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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I mean I wouldn't be surprised if they were. They are fairly powerful even when not optimized; the main drawback is you have to build in a specific location to make use of one.
  2. The tutorial will walk you through the basic gameplay controls and concepts that you'll use to progress through the rest of the game. The handbook contains detailed information about most everything in the game, as well as a handful of guides about various processes. However, it's important to note that unlike many other games, Vintage Story doesn't do a lot of hand-holding, and leaves it up to the player to figure things out for themselves. For players who'd prefer a little more hand-holding though, there are several good video guides on YouTube, and the forums have several guides and veteran players to ask for help as well. There's really not a lot you can do in the dark, since nighttime is legitimately dark in this game. How long night lasts depends on the time of year; on default settings I want to say night lasts around 6ish hours. Before night falls, you should have crafted and lit a torch--the firestarter does not work on every attempt so sometimes you need to try a few times to actually get something to light. If you have the means to make a torch and firestarter now, I'd recommend lighting a torch so you can see what you're doing. Make sure you don't submerge the torch you're holding, since dunking it in water will put it out. If you don't have the means to make a torch, you can feel around and try to find a stick and some grass to make one, but at this point it may also be better to start over fresh on a new world. Berry bush rarity depends on the local climate conditions, and not every berry bush will have fruit on it at the time. Sometimes they can also be hard to notice until you figure out what to look for. Do note that while berries are a good early food source, it takes a while for the bush to produce a fresh crop of berries, so you won't be able to rely on just a berry patch or two to survive. Mushrooms are a good food source as well, but like berry bushes, they take time to respawn, and may or may not be common in the local area. Unlike berries, mushrooms can be poisonous, so it's a good idea to check the tooltip/handbook to make sure the mushroom in question is safe to eat. Cattail/tule roots are a good source of emergency food, but you will need to cook them before you can eat them. Keep in mind that using the roots for food will destroy the plant, so it's not a long-term solution and removes resources from that area. Hunting and fishing are perhaps the best early food source, since meat is quite filling. However, both require patience, and hunting can be dangerous since some animals will fight back. Just to make sure all the bases are covered--make sure you're playing on Standard or Exploration difficulty. Wilderness Survival and Homo Sapiens are the toughest preset difficulties, and while it is possible to learn the game on these difficulties it's going to be a much more punishing experience. Of course, the settings for any gamemode can be customized to one's liking at world creation, and many settings can be adjusted via the console after world creation.
  3. Look at the gear on your hotbar; that is your stability meter. Normally it's teal, but when it's gray like this that means your temporal stability is entirely drained. When this happens, temporal storm effects are triggered, monsters will spawn nearby, and your health will drain until you recover enough stability to keep such effects at bay. The only way to restore temporal stability is to spend time in a stable area, sacrifice a temporal gear and some health, or kill tougher monsters. To determine an area's stability, take note of which way the gear is spinning. If it spins clockwise, the area is stable and the meter will refill. If the gear isn't spinning, the area is either neutral, or it's stable but your meter is at 100%, in which case it won't spin. If the gear is spinning counterclockwise, then the area is unstable and you should keep an eye on the meter so you can leave before it drops too low(around the 30-40% mark is where you need to start being concerned).
  4. Welcome to the forums! Which game version is it? According to Google, it looks like the issue might be related to outdated graphics card drivers, or missing .net framework. If you're trying to run 1.22, make sure you have .net 10 installed, as 1.22 requires it; otherwise, checking your drivers and updating them might solve the issue.
  5. I mean...if we're gonna just copy TOBG, then why bother making Vintage Story at all? If I'm recalling correctly, Tyron himself clarified the spawn thing in Oscillascape's interview a while back--the ability to choose a spawnpoint is quite powerful, and he wanted that choice to actually mean something. If a bed spawn mechanic has to be added, then the player should need to work for it. Sleep in the same bed 20 times in a row to reset spawn. Allows an "easier" method while still being different from TOBG and making the choice actually matter since the player can't just reset it on a whim.
  6. I dunno...there were "fire arrows" after a fashion, but they don't exactly work as they're often portrayed in movies and other media. For actual addition to the game...I don't really see a point. It would be more interesting to have poison-tip arrows, or perhaps a bodkin versus a broadpoint so the player can have an arrow that's better at punching through certain armor versus an arrow that's more suited for hunting(causes bleedout but lower armor penetration).
  7. To my knowledge, creative mode doesn't make a difference. Water wheels are, however, affected by the number of rapids blocks that are turning them, and creative mode will allow you to build the most ideal setup since you get to choose where to place the rapids for maximum effect. I'm guessing that's probably what's happening here.
  8. Welcome to the game and forums! This isn't normal behavior. Did the axe break while you were chopping? Are you using any mods or is this the vanilla game? Reloading the world might fix it, but if this happened in vanilla then it's a bug and should be reported on the bug tracker. If you're using mods though, then it's very possible the issue is being caused by one of the mods, in which case you'll need to disable them, ensure vanilla is working properly, and then do some testing to figure out which mod is causing the problem.
  9. I would say it's just bad luck. As with many resources in Vintage Story, bauxite can sometimes be at spawn, within a day's walk of spawn, or may require traveling several miles to acquire. If it's looking like the latter, fixing up broken translocators can be a great way to cover a lot of ground quickly.
  10. Maybe, but that's how you get players complaining about not being able to build and enjoying such machines without making their base too unstable for habitation or otherwise disabling temporal mechanics entirely. I think the opposite would be a better argument--the player can make an unstable area stable, or create a "safety bubble" during temporal storms, but they need to build and fuel a big machine in order to achieve such.
  11. A status effect system will definitely give the game a lot more flexibility, but I'm not convinced it will really solve the "problem". I've a hunch that some hunger tweaks/rework might be coming, but I also expect a rework of the system to bring with it a lot of similar complaints if it's implemented.
  12. I mean I don't entirely disagree that stability could be a little more punishing than it is. As to the "why" players don't like it...I dunno, I'm not one of those players, and the answer will vary depending on who you ask. The general impression that I get though is those players find the mechanic annoying or disruptive and would rather just go about their business than need to plan around it. It's also not uncommon for the complaints to arise from players who didn't understand the stability/didn't pay attention and built their base on an unstable area, or who otherwise found a nice spot they wanted to build but couldn't because the area was unstable. Yeah I'm not a horror fan. If the game was focused on the horror aspect I probably would never have played it nor recommended it to friends. As it stands, the horror element is fine because it's there as a background element to make the story/environment more interesting, and not there being shoved in the player's face to force a reaction.
  13. There've been at least a couple of mods that tried to implement the concept, but they weren't very popular and are out of date. Older mods sometimes work on newer versions, but 1.22 saw some changes to the code that broke a lot of older mods, especially those affecting entities, so it's not likely those mods work anymore.
  14. I have similar feelings; to me it feels like a nice little reward for getting better at the game. Most smithing recipes are pretty mindless. I'm not really sure how this could be fixed, aside from maybe splitting the hub into halves and then welding them together like one does iron+ anvils. However, that drives up the material cost and locks the waterwheel behind borax, so...maybe not the best option. You'd need to shrink the hub recipe somehow, which is a little difficult to do without it feeling overly simplified.
  15. Welcome to the forums! Sometimes it takes greenhouses a few moments to update properly. You could also try moving the glass slabs to the upper half of the block instead of the lower, and see if that changes anything. It's been a while since I've built a greenhouse so I don't recall if the slabs need to be flush with the inside or outside. Possibly. If you have a mod that affects greenhouses, that would be a prime suspect. If you think it might be a mod issue, the easiest way to figure it out is to disable your mods and test on a fresh world to see if vanilla works correctly. Once you've verified vanilla is working as intended, you can re-enable mods one by one and test as you do so to see when the issue reappears. Also check to make sure that all your mods are updated for 1.22; older mods do sometimes work on newer game versions, but 1.22 changed some things in the code so a lot of older mods won't function properly without an update.
  16. In my experience tickets are usually handled within 24-48 hours, especially on weekdays. Depends a lot on what the issue is and how busy the support team is. Issues like this tend to be resolved rather quickly though. Don't forget to check your spam folder, just in case the email got dumped there.
  17. Diving bell. I don't think we need a giant sea monster, since it's not really a nautical game and I think sailing should be a somewhat peaceful experience(also saves the trouble of trying to account for naval combat). But some smaller monsters would absolutely be appropriate. They could be found near shipwrecks or submerged ruins, providing both a challenge and an indication that there's treasure to be had. They could also be located in the deep sea, since monsters seem to get spookier the deeper one delves, but this also requires some sort of diving equipment so the player can actually go that deep. On the case of deep monsters, I've sometimes thought it would be cool to have some kind of "lurker"; basically a small fish-like machine with flashlights for eyes that is attracted to players and watches from a short distance--just enough for it to be not quite clear what they are. They don't swim fast, they don't have a lot of health, and they don't do any damage, so they're harmless by themselves. However, there's never just one, and once the player has enough lurkers watching them then they discover the true purpose of the creatures--a guiding system for a much larger, hostile monster that lives in the area. The general idea is for the player to leave the area before too many lurkers show up and summon the big monster; fighting the big monster is a risky prospect(but could drop a trophy or some nice loot). Killing the lurkers could buy the player some extra time in the area before the big monster appears, but killing them too quickly will result in the monster showing up faster. Of course, for the water's surface, there's always a literal ghost ship option. Imagine some kind of ancient-looking steamship somehow still adrift...and finding out that it's not only moving of its own accord, but actively following you.
  18. Welcome to the forums and the game! Make sure you're using the correct login credentials, since your game account and forum account are separate. Likewise, make sure to check for common errors such as caps lock or hitting the wrong key. If you've been through the basic troubleshooting steps and still can't log in, then you'll want to open a support ticket so the team can take a look. https://www.vintagestory.at/support/
  19. I think this answers the question, really. If the sanity drain is very slow, then it's pretty much going to be worthless as a challenge since the player is going to spend more time around traders or doing domestic chores around the base than they will staring eldritch horrors in the lack-of-face. The drain would need to be higher, or otherwise make it very difficult for the player to restore sanity...neither of which are particularly good options since temporal stability already accomplishes the same thing and plenty of players complain about having to deal with that. That's not to say it's a bad idea, just I don't really think it fits. The eldritch horror is primarily background flavoring and not necessarily the main focus of the game, and adding mechanics like this would probably bring the horror to the forefront a little too much. I think it's better to just keep the monster designs creepy as well as the atmosphere for certain story locations, as appropriate, and just let the player's imagination do the rest. You don't need to force the player to sit at base to restore a meter if you can creep them out enough to voluntarily avoid the horror elements themselves.
  20. It already does--the player's hunger rate is reduced by 20% if the off hand is empty. You could flip it around and remove the penalty from the off-hand and just reduce hunger by 20% while the slot is empty, but that's the exact same mechanic implemented in a way that makes the game easier, not harder. I'm saying that it's perfectly fine to do both. Maybe not in every scenario, but if every choice is always going to get framed as a beneficial one to the player, then the world stops feeling genuine and starts to feel pretty bland, since there's nothing bad that can actually happen. Generally, the "carrot" is more attractive than the "stick" when it comes to getting the player to make decisions, but if there are actions the player really shouldn't be doing or otherwise actions that should logically carry some serious consequences, it's perfectly fine to slap the player with a penalty as a deterrent. As for me personally, I'm not convinced the game would feel more satisfying with no off-hand hunger or weapons only providing buffs and never any drawbacks, even if they maybe should. The no off-hand hunger mechanic I've already experienced in Minecraft, and while it's very convenient it also ends up feeling rather unsatisfying since the slot turns into free inventory. Sure, not equipping anything in the slot is an option, but that doesn't feel very satisfying since it's just such a useful benefit. As for the weapons, generally the systems I find more interesting are the ones that have positives and negatives; the positives are nice, but the negatives are what's actually interesting to play around.
  21. It's fairly normal for overhangs to have locust nests, but not the most common occurrence to find overhangs over water like this. In any case, nests will spawn locusts if you get close enough.
  22. Smithing is tough work though, so while it may not be much effort to just hold a pair of tongs, it is a lot of effort to shape metal. I think that's what the 20% is supposed to translate to in this case. I also don't think the player is meant to be juggling the tongs when doing smith work, since smithing requires holding a hot piece of metal in place so it can be shaped. From a game perspective, it's probably a lot easier to code a simple off-hand penalty for tongs instead of trying to write code to account for whether the player is hitting the anvil/workpiece versus just hitting something else. This too. It's similar to the hunger penalty that Blackguard has, which really isn't that much either.
  23. Like @xXx_Ape_xXx already said above, it's difficult to troubleshoot problems without more information about the systems involved.
  24. Not everything needs a penalty, but I don't think games need to always be soft around the edges. It's perfectly OK to slap players with penalties for certain actions, and providing clear drawbacks can make choices a lot more interesting than just an "okay, what buff stick do you want to hit the bad guys with today?" I also think it's perfectly fine to make it clear to the player that not every choice will work to their direct benefit; allowing the player to make bad choices and suffer the consequences helps the world feel real, and invites the player to consider what they're doing carefully since the outcome is actually going to matter. To cite Skyrim as an example: most choices the player can make don't feel impactful, because the end result is almost always the same--some distinct benefit. The player can't actually fail most quests or otherwise lock themselves out of content by their choices; in contrast, previous titles would let players fail quests or lock themselves out of factions and benefits depending on the choices they made. I think this might be one of the reasons why many modern games feel a little lacking compared to older games, and why Vintage Story feels like a breath of fresh air. The player can make many choices, but not every choice will result in something beneficial, and sometimes gaining particular benefits means accepting certain drawbacks.
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