates to their initial problems...honestly that's not terribly unusual. It doesn't mean that there was no resolution, just that the OP didn't bother to post any updates to the thread.
  8. Welcome to the forums! I'm thinking this is likely your culprit. Since you mentioned it was an issue with playing on a server, I'd recommend cleaning out the mod folder for that server so your client can download a fresh copy of the modlist, and see if that fixes the issue. Otherwise, it's likely an issue with the modlist itself, and the problem mod will need to be removed until the mod itself is fixed.
  9. *starts to argue* Well..well okay then, that's actually a reasonable suggestion, when put that way.
  10. This is just my experience, but once I acquire iron equipment I just don my armor and go run around like a maniac outside killing whatever monsters I can catch. Depending on how much damage I sustain in the process, I may duck back inside a couple of times to heal, or eat in the event that I'm not carrying any pie or a bowl of stew. For full context, I play Blackguard at Standard difficulty settings. If I don't have the equipment to be fighting in the storm, I'll be lounging around indoors either working on something that can be done indoors, or potentially just sitting there watching a video/browsing the web, etc(perks of a second monitor). Of course, if I don't feel like fighting in that storm, I'll also happily employ the same strategy. Definitely agree on the shivers being the most serious threat. Even tier 2 is no joke. They're tanky and fast with a decent attack, and have more unpredictable behavior than drifters or bowtorn. None of these comments are complaints, by the way; I do feel like they're a fair opponent. This tracks with my own general experience as well. I tend to have a rougher time underground due to the cramped spaces, and the fact that things worse than shivers and bowtorn can be found there.
  11. Overall, I think a combination of both is ideal. The player shouldn't be able to just trap wild animals and turn them into completely domesticated farm animals, but the wild animals also shouldn't just remain as wild as the day they were caught either. I think the framework of such a system is starting to be put in place with the new elk taming mechanic, in that the player can perhaps trap the baby animal in the wild and raise it to adulthood to get a semi-tame adult. To get fully tame domesticated animals though, the player will still need to breed at least a few generations of animal in order for the livestock to fully lose their fear(this also depends on the animal in question).
  12. Welcome to the forums(and the game)! Make sure that you're cooking the raw ingredients into stews, soups, or pies, as those are foods that will be more filling. Bushmeat can't be cooked into meals, but is still a decent early game food source once cooked. As for cooking redmeat into stew and sealing it into crocks for the winter...yes, storing food for the winter is important, but it's just as important to ensure that you don't starve while trying to prepare yourself. Unless you're playing Blackguard, you should be able to pick off rabbits with a single flint spear, provided your aim is decent. I would say perhaps focus a little more on hunting, and try to pen some chickens or pigs to use as livestock. Chickens can provide poultry as well as eggs, while pigs are a good source of redmeat and fat. Sheep and goats you'll want to acquire as well for dairy, but they're more difficult to catch and take longer to domesticate. Fish can't be farmed and aren't usually worth the effort of catching, but if there's a shallow pond stocked with several of them that's a protein source you shouldn't pass up if you really need the food. One thing to check is make sure you aren't wearing armor/holding items in your offhand slot unnecessarily. Holding an item in your offhand will automatically increase your hunger rate by 20%, while wearing armor will also increase hunger rate. If you're only in August, you still have plenty of time before winter arrives, which on the default temperate start tends to be around late October to early November. Do keep in mind that while crops won't grow during winter, it's still possible to acquire food via hunting and foraging certain mushrooms(or traveling far enough to forage in newly generated chunks). Certain traders like the agriculture trader will also sell food for a reasonable price, but that does require you to both have lore content enabled as well as rusty gears to pay for it. I'll also note that if you're really struggling with the hunger rate, you can adjust via the command /worldconfig playerHungerSpeed 1.0, with 1.0 being the default rate(make sure that you reload the world for the change to take effect). However, I would really only recommend tweaking it if you're struggling to the point of not having fun, and that doesn't seem to be the case here.
  13. Also worth noting that you should be able to turn any grain except flax into alcohol, which you can distill into aqua vitae. The yield isn't as efficient as wine, but still quite useful if you need aqua vitae specifically and/or just love planting huge fields of grain crops.
  14. I don't know how Thorfinn does it, but I do know that some players will make dough from flax/other grain and let that rot. Grain is, after all, easy to grow in large quantities, and dough rots rather quickly. For me, I get enough compost just by hunting and berry picking, as those are both activities that I greatly enjoy.
  15. I think it's also fair to note that some fixes will take longer than others simply because not all problems are equal. A fish causing the entire client to crash or an obvious exploit is going to be a higher priority than a bit of potential jank with the hotbar(honestly I've not noticed any issues here). Some issues, like texture glitches, receive fixes faster because in that case it's something that the art department can handle rather than the coding team. The fix also can't be worse than the original issue, which is a very real concern when it comes to hastily applied fixes.
  16. I wouldn't mind it being a mechanic, but I also don't think it's a priority at all for the reasons @Thorfinn mentioned.
  17. Welcome to the forums! If you dropped a basket on the ground and can't pick it up despite having free inventory slots, what's likely happened is that the basket was dropped while it was still holding items. In this case, you won't be able to pick the basket up unless you have a free backpack slot available. Mousing over a basket/bag slot will inform you of what it contains, allowing you to empty the basket/bag before dropping it. Once empty, you should be able to pick it up like a normal item.
  18. I think it's possible to set spawn inside the Archive, though I could be mistaken. I know that I reset my spawn inside a certain other story location, in spite of the chunk protections. I think you'll be okay, though I would have perhaps brought a shield to help block projectiles. The main thing to do is avoid getting slapped and, as ifoz noted, jump right before he does the ground slam in order to avoid getting launched. I will note though, that once the eidolon starts getting low on health he will start summoning locusts--at this point, focusing the boss is a priority, since focusing on the locusts is likely to get you killed. Only deal with the locusts if you absolutely have to. If you haven't been to the bell workshop, then you shouldn't be able to fight the eidolon. There is at least one item there that you will need in order to fix the machines and open the library door.
  19. A cookie for you, since what you listed is quite different than what usually turns up regarding the topic. If you've not tried it already, I highly recommend Temporal Symphony. That mod changes the text warnings into immersive visuals and sounds, which makes the storms much spookier in my opinion. The cues aren't easy to miss, but you do need to pay attention as there will be no text warning to check in the message box. https://mods.vintagestory.at/temporalsymphony You might give this mod a try then, though a quick look at the comments section will illustrate why this isn't a good change for the vanilla game: https://mods.vintagestory.at/show/mod/35820 Hiding isn't a very exciting option, however, it's the one that offers the best safety, and the player needs a safe option to choose if they so wish. The cost for that safety though is being limited to indoor tasks as one waits out the storm--one doesn't get something for nothing, after all. No. Some players have sensory issues and get ill from such effects, and currently struggle with the storms as a result so this definitely isn't a good change in that regard. I myself don't have those issues, however, I'm not keen on cranking up the visual glitching to the point I start getting headaches either. Like you already said, this one is too punishing, especially with how much effort livestock takes. I will note that it is possible to lose livestock from stray bowtorn shots or drifter rocks, but it's rare. It's mostly an issue with male animals, as they will pick a fight with whatever hit them. This is already a feature that renders the text unreadable for some players. Given how important communication is when playing multiplayer anyway, I don't think it's a good idea to cut off the communication in a scenario where it's quite critical. I'll also note that it's an effect that would be easily circumvented by just using Discord or a similar third-party program, and it's not really ideal for players to feel like they have to use a third-party program to communicate effectively in the game. Just quoting this part again for clarity, but personally I think the storms are mostly fine as they are and shouldn't be made easier or harder. They're there to serve as an unnatural disaster that the player needs to plan around, which makes for some interesting worldbuilding that helps Vintage Story stand out as something other than just another survival game. Obviously, it's also not a mechanic that everyone enjoys, hence the reason to turn off the storms or otherwise sleep through them. One change that I am in favor of though is making the storm cues more immersive, like what Temporal Symphony does. I will also note that Temporal Symphony also seems to be the most popular mod when it comes to temporal storms, no contest. A few other changes williams_482 noted here would also be good: Basically: 1. Give the player some better methods to track the storms, like increased rift activity when a storm is approaching or a craftable device to tell the time remaining until the next storm. Such a change would make it easier for the player to plan around the storms, especially if they haven't played that particular world in a while. 2. Limit monster spawns to a certain radius from the player. That makes the hiding option better, since players can more reliably avoid monsters by staying indoors, while also smoothing out storm combat by preventing the player from getting jumped by monsters should they choose to go out and fight(that is, they'll at least have a brief window to notice the approaching monsters). 3. Scale monster strength to the storm's strength. Light storms could be limited to tier 0-2 monsters, medium storms to tier 1-3, and heavy storms tier 3+. Special monsters like the double-headed drifter can spawn in any storm. Such a change would make the early storms more manageable for players who wish to fight, while making late game storms more lucrative since the stronger monsters have more consistent drops. One other change I'm in favor of, courtesy of @Bruno Willis and @MKMoose, is allowing scrap metal and a few rusty gears to be collected prior to/immediately after a temporal storm. It repurposes existing assets, while giving some useful loot options to more cautious players, without the loot being too useful. To help give more purpose to the scrap metal than just dye, bombs, and scrap weapons, I think scrap armor should also be added. Perhaps such equipment could give tier 2 protections, but at a low durability, making it useful but not so much that it will outperform bronze.
  20. If you're struggling on the default rate, you might consider turning it down to a value you find more enjoyable. You can do so with the command /worldconfig playerHungerSpeed 1.0, where 1.0 is the default value. Make sure that you reload the world for the change to take effect. Otherwise, I'd recommend hunting rabbits, pigs, or whatever other wildlife presents itself. As long as you're not a Blackguard, you should be able to dispatch a rabbit with a single flint spear, though you do need to have a good aim. Fish aren't terrible if you find a pond full of them, but otherwise you're likely going to burn more energy catching and cooking them(they will give more satiety when cooked) than you'll get from eating them(at least without proper fishing mechanics). Redmeat is much better, though even bushmeat is a better option compared to fish.
  21. Keeping the quotes brief to cut down on the novel writing here, but my general take on this is that not all cheese is bad. It depends heavily on developer intention versus what players actually do. The dirt pillar tactic is one cheese strategy that is still in the game, but I wouldn't really call it a "problem" due to the fact that it's somewhat risky due to the ranged enemies, requires the player to have some decent aim, and is only applicable in specific scenarios. Likewise, it's also a strategy that would be very difficult to patch out of the game due to how the game itself works regarding block placement. Blocking tunnels underground I view in a similar line; it's a strategy that has limited effectiveness, and can't really be patched out either. And before someone says "Oh, just make the monsters dig through blocks!", no, that's not really a very good option, and not just because it robs players of the ability to hide if they wish. The main problem is that chiseled blocks would need to be accounted for, and no one wants their chiselwork destroyed. However, if chiseled blocks(or other specific blocks) are excluded then all the player has to do is chisel everything or otherwise use a block that the monsters can't dig through. Therefore the "problem" never actually gets fixed. I think the key to balance here is to make sure that there are enough options the average player likes so that they're more likely to use those options instead of cheap tactics. In the event they decide they want to use cheap tactics, that's also okay too--in this case, the main concern is making sure the "cheese" isn't so effective that every player will automatically resort to those tactics. To cite the dirt pillar strategy again as an example: it works well for newer players or those who struggle with combat, but since it's not really that fun I don't get the impression that most players use it. I actually disagree here, to an extent. It's not uncommon for new player complaints to surface on the forums about one thing or another, and while sometimes they do have good points it's also not unusual for the complaint to be rooted in lack of awareness of certain gameplay features. I also suspect that many modern titles are balanced in such a way that the player is never really pushing their skill limits--everything thrown at them they can easily excel at regardless of what stage of the game that they're in. That's not really a bad thing, per say, but it's also very much not how Vintage Story is balanced. The game will quite happily throw the player into situations they can't quite manage until later in the game--temporal storms are a prime example. Love that Sid Meier quote. While I generally agree with it, I will note that there are limits to how much the devs can/should do when it comes to protecting players from themselves. As the saying goes "you can lead a horse to water, but you can't make it drink". From a design standpoint, you can give the player several options for how to approach the game, but you can't stop them from playing the meta every single time. I'm not saying there isn't room for improvement in the game, but I do think that many complaints are self-inflicted. Just throwing a note in here, but I don't think having only a few basic choices is necessarily bad. The key to that kind of design, in my opinion, is increasing the interactions between those choices. Minecraft's combat, ironically, feels like a good example of that, at least in my recent experience(which is limited to the update prior to the happy ghasts). There's not a lot of options up front, but there are some interactions between the choices that make them more interesting. The mace converts fall damage to extra damage, if you manage to hit the target, but what happens if you're shot with an arrow of slow-falling in the process and lose your momentum on the way down? In any case, that is one reason I'm partial to your shove suggestion. It's a very small thing, but has a lot of potential interaction with the stuff we already have available. Though I do think there are some enemies that should be immune to such knockback--mainly shivers, since in reality they're almost twice the size of the player. I think the complaints are aimed mainly at the bears, since they don't have any loud noises to announce their presence until they're in the process of attacking. Wolves are easier to notice since they frequently howl, so the player doesn't need to spot them in order to avoid them. The complaint about wolves, I think, tends to be rooted from newer players getting shocked that a "low level enemy" can kill them so fast. In my opinion, the pigs aren't nearly aggressive enough. Wild pigs are dangerous, and while they do try to avoid people they also have no qualms about trying to kill you if they decide you're too much of a threat. In the game though, they aren't aggressive unless there are piglets nearby, or the player has attacked one of them. They won't even run away if you approach them, unless they're critically injured, which makes them an easy meal most of the time.
  22. When You Don't Have a Spear... I was returning from a coal mining trip one sunny winter afternoon, when I noticed a magnificent buck bounding through the nearby forest. He had a very nice pair of antlers and of course the meat would be a welcome addition to the pantry as well. Not that the pantry is bare or anything, but Blackguard instincts are very strong when it comes to food. There was one problem though, and that was the distinct lack of spears. I had not yet acquired a bow and arrows, and since I was on a mining expedition I brought along only my trusty sword in addition to my pickaxe. The sole ranged option I did have...rocks. It only took a few tries to annoy the buck to the point of assault, at which time I simply employed my blade and had a nice rack of venison to take home for dinner.
  23. Welcome to the forums! In addition to what @Diff already said, I will note that having a mod enabled for both singleplayer and multiplayer can sometimes cause goofy behavior, though typically this is a rare occurrence. The time or two that it's happened to me it either crashed, or there were oddities with some of the textures. In those cases though, disabling the mod in my personal modlist or otherwise making sure that everything was the same version as the server's fixed the issue. Not really, aside from stripping everything out of the mod folder and sticking it somewhere else temporarily.
  24. Not really, although some spots will have more of these trees than others. In my experience, the Medi. cypress tends to be more of a decorative tree that only occasionally appears.
  25. In case of future occurrences, you might consider wearing a temporal gear amulet or Forlorn Hope talisman. Either one will emit a faint teal glow, which should be just enough to get you back to safety.
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