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Everything posted by LadyWYT
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Meadows - natural and artificial, for hay, fodder, herbalism and aesthetics
LadyWYT replied to MKMoose's topic in Suggestions
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. -
@Zane Mordien@MKMoose It looks like wild fruit trees might be able to fruit in the first year now, judging by the recent patch notes.
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I wouldn't say that item bloat is never a concern, but the devs do a pretty good job of optimizing the game so it's not something that I'm particularly worried about when they choose to add more options. As for searching things in the handbook, as far as I can tell the handbook is getting some more polish so that things should be easier to search for. How easy that is in actual practice I'm not entirely sure, but I've not had any issues aside from the standard bugs that come with unstable releases.
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I feel like I've seen this character before, I can't quite place her.
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Pretty much my same thoughts as well. I'm really looking forward to playing around with the bush traits and cultivation, as well as just excited about having some new berry options in general. I wouldn't say variety is a priority, but it is appreciated. I find the new smithing a lot more fun. It was okay before, but honestly...it got really tedious hammering out everything, even with a helve hammer. The new smithing can still be a bit tedious to me as well, but working the bellows and getting things just right for quenching/tempering breaks it up enough to help keep me focused longer. I keep forgetting the worms exist. I've been using bushmeat stinkbait myself. So far the fishing seems to work rather well, and the fish actually feel pretty rewarding to catch since they bite baited hooks rather quickly and yield quite a bit of meat. I also really like that there are special trophy catches, and that fish in general can soaked in borax and hung on the wall. The dev comment in question: Depends on what you mean by "old style", but I do intend to be using the basic small windmill as temporary starter power, or devoted power for things like querns/pulverizers. They're expensive, but useful for running a helve hammer 24/7 if you happen to have access to rapids. It's one of my favorite changes. The balance also feels pretty solid to me at the moment, but I won't really be shocked either if it gets some adjustments before stable. There are proper trader settlements--I've seen one. They are on the rare side though. I like the change too, but it feels like it might need some adjusting when it comes to cookpots. Cookpots that have several servings seem to take a bit more fuel now than they did before. It's not bad though, but it could be tweaked a bit. It's something I look forward to playing around with, but keep forgetting is now an option in the game. Pretty much. I had kind of wondered before why the fat wasn't prone to rotting like everything else, despite not being processed. I think fennel and licorice are meant to be more for stinkbait and less for meals. They can still be cooked into meals like other vegetables, they just aren't as filling. I think it depends on what color of clay you use. Red clay fires into the earthy orange color. Blue clay will fire into the original dark brown. Fire clay...I'm not sure, but if a player has access to fireclay they probably aren't using it for basic pottery.
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Welcome to the forums and game! You should be able to resmelt ingots as long as you break them down into nuggets with a chisel first. You can do so by combining the ingot with the chisel in the crafting grid.
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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
It'd also be cool if some of those events could potentially be journal entries. Then we lore nerds have even more goodies to go find, in a brand new fashion! It's also the kind of mechanic that could be repurposed for some story location, in that we could watch echoes of what happened there in the past. Kinda like the Avanchenzel or Labyrinthian questlines in Skyrim. -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
Please see the following(emphasis added). Only a few examples, but one cannot go out and fight in temporal storms on a regular basis or otherwise play with them turned on unless they interact with the storms at least a little bit. -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
I mean, I'm pretty sure that there were at least a couple other posters in the thread, aside from myself, that said they like temporal storms. I'm also pretty sure that we all agreed that temporal storms had room for improvement, but that's not the same thing as disliking a mechanic. It's possible to like things while also believing that said things could be better. -
I don't think this would be a good idea, though I can understand the logic behind such a thing...at least I think. It seems more likely to get the mod booted off the database due to being considered defective or potentially malicious. Otherwise, I think at best users will get confused when it crashes and just not bother with the mod, or otherwise assume it's a problem with the game and submit the crash report on Github.
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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
I think night vision goggles are best suited to exploring underground areas, so that the player can be holding a shield but still be able to see where they're going. That being said...I don't think the night vision device actually counts as a proper helmet, so...yeah... -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
Not to mention @Teh Pizza Lady's suggestion about letting traders warn the player about what temporal storms even are. I mean, it's pretty clear that the player just popped into existence and has no real clue what's going on or what the monsters even are aside from horrible things that crawl out of holes in the air. The traders are friendly, for the most part, so it would make sense they would drop an "Oh, it's not bad...not bad at all. Mind the monsters though. And the storms. You don't want to be a poor soul that gets caught out in the middle of one." About said story location... I don't think it's a good idea to add unique flora and fauna to stable/unstable areas, as that creates the problem of locking players out of that content if they disable temporal stability and whatnot. At best it would have to be something rather superficial, in which case...it's going to end up feeling rather disappointing. Personally, I prefer the more random distribution of flora and fauna as well, rather than having it be something influenced by temporal stability. That being said, one thing I wouldn't mind seeing in this regard is giving unstable surface areas a higher chance of having a procedural dungeon. That way such things are a little easier to find, as well as giving the player more reason to go poking around in unstable areas. Depending on what's in the dungeon, it could also help provide some reasoning as to why certain areas are the way they are(ie, somebody was sciencing too hard in that location before the world got scrambled). -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
My general point was that I think it's a good thing that Temporality Plus exists as a mod since it gives players more options, but since the changes it implements don't sound very fun I'm not at all inclined to say that what that mod implements would be good changes to make for the vanilla game. That's all. I'm skeptical about this, but it seems like it could maybe work given the lore that we have. That being said, I would keep the storms as a global condition, and let the local stability affect what kind of monsters can spawn in the area and how many can be present at once during the storm. In that case, stable areas could have relatively fewer monsters, and those that do spawn could be weaker. Unstable areas could have higher concentrations of monsters during storms, in addition to those monsters being more likely to be stronger as well. Basically, the player is still going to want to build their base in a stable location, but they might consider building an outpost in/traveling to an unstable area when a storm occurs in order to have better chances of encountering the special monsters. From an NPC standpoint, it also tracks with why they all live in fortified structures. Basic defenses might be fine for dealing with whatever crawls out of the typical rift, when rift activity occurs, but when a temporal storm rolls through everyone who's not capable of fighting needs a safe place to hide. -
Oh, what a cute little find!
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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
Oh okay. Yeah that makes a lot more sense. Even if the events are just cosmetic, like "ghosts" playing out certain past actions over and over, it would still make for something different than just "monster that wants to kill you". -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
No, that wasn't the mod I was thinking of. I think it was Temporal Tempest: https://mods.vintagestory.at/temporaltempest There's also "Temporal Storms Require a Fight" which does similar: https://mods.vintagestory.at/show/mod/36080 I can appreciate that a mod like Temporality Plus exists, but it changes too many things about temporal storms(and things unrelated to temporal mechanics) to be of much interest to me. The earlier half of the mod's comment section is also a good example of why adding monsters that go through walls and force players into combat isn't really the best of ideas. I think it would be interesting as a mod, but from a lore standpoint, the player should really be trying to figure out a way to fix whatever is causing the temporal storms to occur, not figuring out ways to make them worse. -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
Given that temporal storms are, essentially, the result of two separate realities trying to occupy the same space, I don't really think it makes sense to make them localized events. Or at the very least, it feels like a disservice to the mechanic. One thing I've been chewing on regarding the loot drops feeling underwhelming for combat: loot could potentially be turned up specifically for monsters killed during temporal storms. That way monsters in general remain the environmental hazards they are, but the player could get a nice haul of rusty gears and flax fibers at the least, and perhaps more Jonas parts as well, provided of course that they're willing to risk themselves by going out and fighting. In that case, players who play with storms turned on can get a bit more benefit in a balanced way, without players who prefer to play with storms turned off feeling like they're sabotaging themselves. I think Temporal Symphony could be taken a bit further, really. Instead of just one warning for an approaching storm, and another warning for an imminent storm, there really ought to be more periodic cues. It doesn't need to be too drastic, since too much salt ruins the dish so to speak, but the ground could stand to rumble and shake at least a couple more times before the storm actually hits. In that case it's also something that will disrupt whatever the player is doing and get their attention, without being too disruptive, if you get my meaning. There was a mod, I think, that tried to tie rift activity more to temporal storms, in that rift activity would be calmer post-storm and start to get worse as a storm approached. I want to say it also tried to tweak the spawns and storms so that monsters would only spawn from the rifts during temporal storms, and the player could shorten the storms to some extent by killing monsters. I don't know that I'm quite sold on either feature being the best solution, but they don't really strike me as bad ideas either. -
Are you using any mods, and if so, have you tried disabling the mods to ensure that vanilla works properly?
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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
I mean, this is why comments occasionally get made about Homo Sapiens mode feeling lackluster. It's a purely realistic survival experience, with absolutely no lore content, that makes it very clear in the description that the player is the only individual that has ever existed in this world. Thus, there won't be any trace of civilization to find, and the toughest enemy the player will ever have to face is whatever the biggest local wildlife is. Right now, that is bears, which are tier 2 enemies. Creatures like hippos and elephants could offer more threat, however, those creatures are also limited to specific climates. Likewise, the local wildlife isn't really going to have much interest in hunting down the player specifically, unless the player disturbs their personal space(which currently, wildlife is more aggressive than is really realistic, but if it were 100% realistic there'd be no wildlife posing much threat to the player in most circumstances). -
I'm also not sure that simply loading someone else's world would give you access to all their stuff either. Stuff stored in player inventory likely wouldn't carry over, nor would map markings and whatnot.
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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
From my standpoint I also look at it the opposite way--I don't want the devs to get so pressured by sections of the playerbase that they end up ditching their creative visions and start turning Vintage Story into something generic by just copying what works in other games. And that goes for more mechanics than just temporal storms. That's also not to say that successful mechanics from other games can't be looked at for inspiration. It's more that, to use Valheim and 7DTD as examples since they've already been cited in this thread, Vintage Story shouldn't necessarily use the same strategies as those games just because they work for those games. They're very different types of games, and what works fine there isn't necessarily going to be a very good fit when it comes to Vintage Story. Which is a fair point. Though I think this is where it's also fair to point out that, despite Vintage Story being rather polished, it's still quite early in development and a lot of systems are still quite unfinished. In the case of temporal storms and certain other content, I think some of it is hard to improve at the moment given that the systems required for the best improvements...haven't been coded yet. I'll use hunting as an example here. Many players have commented that being able to down an animal in a single shot or two, or at least having a blood trail to follow or a weakened animal to deal with after wounding it would make hunting feel a lot better. However, there's not really a way to do that in the current iteration of the game without breaking balance in other areas. The better solution for that kind of thing would be a status effect system, which could see more practical uses than just making hunting a better experience, but it takes time to get such things coded, let alone polishing that code to make sure it's not breaking anything else. Or in other words, there's a lot of things that are fine for what they are right now, and will be better in the future once there's more time to polish them and other systems in place to support needed changes. -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
I mean, overall, it's a balancing act. The creators of the game should be able to balance it how they see fit in order to achieve their intended vision, since having no interest in your own product leads to inferior results. However, for a game to be successful enough to make some money, it needs to be appealing enough that players will buy it and play it, though that doesn't mean that everyone has to be able to enjoy the game. For Vintage Story, I think the best option is for the devs to implement the storms how they'd like, and then give the players as many options as is feasible in order to customize the experience, as well as make sure that it's a mechanic that's relatively easy to mod so that players can take the customization even further if the vanilla settings aren't enough. That way, the devs get to make the game they want, and players can season the result to their individual tastes. The mods just add even more ways to play the game outside of that, possibly resulting in some cool new game modes that aren't really feasible to develop for the vanilla game. As for thematic flavor of storms...given that the Temporal tab of the world settings has plenty of space to work with, an option to keep the storms but disable the monster spawns entirely would probably be a good option to have. That way players can still have the flavor of the storms present in the world, but don't need to worry about having to drop what they're doing to run for cover, or things spawning in their house, etc. Additional options to filter what monsters can spawn in the storms might be good as well, so players who really don't want to deal with specific mob types during storms, don't have to. -
I do want to note that I don't think bushes are supposed to spawn as dormant, unless it's maybe a colder climate. I found some dormant bushes where it didn't make sense when toying with pre5 and reported it on the Github though, so it's something I would expect to be fixed by stable.
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It's less a mood board and more a proverbial dragon's hoard of various interesting things. I've several books with interesting photos and artwork, as well as several sketchbooks full of my own stuff. Several pictures and digital art that I've done over the years, and the internet lets me look up reference images with ease(although I really wish there was a filter to block all the AI stuff--that stuff really isn't very useful most of the time). As for what inspires me at any given time...I dunno, it just depends. I have favorite styles and whatnot I'll lean towards. I like to build castles and medieval-fantasy style architecture a lot, but sometimes other influences slip in. Sometimes I can just look at a glass marble, enjoy the color and visuals, and make something based exclusively off that. At this point I just approach it as "organized chaos". It doesn't have to make sense to anyone else most of the time, it just needs to make sense to me so that I can find what I need to, when I need to.
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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
I mean, we do know what the Rot does to people. There are tapestries/other accounts the player can find that describe it. That being said, I'm not sure that "rotbeast" is an actual in-game lore term, as much as it is a term coined by players to distinguish between the fleshy monsters and the rogue Jonas automatons. "Monster" could refer to any of the unnatural hostiles in the game, while "rotbeast" or "machine/robot/automaton" is a more clear classification of a general type of monster. I think this is mostly the case. It's not directly stated anywhere, to my knowledge, but it is implied rather heavily in certain portions of dialogue and lore. The Rot's exact origins are still unknown though, so most of it is still speculation.