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Everything posted by LadyWYT
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I think it's more that the benefits from only quenching once, at least in terms of power, aren't very noticeable, so it generally takes another quench or two to get something with a definite advantage. The shatter risk, I think, remains under 25% in this case, so it's usually safe, but it's also high enough that the player can get pretty unlucky. Which feels even worse if you are the kind of player to wait until the last minute to try to craft things(this has been me several times). In short, I don't think it's the worst system ever, but I also don't think it's the best either. Having a "pick one and done" system, with the shatter risk scaling somewhat with the potential benefits, feels better to me. Hence why I made a mod so I can play that way: https://mods.vintagestory.at/improvedquenching
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There's also the legend of Old Man Henderson. Which...isn't exactly Lovecraft, but it's from the "Call of Cthulu" TTRPG so I mean...close enough. I would hope not. Some things are better left as background mysteries, so that the player never quite becomes too familiar with all the details and thus can keep speculating on what the thing is. Dave, in my opinion, fits just such a role. He's there, ambling along in the background, and you're never too sure if he's friendly, hostile, or even noticing you at all. The day he becomes something the player can directly interact with is the day that the mystery disappears and the novelty wears off soon after.
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You can, but it's gonna be a very long trip on default settings. And like @ijkdenem said, not everyone wants to just go live in tropics. Maybe, but I think part of the core design of VS is that the player is meant to work with locally available materials, and not meant to be able to have absolutely everything available in the convenience of their base. That is, if you want tropical materials, you need to actually go to the tropics, and vice versa for materials found in cooler climates. Certain foods might be entirely unavailable in certain climates, outside of trading, that is.
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In addition to the more cold-tolerant crops being locked to spawn in the more northern regions, in addition to being more heat-sensitive. That way the player has more survival options in cold climates, and more reason to venture north. That being said, I would be concerned about potentially unbalancing the game somewhat, since I mean...one of the main points of wintertime is that it's supposed to be a time where growing crops isn't an option, hence the need to preserve food. Thus it seems a little counter-productive to give the player a way to grow crops all year round outside of warmer climates.
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I missed the part about the monsters and thought it was only referring to the rifts.
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Welcome to the forums! As far as I can tell, it gets dark enough under some trees that monsters will spawn, although it still tends to be somewhat rare. I will note that if there is a rift active nearby, monsters can still spawn on the surface in daylight, just at reduced numbers than nighttime. Spawning under the trees without rifts nearby though probably isn't intended behavior, and seems to be an issue introduced in 1.22. The underground is hit-or-miss. As far as I'm aware, the more unstable an underground chunk is, the more likely there are to be monsters there. Rift activity is a factor as well, but calm activity isn't a guarantee that there won't be any monsters underground at all. It just means there will generally be fewer monsters to deal with.
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No. It's a game focused on realistic survival and natural processes, with a few elements of eldritch horror in the background for suspense. The more horror elements that are added though, the more the focus shifts from a survival game to a horror game, which appeals to a very different set of players. For myself personally, I don't like horror games. If a game is focused on horror up front, I'm not interested. Vintage Story is fine, because it's not horror for horror's sake, and it doesn't get overly gruesome or gory save for a handful of details that are only implied in the lore, and never really shown explicitly. I will note that seeing a few more monsters would be nice, but for the most part I think the current levels of horror are fine, and more blatant horror wouldn't be a good thing. I think the monster intelligence is fine, for the most part, though I do think they should be able to avoid running into pits and things. They don't need to be terribly smart because, well, they are monsters, but they do possess a level of intelligence that makes them rather uncanny compared to similar monsters in other games. For example, drifters have some spooky idles, in which they appear to cower/lament/pray, and well as an idle where they seem to examine themselves and then scream silently in anguish. They're also smart enough to know that throwing rocks at the player is a good strategy. Bowtorn aren't smart enough to make sure they have a clear line of fire at a target, but are smart enough to try to flee if a target gets too close, change their position if they know a target is near but cannot see it, and stop to attack a target in melee range before trying to flee again. Shivers prefer hit-and-run tactics, waiting until you're not looking to run up behind you and bite before scuttling away. Both shivers and bowtorn have some creepy idles as well. Bells are quite disturbing if you know the reason for their existence. They were originally devices meant for communication, and especially helpful for alerting rescue parties to the locations of trapped miners in the event of cave-ins.
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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
Which is fair, but I'm not sure that all players asking for the function share the same sentiment. It also doesn't really fit with the "earned convenience" design behind the current death and respawn mechanics, hence why I suggested the bit about allowing the player to have some sort of bag upgrade to make it not despawn on death, since most items will be stored in bags. Or simply allowing a setting so that items held in the hotbar are retained on death--that should allow the player to keep most of the really important stuff, so they can more easily retrieve the dropped items or just simply not worry about it if they didn't drop anything particularly valuable. In a singleplayer world it's probably not a big deal unless the player's PC is on the weaker end. On multiplayer servers it's more of a concern, because you have more players who are potentially racking up a lot of deaths. It's also why the griefing is an issue--a troll dying over and over and over again could easily litter an area with garbage that someone will have to clean up, which may be difficult to do if no one aside from the items' owner or admins is allowed to interact with the "grave". Overall, if it has to be a thing, I think "keeping the hotbar only" is the preferable solution. It's less messy and still offers the player some respite without being too convenient. -
Out of curiosity, have you tried hosting a vanilla game to see if the issue keeps occurring? I'm not really adept at the server stuff so I'm not sure exactly what the issue is here, but I've not really heard of mods causing problems like this, which makes me think it's more likely an issue with the game installation, your computer, or perhaps the router. A quick google suggests that "failures to register at master server" errors like this could be caused by faulty installations or issues with the router setup, not just the firewall itself.
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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
Why not just give the player the option for dropped items to never despawn? Or if we still want to let them earn that kind of power, without requiring them to be in the late game, simply allow them to apply a temporal gear to a bag so that said bag will not despawn if dropped, or just give the player the option to keep the hotbar but not anything else. I'm still not particularly a fan of these options, but they feel like a better way to handle such without resorting to corpses and gravestones. Gravestones seem very contrived to me since...well, that would mean someone had to bury you, and there's not exactly "someone" around in most cases. Likewise, a permanent corpse(because it's not disappearing if you don't pick it up) has some messy lore implications--it makes more sense to me that the body disappears as soon as the player respawns, since it's both a little spookier and doesn't result in ridiculous mounds of corpses piling up. Both options also easily open up a griefing opportunity in multiplayer, which doesn't seem particularly advisable either. Incidentally, this is also one of the reasons the terminus teleporter is a thing. It takes a lot to acquire, sure, but it's a major milestone similar to getting your first pickaxe or figuring out how to acquire and work iron. Once you have one, you can teleport back to your last point of death, which skips the "death run" entirely and should allow you to instantly retrieve at least most of your stuff. Having one of these devices also means that you no longer need to worry about changing your spawn point on adventures, which is a rather major earned privilege. Personally, I'm not really a fan of undermining that kind of earned reward, and I can't really think of other games/mods that even allow this kind of convenience outside of console commands. Sure, but it can also be insulting and frustrating to have your "grave" in a spot that you just cannot reach, or have it get camped by monsters. Valheim, in my experience, is rather notorious for this(and way worse than VS since you don't keep armor on death or have a way outside of the console to teleport back to point of death). I can think of at least one spot in VS where such a scenario can happen rather easily. -
Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Which guarantees that you get your stuff back, instead of it glitching out, getting camped by hostiles, or appearing somewhere practically unobtainable...all of which are issues still present with gravestone/corpse mechanics and why I don't consider those very good solutions if the potential of losing stuff is the problem. -
The only reason you need a greenhouse for fruit trees is if the winter weather drops too low for them to survive, in which case you don't want to be removing it at all since doing so will kill the tree in the winter time if the greenhouse isn't put back. Vernalization also occurs at a decently higher temperature than the killing temperature, so the only reason to put a tree with a vernal requirement in a greenhouse is if the climate gets a little too chilly for it to survive.
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Welcome to the forums! I don't see this working, since the player can create their own water sources via bucket. So all they would have to do is link a couple of waterwheels or so and they have the equivalent of one proper waterwheel. In which case, they have a constant power source that they can place anywhere, which renders windmills useless since those require a lot of linen and only function while the wind is strong enough. The only way I see this mechanic actually being balanced, is if linking together multiple waterwheels causes too much friction on the mechanical parts and causes them to catch fire. In that case, the player isn't going to be able to exploit the system, and will need to actually build a proper watermill in order to get the proper power.
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Crop disease. It's not in the game, but it's not an uncommon suggestion either. For the most part, I don't think the concept makes for very fun gameplay, however, I do think it would be a good way to deter long-term monoculture. The more the player plants the same crop in the same farm tile, the more likely it is that the crop will succumb to disease and be lost. It should only be able to do this via processing(ie, turn it into alcohol or flour for baked goods). But even then, it only makes sense for the vegetable and grain categories. Fruit makes no sense here, because corn is only considered a fruit in the botanical sense, and not the conventional.
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Living a Nomad Lifestyle in Vintage Story and Stone Age Living
LadyWYT replied to Fey Shadow's topic in Discussion
It's not as difficult as many say it is, and the extra hitpoints help a lot with survival. Do be aware though that it takes an extra shot or two to kill larger targets at range, and that food will be more of a priority. Additionally, if you play with decreased cold tolerances and/or in colder climates, the cold is going to be more of a problem at the start because Blackguards start with very little to protect them from the elements. Ancient Tools circumvents this. It adds a process to create leather without the need for lime/borax or tannin. -
As I said, if the wiki numbers are correct, peaches, cherries, and maybe yellow apples should be able to vernalize if the temperature drops to 4-5 C. With mods, it's a lot dicier. I'm assuming Wildcraft? In any case, it's possible the mod could have adjusted numbers, or otherwise tweaked mechanics. In the case that it didn't change the vanilla workings though, most of those are pure tropical trees, so yeah...they're going to be incredibly tough to keep alive.
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Welcome to the forums! If the coldest it gets is 4-5 C at night, perhaps try putting them in a greenhouse? That being said, it does look like cherry, peach, and maybe yellow apple trees should be able to vernalize at that temperature. Oranges and olives should be able to survive as long as they're in a greenhouse. Incidentally, 4-5 C shouldn't be killing any trees aside from the tropical ones, which you haven't specified what was growing in the orchard. The only other noteworthy thing here is that fruit trees also seem to have some variance in what the individual tree itself can tolerate, so some trees could be hardier than others. https://wiki.vintagestory.at/Fruit_tree Do you have any mods that affect crops or temperatures or anything? If the trees actually survived the entire previous winter, they shouldn't be dying off the very next year. Knowing exactly when you planted the cuttings would also be useful. I don't know that you need to give up on fruit trees, but it does look like you're going to be very limited on what you can plant. The only other potential workaround I can think of is to possibly try planting your orchards at higher altitudes, where the temperature will be cooler, or digging out a "tree pit" since temperatures get warmer at lower altitudes.
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Living a Nomad Lifestyle in Vintage Story and Stone Age Living
LadyWYT replied to Fey Shadow's topic in Discussion
For the record, I don't really like the early tech levels that much. Don't get me wrong, they aren't bad, but I much prefer the late game because the toys are better and I can more easily accomplish my grand projects(that rarely ever get finished). That being said, I'm currently experimenting with a different style of playing the game--that is, having an initial camp near spawn while I acquire some basic weapons and armor and then scouting out a proper base area once I'm better equipped to handle what the game throws at me. It's a slower style and very different to the typical "make a beeline for a permanent base or just settle near world spawn" that tends to be the standard for many block games. Playing smart and drawing on experience. Although sometimes it's pure Blackguard rage and dumb luck. Storms on, with aggressive creatures. Early storms can give a significant boost via rusty gear drops, if one is willing to face them. And they aren't as strong as later storms, so while they can still be tricky to handle, it's not necessarily a guaranteed death sentence to go fight through one. I don't really have much advice for a nomad playthrough, but I do recommend checking in regularly with traders if you're playing with lore content enabled, and making deals when you can. Some traders, like survival goods, commodities, and agriculture traders tend to have basic resources and food for sale, which can be handy if you're having trouble finding certain things. Most of my salt supply tends to be acquired in this fashion. One lore location has iron equipment for sale in addition to offering repairs, and luxury traders sometimes sell gold/silver falxes, which are just fancy steel blades. Expensive, yes, but a way to have access to very good equipment without necessarily having to make it yourself. -
Welcome to the forums and game! Out of curiosity, what was the solution? It would be handy to know, just in case someone else has the same issue later.
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I voted grain, since it serves the same general purpose as grain, and it would be pretty odd to have alcohol with vegetable nutrition, of all things.
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This is why I said slow down the attack and telegraph it more clearly so that it can be easily dodged; as a general rule, attacks that are easily dodged are also attacks that aren't meant to be blocked...hence why they do a LOT of damage if the player doesn't get out of the way. And no, a boulder is not something you would block with a shield. You would, however, know that bringing a shield to a fight is generally a good idea, since a shield is very useful for dealing with ranged attacks and mitigating melee hits. Hence why the player might also try to block a boulder with a shield. With a reset of the area, sure. Otherwise...what, exactly, is the point? It makes returning to the area later a pain, should you have forgotten something in the library or just want to look around. There's no indication that automatons can just return themselves to life. And to my knowledge, you only get loot for the first boss kill. The other boss that's in the game also does not respawn after being defeated, to my knowledge. So I mean...why should the first boss respawn on its own without a reset of the Archive? You do not. I like the idea of clearing the hallway of rubble, however, I don't think it's a reason to let the eidolon keep returning to life without a reset of the dungeon. The only reason I can think of for why one would want to fight it again after defeating it, is either loot drops(which it doesn't have and in my opinion, shouldn't have past the initial loot drop), or just for grins and giggles. Grins and giggles doesn't work very well as an excuse though, since currently the other boss in the game can only be fought once without using console commands to reset the area. It's the player's responsibility to make sure they have their spawn point set appropriately if they expect trouble. The arena is small enough that the player shouldn't have any trouble dropping in and immediately retrieving their stuff, and since armor is not lost on death the player won't be defenseless while retrieving their stuff. Regarding the lore, a "time rewind" could be an excuse, however, it would also ruin one of the big reveals introduced in Chapter Two, which I don't think is an ideal decision here. I do agree though that boss fights should reset if the player(or all players involved) either die in the process or otherwise leave the area. That way the player can't just win through attrition.
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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
It can, yes. By my point is that if the problem is the fear of losing one's stuff, the game already provides a solution that is guaranteed to work. My reasoning behind that kind of solution is that, as far as I can tell, the general primary complaint behind current respawn mechanics is that temporal gears aren't something easily available at the start of a game and need to be earned, which in turn means that the player is going to have issues if they want to wander far away from spawn to find the "perfect" base location. So giving them the option to start with a temporal gear makes the most sense to me, since it allows that kind of player to set their initial spawn at their base, while still requiring them to participate in the overall spawn system by earning more gears should they wish to change that spawn. If they don't set change the respawns to infinite, then they also need to be careful not to die too many times before they can acquire another temporal gear, since that means they can get kicked back to the world spawn. As for making the item a temporal amulet, this ensures that the player does not lose the item before they can use it, since worn items are retained on death. Now if the player just wants an easy respawn mechanic like what Minecraft and many, many other games have? No, the above isn't a solution, and I would argue this kind of feature doesn't belong in vanilla VS since it's not designed to be the kind of game that gives the player an easy out to everything(Tyron's comments on spawn mechanics suggest as much). The above also isn't a solution to Homo Sapiens either, since lore content doesn't exist in this mode, but as I said before, I'm not sure how to solve the Homo Sapiens problem without wrecking the balance of the game modes that VS is actually developed around. Eh...it kind of works, but I think it just sets the stage for the player expecting every story location to be convenient to travel to, and getting upset when that isn't the case. Similar to the question of "why couldn't the hobbits just fly the eagles to Mordor". There are several reasons that it can't really happen, but the most obvious reason at the end of the day is...there wouldn't be a story if it were just that easy. Overall, I think it's just adding more complexity to the game in a fashion that's not really needed. I agree more with @Stralgaez's opinions on the issue, in that yeah, it's kind of a problem, but not one that's particularly fixable due to the how the game world itself is designed. Thus I'd be more in favor of just allowing the player to potentially wander off and create problems for themselves later, though not at the expense of giving them a cheap, convenient way to change their spawn whenever they wish(outside of the existing console commands to do so). -
I'm pretty sure this is why the glider has such a steep drop-off rate to begin with, in addition to the inventory slot penalties. It's meant as a novelty item that can be used in certain circumstances to avoid falls that would otherwise be lethal, or perhaps a quick way to descend a mountain and cover a little distance as an added bonus, but not as a staple travel method itself.
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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 wrote it into its own separate suggestion so it doesn't get buried in this thread. -
So in my opinion, the fight as it is now is pretty solid, and gets the job done. However, there are a few tweaks that could make it better, I think, while keeping the same flavor. The main flaws I see in the fight itself are that the anti-cheat measures of the arena aren't immersive, and the fight itself doesn't last long enough to do the music justice. 1. The boulder toss attack This attack is mostly fine as-is, however, I think it could be slowed down and telegraphed more clearly in order to give the player more time to notice and dodge it. As a trade-off, this attack also becomes unblockable and does more damage, since I mean...it's a boulder. A shield isn't gonna do much of anything to stop or mitigate that kind of damage, and if the player can more easily dodge it, they don't really need to rely on blocking it. The player can choose to hide behind one of the pillars to block this attack, if they so wish. However, the pillars have a limited amount of boulders they can block before getting destroyed. This becomes an important factor for the second point below. 2. The ground slam attack This attack can be changed to cause the player to stumble/stagger, rooting them in place for a second or two as they regain their footing rather than shooting them into the air. This change means that the player no longer gets as disoriented in the fight, makes more sense realistically, and also means that the invisible walls on the nearby alcoves can be removed since there's now no way for the player to be launched into these(or replaced with iron bars if we want to make absolutely sure they can't access the alcoves from the arena somehow). Additionally, this attack still causes debris to rain down from the ceiling. This debris can't be blocked but doesn't do much damage either, simply acting as intermittent "chip damage" for this fight. However, supporting pillars that get destroyed will cause the ceiling to become more unstable, allowing the boss's ground slam to knock more/larger chunks of debris loose and thus gradually increasing the incoming chip damage over the course of the fight. 3. The locusts These still remain unchanged, since I don't think these really need adjustment. The only tweaks I can think to make, if absolutely necessary, are to either prevent them from spawning until the boss is at a lower health, or introduce a requirement for the ceiling to be at a certain damage level(ie, one pillar broken or so) before they start to spawn. 4. When the boss dies, it stays dead Unless there's something about eidolons that lets them reboot themselves and return to life, the boss should stay dead after the player kills it, rather than respawn. Otherwise, if a location has been completed, it shouldn't be reset unless the reset command is used, or other later story events require the player to return to the location and thus have more monsters move in to provide some challenge. ---- I think these changes could smooth out the fight and make it take a little longer, without changing the flavor too much. The fight itself starts off slow and steady, giving the player more time to learn each action and how to deal with it. The partially-destructible arena and increasing damage as the fight progresses make it a little more dynamic and help naturally push the player into more sense of urgency, especially towards the end where the fight turns into "kill or be killed" desperation, as well as give the player a bit of influence over how the fight progresses(ie, if you can keep the pillars intact, you can keep the boss's damage on the lower side). And of course, if the boss stays dead, the player can freely return to retrieve loot as needed/wanted, rather than being pressured to cart everything to the surface on a single trip.