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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. LadyWYT

    Power Creep

    Well to go along with what Krougal said... The player isn't going to be spending all 100 hours at their base, especially if it's in an unstable area. The instability means that the player will need to either go spend time regularly in a stable area or otherwise sacrifice the occasional temporal gear in order to recharge their stability. Hence why the player would be wanting to build a gizmo to fix the stability later--for the convenience. In other words, the player could ignore stability and build wherever they want at the beginning of the game, and put up with some inconvenience until they can acquire appropriate stabilizing tech later.
  2. Welcome to the forums! Except it's not a negligible amount. The player will die within a few minutes if they fail to secure a decent meal. It might not be the most realistic thing, but it's a mechanic that pushes players to do the most basic but most important survival goal: secure a food supply. If a player can't do that, then everything else in the game is going to monumentally more difficult. I will also note that despite it being relatively easy to find and secure a good food supply, there are still plenty of players that manage to starve to death, somehow. The only thing I would agree on here is that players shouldn't be able to mitigate starvation with bandaids. Except 50% of hunger won't last very long, and there are other penalties to dying. The player loses 50% of their nutrition each time they die, which means a smaller health pool to work with. Likewise, death also means loss of items, though this does depend on game settings. In any case, nutrition is still a concern at the start of the game, even if the player doesn't have a lot of points yet. It's harder to acquire nutrition at this stage of the game, but the extra hitpoint or two is a lot more important for longevity since the player doesn't yet have access to decent weapons and armor. In the event of an accident, that extra hitpoint or two could be the difference between life and death. And since the hunger bar is only filled halfway at respawn, the player will be on a much shorter leash regarding what they can do before death by starvation starts looming again(assuming they keep ignoring food supply). For the sake of brevity, I'm not going to quote everything, just the major rundown. The explanation is well thought out and presented, and I think it would make a great mod, but I don't think it would be a good addition at all to the vanilla game. Chief reason being...it's way too complicated. The advantage of the vanilla hunger system is that while it has some depth regarding nutrition and whatnot, it's still very simple and easy to understand, especially for players with no prior knowledge of Vintage Story's mechanics. Eat regular meals, or you die. The "starvation timer", as it were, is lenient enough that players will have a grace period to acquire some food before they die to starvation, but the timer isn't so lenient that they can safely ignore it and wait until the last minute. With this proposed system though...the player is going to have their hands full up front just figuring out the hunger system, let alone figuring out what they need to do to secure a food supply or otherwise make progress in the game. Vintage Story has a very steep learning curve, and it's not unusual at all for new players to struggle quite a lot when learning how to play. Beginning gameplay loops are simple, so they're quite easy to understand quickly, and it's not until later in the game after the player has made some progress that the gameplay starts getting a bit more complex. The main challenge stems from there just being so much gameplay to learn at once. This is the second major problem I see with this system; the more penalties you apply to the player for going hungry, the harder it becomes for the player to actually acquire more food. It's going to be especially punishing in the early game, and for certain high-risk adventures as well, since the deck gets stacked against the player. New players especially already have a tough time securing a food supply, and while it's not uncommon for them to starve to death a time or two, they at least get a fair shot at fixing the issue each time they respawn. If they get penalized more heavily, not only does it make it harder for them to fix their mistake, but now they're going to feel actively punished for being inexperienced. It's not just new players though--experienced players will also likely become frustrated with such a system, because it's still very easy to die despite experience if one gets too complacent. Likewise, there are certain things the player needs to do to complete the main story, and some of those things are very risky...it's easy to die several times in a row. By applying this kind of penalty to all deaths, then completing certain content becomes exceptionally frustrating unless the player manages to avoid making any mistakes(which is quite difficult in some cases). For a better alternative to starvation death, I'd recommend something more like this mod: https://mods.vintagestory.at/tasshroombodyfat Essentially, allow the player to build a small fat reserve(provided they're staying well fed), and then burn said reserve before beginning to drain the player's health should they start to starve. I believe Tyron already included code for this concept in the game itself, but for whatever reason, the code was never actually implemented. That may or may not change at a future date. Endurance is an entirely different concept, I will note, and this mod implements such a mechanic very well: https://mods.vintagestory.at/show/mod/26142 The player needs to be careful about when they choose to sprint, but otherwise won't be prevented from playing the game normally. Filling nutrition bars increases the player's endurance in various ways, such as providing more stamina or draining stamina more slowly when sprinting. In any case, the system is quite easy to use and understand, so new players and veterans alike can manage it well enough. As for mitigating hunger damage with bandages...that's probably as simple as just making starvation unable to be healed while the hunger bar is empty/below a certain threshold. Starvation damage could simply "lock" part of the player's health bar until they eat a good meal, at which point it "unlocks" and the damage can be healed like normal. Other types of damage can be healed as normal.
  3. LadyWYT

    Power Creep

    Ah yeah, forgot about that mod. Well the general idea was that a player would just build wherever they wanted at the start, and then fix the stability later once reaching the appropriate tech.
  4. You shouldn't need to do anything with worlds created in 1.21.0--just load the world as normal after updating to 1.21.1. Though if you want to be extra cautious, you can always make a backup before you load it.
  5. Welcome to the forums! I think traders are slated for an overhaul here in an update or two, so I'm guessing they will probably get some better vocals with a rework.
  6. I mean, I haven't crunched the numbers or anything, but this feels right, at least for when the metal has come to temperature and begun to actually smelt. The time it takes to get it to an appropriate temperature though varies depending on what one is smelting; for alloys, the smelting temperature is whatever the highest required temperature is for the metals being smelted.
  7. I just check it every once in a while and delete old images I don't need anymore. A friend of mine was posting some pictures of our base on here some time ago, ran out of room, and ended up posting a link to the rest on imgur.
  8. I have no idea, never used the mod myself. I just know of its existence.
  9. This is the most likely culprit. Higher quality images and frequent image posting will hit the limit pretty quickly.
  10. Like this? https://mods.vintagestory.at/fieldsofsalt
  11. LadyWYT

    Power Creep

    To my knowledge, no, no one has modded something like this. The closest I've seen is this: https://mods.vintagestory.at/chunkstaboverride That mod seems to rely on console commands, rather than in-game survival tech. They can technically climb, but it's not proper climbing like what locusts do. Climbing in the shiver sense means that they're able to navigate heights up to two blocks, so it's more like bear/elk/bighorn style climbing.
  12. Don't forget the shivers too. They can close the distance quickly, and they like to skitter around their target, nipping from multiple angles. By the time the player has aimed a ranged weapon, the shiver has quite possibly already skittered behind them...not to mention that damage will jostle the player and help throw off aim. The other bit I'll add here, regarding how I usually look at the class balance: a Blackguard takes an extra shot to kill something at range but one less hit to kill something in melee, on average(compared to a class like Commoner). A Hunter will take one extra hit to kill something in melee, but one less shot to kill something at range. Comparing Hunter to Blackguard directly, the Hunter should be able to take about two less shots to kill something at range, but two more hits to kill something in melee. In any case, it's not a big enough difference to make it impossible for either class to function normally in the game, and it feels a fair balance for classes that are the polar opposites of each other. As for which one is best to pick...really depends on what the player wants to do. Hunter tends to be a common pick, especially for new players, because it's easy to handle the drawbacks while the benefits are effective throughout the game. Blackguard is a less common choice for newer players given that it's a tough class to handle at the beginning of the game due to the drawbacks, while the benefits become much stronger in the late game. And yeah, the missed shots are a huge factor when it comes to ranged damage. It doesn't matter how good the potential numbers are, if one can't actually achieve those numbers with any kind of consistency. I also suspect too, that if ranged damage were really that overpowered, the devs would have most likely smacked it with the nerf bat by now.
  13. Oh good, because there's been a lot of fog in the game recently and it's been blinding. I do love me a good foggy day, but that was just a bit much.
  14. Yeah I'm with the "doors/blocks take precedence" crowd. I'd wager that if it were the other way around, then we'd probably see remarks like "I died to monsters outside my house, because the game tried to apply bandages instead of letting me open the door! " Does it make realistic logical sense? Well...yes and no. If you're injured, then of course you want to be treating that injury ASAP. However, unless I'm mistaken, one of the primary rules of first aid is making sure that it's safe to apply medical attention first--ie, make sure that both you and the patient are out of any immediate danger before worrying about the patch job. Same logic applies here--yes, it's important to heal yourself after taking damage, but you need to make sure that you're safe from whatever was attacking you to begin with. That could mean killing it, or it could simply mean just going inside.
  15. They're in the Vintagestory folder, under "assets", under "survival", "creative", or "game", depending on which sound you're after. From there you go to "sounds" and then just poke around the appropriate folder or file for whatever sound you're after. To be fair, I've dug through a lot of game files for making texture packs and fiddling with mods. Once you've done that a few times, it becomes a lot more intuitive on figuring out where to poke around to find specific game assets.
  16. Well, WoW is a very different game too, and I will note that when I was playing, death knight didn't really have any good gap closers aside from the deathgrip ability, which was countered rather easily with a hunter's disengage and cheetah sprints. Pair that with hunters having a snare to slow down targets, and a freezing trap--the hunter should win. I did factor in the movement speeds, though I made a point of saying optimal equipment for each class, based on number crunching for a reason. Or at least, that's what I was trying to get at. If you equip each class with the absolute best-in-slot items(which for numbers, may not actually be plate for Blackguard), the Hunter should be able to beat the Blackguard every time, assuming both players are equally skilled and there is enough space for the Hunter to move around easily. In tight quarters, or in rough terrain, the tables might be turned against the Hunter, depending on how well the Blackguard can navigate. Keeping in mind too, it's a lot more difficult to accurately shoot while on the run. From the PvE perspective, it's a bit different, since enemies behave in predictable fashion, but I'm also not convinced that the difference in potential damage outputs is big enough to warrant buffing Blackguard, or melee in general. Not that I would mind a buff as a Blackguard main, mind you, but it is a very strong class already and making it even stronger would probably be a mistake. I also think what @Bruno Willis mentioned ties in here as well--it depends entirely on player preference. If someone wants to absolutely min-max the snot out of the game then they can crunch the numbers and go for whatever has the best readout. That doesn't mean it's going to be enjoyable every time though, or that the average player is going to enjoy that kind of min-maxing. Of course, now you're making me want to build an arena and go pester my hunter friend into being a sparring partner...
  17. I'm thinking this is the case, since Discord wasn't working on my phone earlier but seemed fine on desktop.
  18. Well...TIL this is a word. I think it's a decent idea for smaller birds like songbirds and things. Larger birds such as crows, falcons, eagles, and vultures I'd rather be able to somewhat interact with(falconry please?). One issue I see though, is not all birds build nests, or what we would think of as a proper nest, anyway. Killdeer will lay their eggs among gravel for camouflage, and for doves...a couple of sticks will do. Not that all the birds have to be 100% accurate...
  19. It's not that one can't dodge while wearing heavy armor, because it's definitely possible. But the timing is a lot tighter in heavy armor than it is for lighter armors. Definitely agree here though, especially with the "hit and get hit" mentality. Even though heavy armor is good at soaking up damage, it's still a good idea for the user to dodge hits when possible, or otherwise block with a shield. Pretty much my experience as a new player as well. Some of the more experienced players that I had seen play argued against copper lamellar, improvised armors, and anything short of a bronze anvil, but I mean...I didn't have the experience or confidence required to skip that many steps or take that many risks and get away with it. Improvised armor helped keep me alive while I developed reflexes, and the copper lamellar was a big deal because it meant I could start fighting back against some enemies and actually live. Plus I mean...given some of the stories I've seen, all that's really needed to defeat anything in the game is a handful of stone spears--no armor, no fancy weaponry. Of course, that's not what the average player is going to be capable of, or going to want to do.
  20. I'll also note that if you go around the big mountain, you'll just have the smaller foothills to dig tunnels through...and digging several small tunnels is significantly easier than digging one tunnel through a big mountain.
  21. I dunno, man, I'm still not sold on it The numbers might technically be there, but I think it probably boils down to the individual player in question, and how well they can manage their class and equipment. Assuming that a Blackguard and Hunter have equal skill, and the absolute best equipment they can possibly have for their class(in terms of number crunching), the Hunter should win over the Blackguard assuming both have equal skill and the area is decent to fight in(that is, the Hunter can keep distance from the Blackguard). If the Hunter can't keep the distance, however, then I would expect the Hunter to get absolutely thrashed. Of course, that could just be World of Warcraft experience talking on my part. I used to play death knight, and that class tended to be very durable and very capable of absolutely wrecking a target...provided the death knight could get close. Hunter was very good for sniping things at range, and was a class that was a pretty hard counter to death knights as a result...provided the hunter was able to use their abilities to keep the death knight at a distance. In the ideal scenario, the hunter wins every time, but in reality it depended heavily on which player used which abilities at which time. For Vintage Story in particular though, I think most of the classes are balanced well enough, though Clockmaker could probably use a bit of love. I would keep passive block protection--I think the main idea there is that the incoming shot hit the shield area, instead of your actual body. But you should still need to be facing the target for the passive block to take effect. In my case, I opt for iron brigandine because I don't want to hammer out that many chains, even with a helve hammer. The material saved on it I can use for tools, or just shove into one of my refractories to turn into steel. Once I have steel, then I'll think about a set of chain, scale, or plate. Generally it's plate, just because that's what I like and it's very good for base defense in a temporal storm, but for actual adventuring chain is handier...especially for chapter 2. That is just me though. I've been thinking on this for a good chunk of the day, and I'm not sure that it's as much a numbers problem as it is a material cost issue. Low tier metal armors like copper and bronze seem sufficiently protective for their tier, but the amount of effort you'd have to sink into actually making one of those tier sets is very expensive for both material and labor cost, when compared to iron tier armors and above. If it were cheaper/easier to craft those armors then they might be a more attractive option, but as it stands now by the time you're finishing the crafting of one set, you've probably already got access to iron or enough flax for gambeson. In which case, I wonder if it would work to split the chest and leg armor slots into two different slots, for a grand total of five armor slots instead of the three we have currently. Might look something like this: Head: This slot is pretty much unchanged from what it is now. However, I would add an accuracy penalty to helmets that obstruct vision(plate helmets, Blackguard helmet, etc). Shoulders: This slot helps mitigate damage from hits to the head and torso areas. However, equipping armor in this slot will penalize accuracy and firing rate. Torso: Functions pretty much the same as the chest slot does now, but these armor pieces will no longer impact accuracy or firing rate. This slot will affect movement speed. Legs: Similar to the current legs slot, and like the torso slot will not impact fire rate or accuracy. It will affect movement speed. Feet: Helps mitigate hits to the legs area. Doesn't penalize accuracy or fire rate, but will affect movement speed. Overall, I'd expect a change like this to make a complete set of armor more expensive to craft and maintain. However, it would allow players to obtain some better pieces of protection earlier in the game for a more reasonable amount of materials and effort(such as a bronze chestplate). Likewise, it also allows players to specialize their gear a bit more. A melee specialist will probably opt for heavy armor in all slots in order to mitigate the most amount of damage, while a ranged specialist might opt for just a chestplate and helmet in order to maintain maximum mobility and shot effectiveness. An adventuring loadout might use heavy armor in the torso and head slots, while using lighter armor in the other slots to maintain more speed and a lower hunger rate. I've also heard a status effect system floated, and having some basic negative effects that could occur from combat would also help flesh out armor choice a bit more. Wearing no armor leaves the player open to the entire range of injuries. Light armors like leather and gambeson might not be that protective, but they could be the difference between getting a major injury, or just suffering something minor. Heavier armors like scale and plate might render the player immune to most injuries, but won't stop the player from suffering bruises or broken bones. The injuries, of course, could penalize movement speed or health temporarily, and take a few days to actually heal(perhaps aided by herbal medicine)--the player can't just slap a few bandaids on and expect to be back in fighting shape. I've played with similar concepts in Skyrim, and while Skyrim is a different game, that kind of system did make armor choices a lot more interesting than just "pick whatever's the strongest in terms of numbers". Once I got to the better late game armors, injuries pretty much quit being a concern at all, outside of getting pummeled by something really strong.
  22. Or I mean...wine glasses and coffee cups both serve the same general purpose--drinking vessels. However, coffee cups probably aren't going to be the choice of drinkware when one hosts a banquet, same as wine glasses aren't the choice when drinking hot beverages.
  23. Welcome to the forums! Honestly, I would play the game as-is for a while first, before you go adding mods. That way, you'll get a better grasp of core game concepts and the gameplay in general, and be able to more easily figure out which parts of the game you'd most like to change and how. Edit: Playing unmodded also makes it much easier to troubleshoot problems should they occur, and also makes reporting the issue to the developers so they can fix it. Mods, on the other hand, can often have unintended consequences, and make reporting problems harder as it may be a problem with the mod specifically and not the base game.
  24. So maybe just give enemies damage resistance, depending on their tier, or overall type? For example, surface monsters should be easy to dispatch with most any weapon, but tier 2 monsters should require bronze equipment minimum before you can seriously deal with them. Tougher animals like bears and moose might be more resilient against stone weapons, which means a player will want to invest in metal weapons to deal with them more effectively. Players still have the option of using low tier weapons against high tier opponents, of course, since a stone weapon is better than nothing. But the idea is it'll be a less attractive choice to rely on the "cheap" route instead of investing a bit more into weaponry. Yeah, I can't really agree here when it comes to armor. Vintage Story has a lot more nuance when it comes to armor, since it matters what type you pick and what material you make it from. In Minecraft there is no reason not to obtain and wear the best armor(netherite) all the time. What I would agree on though, is perhaps the stats need a bit more tuning in certain cases--plate armor is probably the worst offender there. I would also point out that there's a difference between how one equips themself for singleplayer versus multiplayer; in multiplayer it's a lot more viable to specialize for a particular role(plate for tanking, gambeson for even more accuracy for the ranged DPS). There's also a case to be made for just picking a set you like and making it work, even if it doesn't have "the best" stats. Min-maxing will get the player the most bang for the buck in terms of cost versus performance, but also shoehorns the player into very specific choices, which isn't necessarily fun. Ideally, the player should be able to pick pretty much any option(of the appropriate tier for what they're dealing with) and be able to make it work easily enough. Some choices might be "subpar" to others if you crunch the numbers, but that doesn't mean they aren't viable or aren't fun. This I'm honestly not sure about. It would be interesting if they expanded on the idea, with a "rock, paper, scissors" style of balance when it comes to damage types. However, that kind of complexity might also be better suited for mods. Hard to say for sure. It could be something that gets fleshed out more in the future, or it could just be the lingering remnants of an early combat concept, that has since been discarded and not yet patched out. Agree with the clubs bit, but I'm not sure about increasing melee damage across the board. To me, melee is already pretty strong, especially for specialists like Blackguard, so increasing the base damage by default only makes that class more of a monster than it is currently. Now this one I can agree with; it's more intuitive, and Minecraft handles this kind of concept well. The one change I would include here, is that if you have a shield equipped, you shouldn't be allowed to use a bow unless you unequip the shield first. Or perhaps allow the player to fire the bow, but make that action take priority so that you cannot block while using a ranged weapon...in addition to penalizing accuracy if you're firing with a shield equipped. Given how bulky shields are, players really shouldn't be able to use them and bow effectively at the same time. I can agree with this one too, though I would note that the player should be actively blocking with the shield in order to fully block the incoming attack. I don't think I would apply quite the same logic to armor, as there should be at least a bit of damage leaking through. It should be possible to die to low tier damage even with good equipment; it shouldn't be likely, of course, but it should be possible if one gets careless. I don't think I would reduce the penalty for all armor sets, as most feel pretty balanced in that regard; however, I do agree that once again plate is the worst offender here. The movement penalty for plate could be reduced quite a bit, while still keeping it balanced, due to the expense of obtaining it and the healing penalty it applies. Honestly, could probably steal a page from the Age of Empires 2 playbook and tweak armor stats to accommodate something like this, without getting overly complex. Essentially, there were two different armor stats for units in AoE2--plain armor and pierce armor. Plain armor applied to attacks in general, and mitigated a certain amount of incoming damage. Pierce armor was similar, but applied specifically to ranged attacks, so you could have a unit that was highly resistant to ranged damage but susceptible to melee(huskarls are notorious for this). Of course, anything can die to ranged if you shoot it enough times, but the idea is that it's not efficient to do so. In any case, when applied to VS armor, chainmail(for example) could have good stopping power against attacks in general while retaining good accuracy stats, making it a solid choice for ranged characters. However, it might not be very good against piercing attacks, which means it's not a great choice for melee when compared to plate, and leaved ranged characters vulnerable to bowtorn(or an enemy with a pierce attack specialized to close distances quickly). Plate, on the other hand, would be great against piercing and general damage types, but wouldn't be ideal for ranged characters due to the movement and accuracy penalties.
  25. The biggest difference between the two is that Bedrock makes you pay real money for extra content(which, it's not unusual for said content to be low effort, or outright stolen from Java creators); extra content includes things like skins and resource packs, not just extra gameplay goodies like items and maps. Java is different, in that mods, skins, resource packs, and other content are all free, with very few exceptions. Of course, with Java, you can also play any version of the game you wish, whereas Bedrock locks you to the most recent version only.
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