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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. LadyWYT

    Power Creep

    Well to try to steer the thread back on topic: when I think of power creep, I think of stuff you find in a lot of MMOs...World of Warcraft especially. Back in the olden days, the player was mostly a nobody, and went on the hero's journey battling low level threats like kobolds to facing off against major threats like Ragnaros or the Lich King. And then at some point there was a turn, where the threats got more and more epic until the player is the default "champion of the known multiverse" or whatever...at which point everything stops making believable sense. Aside from just the power creep in the lore and story though, there was also just the way the player was on the never-ending treadmill of replacing gear. The best stuff you could possibly obtain at the end of an expansion became somehow worse than the most basic gear of the new. Going at power creep from a different angle...Skyrim had similar problems, but in a different fashion. Now don't get me wrong, Skyrim is a very fun action game, but you can do everything...literally everything...on one character. It destroys a lot of the worldbuilding, but it also puts a damper on a lot of replay value. If you're playing a mage character there's no reason not to use heavy armor and weapons too, same as if you're playing a warrior there's no drawbacks to learning magic either. Pretty much everything is the same, unless you deliberately go out of your way via mods or roleplaying to assign things value. In any case, I don't think Vintage Story suffers from either of those problems, and I really hope it never does. The game has a pretty good balance of things right now, in my opinion, and if it became just another action game slog of always chasing the stronger enemy, it would lose most of what makes it special.
  2. Welcome to the forums! Typically January is the coldest month, at least in my experience. If you're wanting to settle somewhere warm enough for crops to grow year-round, the easiest way to accomplish that(without starting a new world) is to trek south until you find redwood or bald cypress. While not tropical areas, the areas should still be warm enough to grow crops year-round, especially if you have greenhouses.
  3. These are already being worked on and should be added in the next update or so. Otherwise, I would recommend looking into mods like Floral Zones or Fauna of the Stone Age(unfortunately, not all of these are updated for 1.21 yet). They tend to be very stable mods, and can add quite a lot to warmer regions, and fit quite well with vanilla as well. If you're worried about saves, best to start a save specifically for a modded playthrough, and stick to just a handful of well-known mods, since those are typically kept up to date.
  4. Or just the standard monster community meeting at dawn outside my house, assuming there's a rift or two nearby, anyway.
  5. LadyWYT

    Power Creep

    I would like to say they don't, but I've seen enough comments from players who've managed to do so...usually newer players who don't understand the mechanic yet, to be fair. Otherwise, I've seen several complaints from players who haven't built in unstable areas, but wished they could, since they enjoy playing with the mechanic but also like to have a way to build in prime spots that they find. Which is fair. That's why I suggested some sort of tech gizmo to fix the instability--it offers a good goal to work towards in the late game, for many different applications. Not just building scenery. @Diff I think for a temporal anchor(or whichever gizmo fixes the stability), I'd opt for something that can be picked up and transported. Most things in the game can be moved around, and it's very handy to have the ability to do so anyway in case of a misclick. Likewise, if a player is just using it to temporarily stabilize an area(such as a mining expedition or something), then they're going to want to move the device around. Even for more permanent installations, players might still want to move it once placed, due to a change in the planned architecture.
  6. It takes three if you're a Blackguard, which is still quite easy to manage. Bowtorn tend to be harder to manage when there's more than one, or a bunch of drifters there to dogpile. But in those situations, yeah, you want to be running and avoiding, and not fighting.
  7. Except then players are left with two vastly different systems to pick from, in addition to being stripped of the option to learn to play in an easier gamemode like Standard or Exploration before they jump into something like Wilderness Survival. The way the game is currently built is that Standard is the baseline intended experience, and a few things are tweaked to make it easier or harder in the cases of Exploration and Wilderness Survival. The game will play by the same rules regardless of which one the player picks. As for just making it a toggle with a list of additional configuration options...no, just no. I can appreciate the thought put in to fleshing out the idea, but that's thirteen additional options listed there, minimum, all which require a completely different system of gameplay than the original. I would also question how such systems interact with all the other systems in the game, given that many things in Vintage Story are often interconnected, and it's difficult to change one without changing another as a result. Hence why I say this is all a great idea...for a mod. Mods allow players to choose additional challenges like this for their game, without changing the base experience for everyone else. And given how many players already seem to struggle with food supply, even with experience at higher difficulties, I don't see something like this being enjoyed by the majority of the playerbase. There was actually a mod that implemented an idea similar to this; the name was Realistic Starvation, I believe. https://mods.vintagestory.at/show/mod/10343 The two biggest flaws I found when playing with it were as follows: 1. It trivialized hunger completely. Since the player takes several in-game weeks to starve to death, there's really no pressure to find and secure a steady supply of food. 2. There was absolutely no reason not to eat every scrap of food the moment you acquired it, since there was no limit to how much you could eat in a sitting or any drawback to overeating.
  8. Or just try leaving the kids at home while you're out hunting? Jokes aside, I'm very confused about what's being described here. The bow doesn't block that much of one's vision, and one can just...move to the side a bit when shooting. Likewise, the player already holds the bow off to the side of the aiming reticle, so unless you're standing right next to the target you should have clear vision, barring anything like brush and whatnot. In any case, welcome to the forums! I'm guessing the main issue here is animals being somewhat difficult to spot at times due to the terrain or local plant life. Plants and other obstacles can make it difficult to track prey, but this is also part of the game's challenge. I will also note that majorly wounded animals will always run when the player gets too close, which could also be a factor.
  9. Correct, at least at this point in the game. Glass panes can only be placed in one of the four cardinal directions. I suppose you could technically place them in a zig-zag pattern to get a diagonal, but that both takes extra glass as well as looks ugly.
  10. I don't know the reasoning, but I think you're probably on to something there. If the traders just sell individual tiles, then it's easy to allow different blocks to be crafted from the same tile. Additionally, if the player is ever able to fire their own tiles via beehive kiln, then they can just purchase extra at the local artisan if they happen to run a few tiles short, rather than have to fire the kiln again. Otherwise...maybe for "realism"? In that if you go to the local hardware store, they're going to sell you individual tiles/boxes of tiles, which you have to put down yourself. If that were the logic though, you'd think the building traders would sell individual boards instead of blocks of boards. Of course, it could just be for consistency regarding the more decorative stonework blocks--they all seem to require mortar of some sort and it's not really fair to have only one type be purchasable as a complete block.
  11. LadyWYT

    Power Creep

    I mean...isn't that technically what all late game stuff is for to begin with? Addressing things that were problems earlier in the game, but now aren't problems anymore because of that progress? Food is an early game problem, but ceases to be a concern once the player has established farms and captured livestock. The player cannot see in the dark either, but once they get a torch or oil lamp then they can navigate dark places, and upgrading from those early light sources allows easier navigation. Ranged combat is a problem early on as well, since spears don't have a particularly long range and take up a lot of inventory space. Longbows and recurve bows significantly mitigate those issues, but aren't readily available until much later in the game. I'm with @Diff here...really don't see a problem when it comes to temporal stability, and having some sort of late game tech that can stabilize areas. It would be a great tie-in to Jonas tech as well as a great quality of life feature, and players who really don't want to have to wait that long or otherwise deal with the mechanic...will probably just have the temporal mechanics disabled at the start.
  12. 1.21 added new ceramic tile blocks that players can purchase as decoration from artisan traders. That addition was tweaked so that instead of buying full blocks, the player now buys the individual tiles(presumably X gears for a Y tiles, and not X gears for a single tile) and must craft the blocks themselves with mortar. The wiki probably hasn't been updated yet for a lot of new content.
  13. What kind of difficulties are we talking here? I play Standard and rock iron brigandine or better when dealing with sawblades, and while they aren't terribly nasty they don't exactly tickle either. In any case, if one plays Wilderness Survival everything is a lot more dangerous due to dealing increased damage(150% as opposed to Standard's 100%). The player also has 5 fewer HP to work with on Wilderness Survival, while Exploration gives the player 5 more HP.
  14. Honestly, I bet if there wasn't a sound cue there, a lot more players would probably starve to death. I think a much better option would just be replacing the standard "player hurt" sound, with a special one for starvation damage in particular. Like a stomach growl, or something else that will immediately grab the player's attention and clue them in on what's going on.
  15. I know you're joking, but...I actually someone order like this once . I had to stare for a couple of moments before politely asking for clarification on whether they wanted drink A, or drink B(which was very similar to drink A). It wasn't a Starbucks or Qdoba, but it was still...something.
  16. I mean, that's fair, but I will point out that each full bar of nutrition is worth 2.5 HP; the player's base HP is 15. If the player fills all 5 nutrition bars, that's a total of 12.5 additional HP, which almost doubles the player's health. Even just filling 4 of 5 bars is 10 extra HP. So it will add up, and it's more useful at higher difficulties or for classes with smaller health pools. Plus I've said it before and I'll say it again...a couple extra hitpoints might not seem like much, until a player winds up dead for want of a couple extra hitpoints.
  17. What's even better is when you work at a not-Starbucks, and a Starbuck regular walks in and orders a Starbucks size, when you yourself aren't familiar with Starbucks terms.
  18. There have been some clipping issues lately, but to my knowledge the armor layer is supposed to cover most clothing layers. Accessory slots might be an exception.
  19. It is a bit finicky as to when it will play. It will also stop the moment you stand up, I believe.
  20. Nope, that's just how firepits work in general. Once it's done cooking an item, the temperature will reset for the next item when it starts cooking. It's also why this mod is so popular: https://mods.vintagestory.at/betterfirepit
  21. Given that there is a specific music track for sitting by a campfire and cooking a meal...I would say yes, it's definitely possible. Edit: I should say it's possible, but I'm not sure of how you'd need to code it to get it to work.
  22. I feel like this is one reason a "Vintage Science" thread would be pretty fun. List all those odd gameplay interactions that really shouldn't work, but somehow do.
  23. Or in the case of metals, add something like what this mod does: https://mods.vintagestory.at/show/mod/24000
  24. That's what I use black coal for, since it has about twice the burn time of brown coal. Brown coal is more comparable to charcoal, but doesn't burn as hot. I also don't really worry about brown coal usage as much since it tends to be rather easy to find.
  25. These posts have been an absolute joy to read. Seeing brand new players be so incredibly enthusiastic about the game is just...so incredibly adorable. Sounds like my current world. Claystone everywhere, but no borax to be found. I finally found a deposit after many hours of searching...and it was under a trader wagon. At least it was mineable!
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