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Everything posted by LadyWYT
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Welcome to the forums! This page describes the various options available when it comes to multiplayer hosting: https://www.vintagestory.at/selfhosting/ Which option fits best depends on what kind of experience you're after. I'm guessing the LAN option is what you'll most likely be interested in, but personally I would lean more towards a dedicated server if you're able to go that route. The latter reduces the workload of the machines you actually play the game on, and is probably also the better option if you have other friends that may want to join the game later.
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Welcome to the forums(and the game)! Generally when looking for ores, it's best to prospect a wide area(like, a 1000 block radius of spawn or so) and then sink a shaft at the most promising spot. If you're playing with surface tin enabled(which it's enabled by default on Standard/Exploration mode), you can find tin on the surface but it's very rare. Do keep in mind though that while tin(cassiterite) is the most common ore to make a bronze alloy with, you don't actually need tin bronze specifically save for making the pickaxe for the treasure hunter quest. There are two other bronze types that will serve just as well: bismuth bronze and black bronze. Bismuth bronze is an alloy of bismuth, zinc(sphalerite), and copper, while black bronze is an alloy of gold, silver, and copper. Also keep in mind that as long as you're playing with lore content enabled, you can acquire pickaxes and ores from certain traders. Survival Goods carries pickaxes, I think, while Commodities traders will sometimes have ore bits for sale.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Both Vintage Story and Project Glint are being built off the same game engine, which to my knowledge is something custom-built by Anego Studios. So it's easier to copy/paste code from one game to another, with a few tweaks to make sure that said code is integrated well, of course. What that means in terms of development choices though, I don't know. My best guess is that the devs could look at what concepts are working well in Project Glint, and then tweak them a bit to fit Vintage Story, and vice versa. Procedural dungeons and combat are a good example: to my knowledge, Project Glint is supposed to be much more of an RPG-dungeon crawler type game, so those are two important systems that will probably have development priority. Vintage Story is much more focused on exploration and homesteading, so it's more efficient to let the VS team focus on that and borrow from the PG team as needed. Same goes for potential survival mechanics and building in Project Glint--the VS team has done most of the heavy lifting there, so the PG team can take some of what works in VS and apply it to Project Glint. You never know. Mods are a great way to test various ideas, and it's not unheard of for the devs to integrate well-executed mod concepts, provided that said concepts fit the developer vision. For combat specifically though, I think complex combat is better left to mods in most cases, especially when it comes to PvP balancing. That in itself is a nightmare, as it seems there's always stuff that is "too strong", or "too weak", or "the meta is boring and needs to change". What stuff that is varies from player to player. Additionally, balancing the classes would be a nightmare, as what's ideal for PvP doesn't usually work well for what works in PvE content. Of the classes we have, currently there's only two that really work for PvP(in my opinion), and that is Blackguard and Hunter. PvP typically has more variety in terms of class choice, but if more PvP classes were added then what happens is the class list starts getting bloated, with classes that start feeling the same due to overlaps and classes that feel too underwhelming in standard gameplay since they're balanced exclusively for PvP. There's also the nightmare of balancing damage, as if melee is too strong then ranged players will complain, and vice versa. That's also an aspect that directly affects PvE as well, since if there's an option that's clearly better than the others(or perceived as such, anyway) then players will tend to pick that option. Aside from all the above, the other main reason I think mods are better suited for PvP stuff is that mods allow the server owners to tailor the PvP balance to their specific liking. One server can buff ranged damage if they think it's too weak, while another server can easily nerf ranged damage if they feel it's too strong. If a server wants to throw magic into the mix for a high fantasy setting, they can easily do that while servers that prefer a more realistic approach could focus on historical arms/armament and balancing. Basically with mods, everyone can have what they want, as long as they're willing to do a little extra legwork with the initial setup. I wouldn't be opposed to this, as it does feel just a little too easy to throw yourself into reverse. I don't know that I'd want momentum based movement explicitly though, as I like being able to stop on a dime if I'm about to fall in a hole. But slowing down backwards movement feels fitting, and it's not a change that I would expect to hurt building at all. In creative mode, the restriction could be lifted, but in survival it would help prevent the player from backing up too quickly and falling off their build as a result. If you've not tried it, I would recommend taking a look at the Vigor mod. Essentially, it adds a proper "stamina" bar to the game, which limits the duration that the player can sprint(better nutrition will increase stamina). Such a limit means that the player needs to be more careful about exactly when they choose to sprint, as low stamina at a critical moment can be deadly. It also gives much more value to having a mount, since the mount can run freely without such limits. It's another mechanic that I could easily see getting added to the vanilla game, since it adds quite a lot of nuance without actually changing too much. -
I'm not going to say you're exactly wrong, as I've not really tested the theory myself, but I don't get the impression that it's correct based on my storm experience. The enemy spawns seem more tied to the strength of the storm itself, as light storms will spawn fewer and heavy storms will spawn more. Storm strength doesn't really seem correlated to enemy strength though, as high tier enemies will still spawn regardless. Stability level I think operates in a similar fashion, in that once it drops low enough monsters will start spawning nearby, but it doesn't seem to affect what strength of monsters will spawn. In any case, the main reason I don't think it's a way to game the system during a storm, is that it takes a while for stability to drop that low, while it's incredibly easy to restore a good chunk of that stability by killing a single nightmare level monster. At best, you're looking at killing maybe 2-3 monsters per storm, which is going to result in much less loot than you would have gotten just by seeing how high you can make the kill counter go. I've not tackled a storm underground, but I've dealt with stability low enough to spawn monsters. It's all fun and games until a trio of nightmare drifters spawn in the tunnel to block the way out. On the surface it wouldn't be much of a concern, but that lack of movement is the real killer.
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I'm with @Bruno Willis on this one: it's an idea more appropriate for natural storms or creeks/riverbanks rather than temporal storms. As for resource issues in multiplayer...my general opinion is that resources will always be an issue when it comes to big servers. If there is a convenient option, players will almost always take it without hesitation. You know what, I like it. It fits what we've seen of Rust world breaches in reality, and stuff like rusty gears, metal spikes, and scrap metal is still useful without being too useful, if you get my drift. Rusty gears are always useful for buying stuff, and metal spikes can serve as rudimentary traps. Scrap metal can make dye, scrap weapons, and scrap bombs, and if there was some crude scrap armor the player could fashion that could be yet another early game niche. Pair that with the suggestion @MKMoose made about there being a collectible resource before/after the temporal storms hit, and I think it's an idea that works very well without changing too much about the storms themselves, while getting more use out of existing game assets.
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As a general rule, most content creators are going to be after views, but there are some out there that just do whatever they want without worrying about views. In regards to chasing views...there are some things that one would think would be common sense, but simply playing a popular game isn't enough to pull in viewers. The creator in question needs to be interesting to watch, as well as have a relatively high quality video/audio at minimum, especially since the media outlets are so saturated with various creators to watch. That being said, a creator can basically do everything right, and still lose thanks to whatever algorithms are governing what videos/stream actually show up in search results. I'm not saying that's happening, of course, just that it's something to consider. But I do agree with @Thorfinn and @Teh Pizza Lady, it's not unusual at all for content creators to play games that they can easily excel at, or even edit the footage/stage gameplay to make themselves look more skilled than they actually are. I don't have a grove or an arena, but I have been mulling over similar concepts of late when it comes to base design. I'm not really one for building traps or exploiting the enemy AI too much, as to me that feels too cheap to be fun, but I have been in some situations that, while they didn't end in disaster, didn't go all that well due to how I designed my buildings. It's a very good idea to have two different entry points, since having just one is just asking for a pile of monsters to loiter. Having some decorative trees and statues can provide cover from bowtorn, while having alleyways and overhangs can help trip up whatever is trying to chase you. Likewise, having some arrow slits or other ranged vantage points is good for softening up enemies from a distance. As a side note, I've also noticed that while enemies are capable of climbing up ladders, they don't seem to understand how to climb down.
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Fair, but I'm looking at from the perspective of, if you dangle a juicy benefit in front of the player, they're going to chase it, especially if it's something that gets perceived as the most optimal way to play. The scenario that therefore unfolds in my mind is that players will take a look at the damage boost that extra muscle gives, strive for it, and then get aggravated when they find out the drawbacks to acquiring/maintaining it. Extra health and inventory space also serve as prime bait. The increased hunger rate is one example I would pick from the drawback. While it doesn't feel exceptionally unreasonable to me, to my knowledge many people will avoid playing the Blackguard class purely due to the increased hunger drain, and that drawback is a much smaller penalty in contrast. In any case, that's mainly why I say it's a great idea for a mod, but probably wouldn't make for a good addition to the base game. I will note that size doesn't always equate to slow movements or slow acceleration. Some of the most dangerous opponents are the big individuals with fast reflexes. In any case, for this particular idea to work, the entire movement system would need to be reworked in order to account for player momentum.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Agreed. The only thing I would add here is that the falx should remain the prime choice for monster fighting, as it's specifically described as designed to battle the unnatural(which normal weapons fail to do well). The autoloot feature gives it a good advantage in that regard. Maybe. There's somewhat of a framework for that kind of thing in place, since fire will do fire damage and stones count as blunt damage, but I'm not sure that damage type is actually accounted for in the damage calculations. The main drawback I see to a system like this is that it can easily turn the combat system from one that's easy to jump right into and start having fun, to one that requires the player to study intently if they want to actually see any success in combat. Personally, I enjoy the rock/paper/scissors challenge of different damage types, however, when it comes to what should be vanilla I'd prefer the simpler system. My reasoning for that choice is that with the simpler system, it's much easier for new players(or players that took an extended break) to jump right into the game and have decent success handling themselves on that front, without needing to look up guides or exhaustively study the handbook weighing their different weapon/armor choices. That doesn't mean that combat should be easy, but rather that the handbook studying should be left to other gameplay loops. I think if nothing else, rather than different damage types, you could probably utilize a status effect system and just allow different weapons to inflict different effects instead. For example, swords could have a chance to inflict bleeding wounds, while a blunt weapon is more likely to break bones or stun an opponent. Armor like gambeson could protect from bleed effects only, while plate could resist bleeds as well as broken bones/stuns(making it a more attractive choice in spite of its drawbacks). The overall combat remains fairly simple, while still adding some nuance to weapon and armor choices. -
Maybe, but I do think that several players are more capable of surviving the storms than they might realize. Just my opinion here, but I suspect that some players just look at whatever they perceive the meta to be, and then copy that instead of trying out new things/playing the game in a way they enjoy. I also don't view hiding as an entirely bad thing. Avoiding combat that one isn't equipped for is smart, as is making sure that there's a clear line of retreat in case the fight takes a turn for the worse. Vintage Story is very much a game where it's quite easy for the player to bite off more than they can chew, whereas other games tend to either warn the player of such scenarios beforehand or otherwise have guardrails to prevent players from getting into those scenarios before they're ready.
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For better context, the key to survival in VS combat is knowing your limits and keeping an eye on your health. My general strategy for temporal storms is to never fight unless I have tier 2 equipment, minimum, though tier 3+ is definitely preferred. I make sure that I have food and healing items available indoors, so I can step inside as needed to eat and heal. Aside from that, it's just a matter of keeping an eye on my health and retreating to safety when it starts falling into the 25-50%(also depends on what kind of armor I have), as well as ensuring I don't stray too far from base. The general results are some loot at the storm's end, as well as having fun seeing how many monsters I can kill. Once in a while I do miscalculate and die, but it's not very often. The last time it happened I got jumped by three high tier shivers on my doorstep before I could scramble inside. Obviously, this isn't going to be everyone's cup of tea, but to each their own.
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My friend can, as we often play together. I would wager that most forum veterans have accomplished it at least once, and players who are inclined toward combat probably manage it just fine if they choose to fight. Now if you're asking for specific examples from content creators on social media, those you are not going to get from me, as I don't watch that kind of content save for once in a blue moon. For the most part, I prefer to play the game myself, not watch other people play it for me. The occasional video I do watch is going to be from a creator/series that is focused on building, so there's obviously not going to be a focus on combat. What content is included in the video also depends heavily on what happened during recording; there's a lot that gets cut from the final edit, as while it might have been fun gameplay it's not really entertaining to watch.
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There is also just going out and fighting--no cheese or exploits needed. I do this frequently, and the general difficulty I play is Standard. As long as the player has appropriate gear and decent skill, they shouldn't be dying. When seriously wounded, that is the time the player needs to step inside and heal themselves, before continuing to fight, or just remain indoors in safety if they cannot heal for some reason. If the player keeps trying to fight in the storm despite being at low health, then whatever happens is on them.
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Talior lacks class identity a plea from the heart
LadyWYT replied to runnybabbit's topic in Suggestions
I mean...I love my fishies, but I don't want to smell like them! -
Welcome to the forums! Vintage Story runs very well on a variety of hardware, and if you're playing on something better than an absolute potato that should cut down on performance issues. If you're playing with mods those are the first thing to check when it comes to performance issues, but otherwise it's difficult to say for sure what could be causing the problem. Unfortunately, AMD hardware seems to be a common denominator when it comes to problems like these, but the exact root of the problem and the solutions all seem to differ from user to user. The best I can say is outside of checking things like drivers and background programs, keep an eye on what you're doing in the game to see if there's any kind of consistency to when the frame drops happen. If you can figure out a pattern it's much easier to track down the exact problem. Aside from that, you might consider submitting a bug report to the Github bug tracker, especially if you are getting crash logs.
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I proposed something similar to this quite some time ago, though in many ways it was more just idle rambling and tinkering with the idea than anything super serious. Rather than making some special resource though, the idea was to allow players to freely scavenge current storm loot immediately after a temporal storm has passed, albeit at a much lower drop rate than if they had fought monsters during the storm. That way more cautious players could ease themselves into dealing with the storms, without the need to just jump right in and fight. Or they could otherwise just play with storms turned on for the atmosphere, without feeling like they're missing out by not fighting. You can find the entire writeup here: Agreed, though I would also add that I would rather see the current special drops have more uses developed for them and see how that affects the overall balance, before worrying about adding special new drops. I think one of the main reasons that current storms feel disappointing in regards to loot, is that there's really not much you can do with the loot. Flax is more easily had via farming, and rusty gears are more easily acquired via trade or spelunking. Temporal gears and Jonas parts are the main attraction, since storms are the most efficient way to acquire these, but there's little use for the stuff outside of resetting your spawn point or building a couple of devices.
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Talior lacks class identity a plea from the heart
LadyWYT replied to runnybabbit's topic in Suggestions
You could probably also vary NPC reactions a bit, in that sketchier NPCs would react more favorably to attire like the Malefactor gear or Rotwalker set. I mean...now I want a laundry mechanic where clothing can get dirty and bloodstained, depending on what you've been doing. If you don't launder your clothes every so often, they'll not only negatively impact your charisma, but they'll increase your chances of getting detected by wildlife and monsters. Or possibly decrease your chances of getting detected by monsters, given that blood can have a pungent metallic scent and the monsters are described to have strange metallic scents themselves. In that case, Tailor could have a bonus to laundering clothing, perhaps doing the task much faster than other classes. I don't know if the devs will add one or not, but it seems plausible given that none of the current classes have a bonus to healing, and there are at least a few options that would befit a healer. I would expect herbalism and status effects to be added first though, as the current healing system is too basic to warrant a proper healer class. Having toyed a bit with it myself, it's relatively easy to do, but it also depends on what exactly you're trying to accomplish with the class. Tweaking vanilla classes tends to be easier than building a class from scratch, but given the sheer number of custom class mods that exist on the database I would say that building a class from scratch isn't the most complicated thing either. The real trick though, in my opinion, is balancing the class properly against the other options available. If the class is too strong then it becomes the default pick for everyone, even if they don't really enjoy the class. Too weak, and players will avoid picking the class because it has nothing to offer. Likewise, if the class has too much overlap with other classes, it can easily fall to the wayside simply because the other classes end up doing the same tasks but more efficiently. -
The half blocks I believe are meant to be used to easily add trims and overhangs to roofs or otherwise add decorative trim to architecture, without needing to use entire blocks to get the effect. Like most blocks in the game though, they could be repurposed for whatever the player decides to use them for.
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Talior lacks class identity a plea from the heart
LadyWYT replied to runnybabbit's topic in Suggestions
Possibly, but this is something better suited for an herbalist, monk, barber-surgeon, or other class focused primarily on medical supplies. Knowing how to turn fabric into fine clothing isn't quite the same as knowing how to efficiently bandage wounds either. Personally, I think a buff to trading would be a better fit, since while Tailors aren't suited to surviving in the wilderness, their refined manners would definitely help them secure better prices. I like this idea too, though I would take it a step further and suggest that perhaps Tailors could also stitch fur linings into certain clothing items to make them warmer as well. That gives them some more valuable survival utility(especially in multiplayer), while still remaining true to the class's limits. You could probably even include a "cobbler's kit" as a special craftable as well, that can be used on footwear to boost the durability or boost the player's walk speed while the footwear is in good condition. I know if you crank up the temperature tolerance, it starts being more of a concern since your character will start getting cold at temperatures below 60 F(around 16 C). Blackguard has the roughest time, since the only clothing they have to actually keep them warm at the start is their shirt, pants, and shoes. If nothing else, the NPC dialogue could change depending on what the player is wearing. Fancy clothes that are in good condition will result in more compliments, while dressing like a beggar will result in more dismissive remarks and may potentially cause some NPCs(like luxury merchants) to refuse to trade with you at all. Dressing like a scoundrel or brute(Rotwalker, Malefactor, or Blackguard attire) could easily result in NPCs being suspicious of the player's intentions and thus treating them more cautiously. I suspect that the status effect system will change quite a lot of what players currently take for granted. It's one thing to jump off a cliff and sacrifice some health for a quick, convenient way down, but it's quite another if you could break a leg in the process and need to wait a few days for the injury to heal. Overall, I think it's fine if Tailor remains at a disadvantage when it comes to pure survival--it is meant to be more of a challenge class, after all. It's also nice to have a class option where you become a "fish out of water", so to speak. It shouldn't struggle more than it does as the class needs to be enjoyable to play, but I don't think it should really be at the same level as other classes when it comes to survival buffs as then it loses its identity. Regarding multiplayer, I've heard it said that Tailor is the class everyone wants as a friend, but no one wants to play. I'm not sure how true that is, but I suspect it depends a lot on the server rules. -
It's a bit more than that, for those who are wondering: Link to the comment for those that missed it, because I don't want to just copy/paste the entire lore dive again.
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I don't recall seeing this one suggested before, or at least, not quite in this fashion. The usual solution I see for "kill more monsters" is "make the storm shorter". I'm not sure it really fits the lore all that well as I'm not sure that the Rust really cares about the player's existence, and the player themselves doesn't fit the "chosen one" trope as much as they're fitting a classic "common folk go on a hero's journey" setup. That being said though, it's not a concept that couldn't be fitted in either. I think the main advantage is just on the gameplay side of it, in that it allows the storms to attune to the player's aggression, so that aggressive players will have more to fight(and more loot) while more passive players can enjoy the ambience but not really worry about the fighting. The main weakness I see in the design is that if the player is intending to leave home for an extended time, the optimal strategy becomes to sit and do nothing for one storm before leaving in order to ensure they don't get caught in a serious storm while traveling. The main flaw I see here(apologies if I'm repeating myself, as at this point I've lost track of which temporal thread is which) is that if the storms can beneficially rewind time like this, they should also be able to do the opposite, especially since they're portrayed as distinctly negative cataclysmic events. Honestly, it's not a solution I'm in favor of, since it's likely to encourage players to become reliant on storms to speed up processes like crops, steel, and leatherworking, and lead to complaints about the RNG as well as lost progress due to forces beyond the player's control. From a lore standpoint, aside from temporal storms being written as a clearly bad thing, I don't think it's ideal to go writing beneficial effects into them as that reduces incentive to try to fix whatever's causing them, both for the player and the denizens of the world at large. Potential spoilers here, but it's also worth noting that:
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Yes. Most of the time the forums are fine, but there are certain aspects of the game that are quite divisive. Temporal storms and instability are one of them, with combat being a close second.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
I'm pretty sure that already exists, given a certain tale told in the funny story thread by @ifoz. For bears, I'd wager they could add behavior similar to how Red Dead 2 handled it: player inaction qualifies as asserting dominance and the bear will just leave. Most players, when they see a bear in a videogame(and the bear is clearly being aggressive), will panic and either attack or run, since generally enemies are coded to fight the player and nothing else. As a result, the bear will still pose a significant threat in most cases, but it does give the player an alternative to use, if they are aware that it exists. Prey animals...I dunno, those feel like they're in a weird spot. I don't think the player should be able to one shot larger animals, as that makes acquiring certain resources too easy and reduces incentive for acquiring livestock, but neither should the prey animals be too aggressive either. Overall, I think the prey animals(like sheep and pigs) should try a little harder to avoid the player, with the potential to get more aggressive if the player insists on getting too close. Currently, it's very easy to just walk right up to them and bonk them over the head for an easy meal. -
Not to mention that abruptly removing features that were clearly marketed as a core part of the game is a pretty good way to get sued for false advertising, as well as producing lots of unhappy players and massively eroding customer trust in general.
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You need to use fire clay to make one; otherwise, you make it the same as any other clay item, except without needing to fire it before using. Just plop down some fireclay and select the correct recipe. Do note that you will need around a stack and a half of fireclay to make a clay oven. You can find deposits of fireclay in bauxite biomes, or sometimes under black coal/anthracite seams, and occasionally scavenge it from cracked vessels as well. However, it's much easier to calcinate flint, grind it into powder, and then add the flint powder to red or blue clay to create fire clay.