Jump to content

LadyWYT

Vintarian
  • Posts

    5025
  • Joined

  • Last visited

  • Days Won

    217

Everything posted by LadyWYT

  1. It's entirely up to the devs, but I'm guessing the answer is no, that will need to be added via mod. My reasoning for that is Tyron mentioned in an interview some time back that the player's ability to choose a spawnpoint is quite powerful, hence the design decision to limit that ability to temporal gears. A rare item with limited respawns per use--best to be careful about when one is used.
  2. I don't know, other than after Riot bought the rights the scope of the game increased too much, development stalled, there was a complete rewrite of the base code, etc. Basically just a lot of things piling up that prevented the game from really going anywhere and eventually leading to the cancellation. Hytale's original creator managed to buy back the rights, assembled a team, and worked like mad to salvage what was there into something playable. It's still very rough and nowhere near finished, but the game seems to be doing much better under his supervision than it fared under Riot. Tyron used to be part of the Hytale team and cordially parted ways later when the game just wasn't quite what he wanted to be working on. After leaving, he created Vintage Story. When Hytale was cancelled, Tyron basically did some math and pulled a few strings and hired some of those devs to work on a Hytale-esque gamemode for Vintage Story, which has now turned into a new game project known as Project Glint. At the time of the announcement, it wasn't known if Hytale was going to be resurrected, so this thread was basically a welcome to whichever Hytale fans decided to check out Vintage Story. Just to make sure it's clear--the Project Glint team is separate from the Vintage Story team. Both games utilize the same engine, so things that work in one can be more easily ported into the other, but Vintage Story's development isn't going to be slowed by Project Glint's development, and vice versa.
  3. Is this what you're looking for? https://mods.vintagestory.at/craftablecartography
  4. This is one of the main reasons I don't play Valheim very much. The atmosphere is great and the combat is pretty fun, but quite a lot of the game is grind for the sake of grind. I wouldn't change it, exactly, but it does get pretty tedious pretty fast. I don't play Vintage Story every day, but what keeps me returning to the game regularly is the workout it gives my brain, the immersive worldbuilding, and just the amount of fun stuff to do in the game. In some ways it reminds me of what I enjoyed most about playing WoW back when I played--I create a character and then go run around in the world exploring and collecting various stuff. Sometimes that stuff is useful, and sometimes it's very much not, but still fun to collect. Lately, I've toyed with butterfly hunting and that's been quite an enjoyable way to relax at the end of a long day, when I don't otherwise feel like making actual progress in Vintage Story. It's also a fun game to play with a friend or two. I play Blackguard, my friend plays Hunter, and all sorts of hijinks tend to ensue when we both play at the same time.
  5. No, I'm going to cut the brim off and put that over the coif, with the rest under the coif. Jokes aside, I do agree that some coats and other clothing articles(like cloaks) should render over the top of the armor. Perhaps not all, given that coats tend to be thick and putting thick cloth over armor that already covers thick padding is not just overkill on insulation, but hindering movement as well. Granted, that much realism probably doesn't matter for a videogame, but still... In any case, I think it would require a more sophisticated rendering/animation system than what currently exists, given that most armor models are already bulky. Coats might look weird getting covered by armor, but they'll look even weirder if they wind up floating around the player's body. I'm not gonna say they never did, but...if you're already planning to wear a helmet, then you're going to want to pick one with a metal brim. Not only will that brim shade your eyes from the sun and rain, but it will also be more protective from incoming attacks. A typical brimmed hat is likely going to be uncomfortable under the helmet since there's already going to be extra padding, and the fact that said hat is easily damaged means that it can easily obscure your vision in combat. Removing the hat from under the helmet prior to combat isn't always an option either.
  6. Short videos like this are probably easier to post on social media like YouTube and Twitter, or post in the Discord. Likewise, stuff that gets posted in the Discord is very much work-in-progress and may see several alterations before it actually makes it to the game itself. Typically when a new news thread gets posted, there is more information about a variety of things, and what you read about is pretty much what you can expect to see added to the game, with few changes. Essentially, news threads don't appear very often, but when they do appear they're generally more informative and concrete than what you'd see elsewhere.
  7. I can confirm this is true for the Standard game mode, and since Wilderness Survival is harder it's going to keep the no-sleep rule in effect. Exploration doesn't have temporal stability or temporal storms enabled by default, so there's no need to worry about sleeping through them here. Sorry, I don't really know how to explain it other than it's definitely a bit of a paradox preference, and the current implementation just hits the right notes for me. The main reason I say it would increase anxiety, is that there's too much guesswork involved in figuring out how stable an area actually is. While yes, it would probably be more realistic for stability to fluctuate wildly instead of being static zones, I don't think it would be very fun to have no safety at all or otherwise have to devote a lot of time to mapping fluctuations to determine which areas are safe and which aren't. If I enter an area that is only slightly stable, is it actually stable most/all of the time, or did I just happen to pay a lucky visit and the chunk itself is unstable most of the time(and thus a bad spot to settle)? Same case with slightly unstable chunks--is it an unstable chunk, or is it actually stable most of the time? The really bad areas would likely still be immediately noticeable, same as the really good areas, but overall I think it would make picking a good spot a real hassle. With static zones, I can enter an area and figure out very quickly whether it's stable, neutral, or unstable, and then plan accordingly since I know what to expect. I'm not really gonna try given that I just don't really think changing the stability zones from static to dynamic is a good idea. The best implementation that really comes to mind for me there is merging rift activity and temporal instability into one mechanic and having static zones of rift weather instead. That is, Calm zones don't spawn monsters, while Medium zones will spawn a moderate of monsters. Apocalyptic zones, of course, are very rare and obviously not nice places to visit. The underground could range between High-Low, with the rare Calm haven and the deepest depths being somewhere between High-Apocalyptic on average. However, I'm not really sold on the idea, as it feels too clunky to really implement very well, and doesn't leave as many options for customization as the options that are currently available. Maybe if it was strictly temporary, or there was a setting to turn off those changes, permanent or temporary. Corrupted spots in the rare specific locations are neat to find, but I'm not really a fan of things that alter the world like that. It's the main reason I started turning off lightning fires after playing with the mechanic enabled for a while; I don't like finding bald spots in the grass or charred forests. The damage adds up after a while and there's not really a way to fix it outside of creative. If it's just a temporary cosmetic change, it's a bit more tolerable. But even so, it's not really something I'd want hanging around very long at all, and it seems a little over the top(to me).
  8. I think the tough part about animations is that a proper third person camera probably needs to be developed first, given that third person and immersive first person will likely share the same animations. For the typical first person view though, the animations have to be more limited, as otherwise the animations can clutter up the screen or otherwise be too confusing to be enjoyable. As far as how many people would actually play in third person...I'm not sure, but typically things like animation are more easily enjoyed from the third person perspective. Skyrim, I think, is a decent example to use here; the animations are quite flashy in third person but more simplified in first person. I used to have a mod that made the player's body visible in first person and used the third person animations as well...and it had some pretty bad side effects. Fun to use overall, but it's not so fun when most melee attacks swing your camera wildly to the side(to the point you lose sight of your target, briefly).
  9. LadyWYT

    Glass Border

    Not currently. The best you can really do is pick a dark block, like basalt or slate, and chisel that in as a border. It's not the same, but it will have a similar look. You can't combine slabs, but you can combine material type via chiseling and have two different "slabs" stacked that way instead.
  10. You probably could, but it would be very expensive and difficult with very little return. Flax is more easily farmed, rusty gears are easier to trade for or loot in ruins, and temporal gears are more easily acquired from temporal storms or treasure hunters. Monster spawns also depend somewhat on the current rift activity, so unless the current activity is very high and there happens to be a rift near the spawn box, it's not likely to produce many monsters. Monsters are also fairly decent at pathfinding, so unless the player is close enough to notice, they're probably not going to fall in the trap. For the player to be noticeable, I think the player would need to be fairly close, so the monsters aren't likely to suffer much damage from falling. Not that you'd want to kill them with fall damage; crushed targets yield less loot. It's also worth considering that monsters aren't intended to be farmed for loot, so a functional grinder would likely be patched rather quickly.
  11. Given how the phantom turned out for Minecraft, I'll pass on the flying enemies. If they were a rare enemy contained to specific locations, they'd probably be fine, but I really doubt they'd be popular if they were a normal encounter. I think for a normal encounter, the enemy in question would need a very limited flight capacity. That is, they can fly a short distance quickly, which allows them to ambush unsuspecting players, easily catch players who try to flee, or escape a fight that isn't going well. It'd have to have a decent cooldown though, so that the player can still have a chance to run away from the monster or otherwise shoot it/catch it if it tries to flee.
  12. Welcome to the forums! Fishing is already on the menu for 1.22. Pretty much. Wooden arrows could do slightly less damage to balance, sure, but if the damage difference is negligible then players are just going skip crude arrows and stick to wooden ones, or skip wood and crude and just stick to flint arrows. Or the player just skips all three options, because at this stage of the game the spear easily outclasses each one. You don't really need a sharp wooden stick if you can just stick a sharp rock on the end of a stick and have a better weapon. There is already a "stick" weapon in the game, in the form of the club, and no one uses it due to the spear being much better. Now these I do expect to see sooner or later.
  13. Gambeson and bear armor will soak up the damage while providing minimal penalty. As @marmarmar34 also noted, leather will work fine as well. Aside from that, you may want to light up your base more and clear out brush so you can spot threats more easily, and fence off cave entrances to stop things from crawling out. That should cut down on unwanted visitors.
  14. Strange. To my knowledge, temporal stability is a separate mechanic from temporal storms, despite the two being somewhat related. Turning off temporal stability as a whole should still leave rifts and storms in place, I think, but they shouldn't drain temporal stability as there is no longer any stability to drain.
  15. Equipping a shield stops most incoming rock damage. Otherwise, equipping a full set of decent armor should stop most of the damage as well. And by decent, I mean pretty much anything better than improvised armor. Believe it or not though, the rock attack is actually very useful when fighting high tier drifters. High tier drifters hit hard, but the rock attack still counts as a basic tier 0 attack no matter what tier the drifter is. Getting smacked by a rock is preferable to getting smacked by a nightmare's sawblade arm.
  16. That I don't know, as I've never run a server. One thing I forgot to mention though when it comes to hosting a server; hosting on a separate machine usually gets better performance, but it is possible to start a singleplayer game and let others join. Takes a bit of fiddling to get it to work, but it's also an option. One thing I do recommend though is that if you go the dedicated server route, make sure you have a whitelist. Otherwise you may get unwanted visitors. Happened to my friend and I in our early VS days--the server wasn't whitelisted and some random player joined. They were, at least, nice enough to leave politely when asked.
  17. Welcome to the forums(and the game)! What I would recommend is just making sure that time is set to pass only if a player is online. That way you don't have to mess with constantly starting and stopping the server.
  18. I like it. I think in this case, standard dirt tiers could be what's typical, and "new" soil types be somewhere between low-medium fertility but offer much better growth bonuses to specific crops(growth speeds similar to high fertility/terra preta). Terra preta would still be the best overall option for crops in general, but that gives players some specific early advantages in farming while adding more diversity to the landscape. Plus I would wager clay-based soils could have more clay deposits. Not that clay is terribly hard to find, but the current deposits could shrink a little and the larger deposits be found in the clay-based soil areas instead.
  19. Oh for sure! There's a world of difference between watching a few videos, and then trying to actually do the thing.
  20. I would actually say the opposite. Hytale's combat looks fun from what I've seen in videos, but it's too flashy for a game like Vintage Story. I think it works for a game that's more action-oriented/fast-paced and focused on dungeon crawling adventures(which Hytale seems to be that kind of game), but not so much for a game that has a slower pace and more focus on the process of things(like forging, pottery, etc.) and planning ahead for the future(stocking food for the winter, blazing trails, etc). The flashy moves are also quite unrealistic; not that Vintage Story doesn't have some unrealistic things itself, but most things in the game are grounded in realism and combat is no exception. Regarding the animation, I think refinement will come for the VS animations, but it's not the highest priority right now. I also think that when the animations are polished, they do need to remain grounded in realism when possible. Flashy combat animations are fun to watch, but very often those flashy moves are actions that would realistically leave the player open to injury. Many of the Skyrim killcams are prime examples of that--the crosscut killcam when dual-wielding looks very cool, but in reality is very easy to block/deflect and leaves the attacker too open to counterattack. Same with some of the killcams for two-handed weapons--they look cool, but take much too long and leave the player wide open to attack.
  21. I think it depends more on the player's preference. It's possible to jump right in to Vintage Story blind and figure things out using nothing but the handbook and experimenting, but it will be tougher than looking up a guide, asking for advice, or watching some videos beforehand. In my case, I watched a few videos beforehand to figure out whether or not it was a game I would actually enjoy, and then figured out the rest of it for myself once I purchased the game.
  22. I think it boils down to a difference of opinion. I like the current implementation because it provides a sense of the unnatural and some uncertainty to the world, while still having consistent rules that are easy to understand and play by. I don't like most changes I see suggested, because they change the rules to something more inconsistent, lose the creepiness, become annoying in some fashion, or other turn the mechanic into just another mechanism to benefit the player instead of posing a challenge. I think it would be interesting for a challenge playthrough, but I don't think it would make surface instability better. I think it would make it quite aggravating to deal with, especially for newer players. One common complaint about temporal storms is that they interrupt whatever the player is doing and force them to do something else. While fluctuating stability that can never drain a player's stability fully might mean that the player can build in an unstable area without much issue, I don't think the player is going to be thrilled if they have to stop what they're doing in order to deal with a spike of higher instability. New players especially, I think, will get aggravated, as now there really isn't a solution other than "oh well, you just have to deal with it or turn it off, because it can happen anywhere at anytime". Personally, I prefer having a constantly stable area to work with. It gives me a nice little place to chill out while I plan my next adventure. Temporal storms and rift activity aren't really an issue because I can lock the monsters out of my house easily enough, and the storms themselves are fairly predictable. If a change like the above were to happen, I'd most likely want the option to turn the fluctuation off and return stability back to static zones, as I really don't want to be pushed toward anxiety all the time. It's probably achievable with static zones, but fluctuating zones is probably a lot tougher to program in regards to animal behavior/plant qualities. Likewise, I think most players would prefer clear, consistent rules for animal behavior so that they can reliably deal with the creatures, rather than play a constant guessing game with erratic behavior. As for the increased creature aggression, it is mentioned in lore and has yet to be fully explained, but I think the primary reason they're coded that way is to present more of a survival challenge to the player, at least for now. As for that one story location: To me, temporal stability should still remain something that primarily only affects seraphs. The subtle rust coloration, I think, would be much better served as another clue that one's stability is getting too low--perhaps around the 50% mark. I think this is another case of, it depends on one's personal preference. Personally, I prefer to have critical information readily available, and then hide various indicators to achieve whatever level of immersion I want. Most of the time, I tend to prefer having the information displayed, so I can make better choices about whatever I'm doing and get better outcomes on average. For a tougher, more unforgiving game like Vintage Story, that information is a lot more critical to have since mistakes tend to be punished a lot more harshly. In Skyrim I can just reload from my last quicksave; in Minecraft I can just make more gear with ease. If I goof in Vintage Story, it's generally not so easy to fix. Not always. It depends heavily on the game and what the desired outcome is. If the desired goal is to make the player constantly second-guess themselves, then hiding crucial information is a good way to achieve that. For a game like Vintage Story, I think an "immersive mode" that hides the UI would be fine as an option, but not as a default.
  23. I completely forgot to mention comb jellyfish! Those would be really cool to have as well. A nice little light show for the deep sea.
  24. This is partly why I enjoy playing with the Flora mods and Wildcraft. There's so much more stuff to find and take advantage of.
  25. Not to mention the inverse of this equation: if unstable areas can change to stable, then you can't deliberately build your friend's bedroom in the unstable area of the base.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.