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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. There's a small handful that remove shivers, but I'm not sure any are configurable, and most are out of date. This is the only one I could find, at a glance, that removes shivers and is still somewhat updated. https://mods.vintagestory.at/noshiversandbowtorn
  2. We don't really need an aquarium block, since it's easy enough to just build a large aquarium and a single block is way too small to put most fish in. But without a way to transport live fish, there's no way to stock an aquarium, so live fish transport would be very nice.
  3. Ah. See when I think of "armor check", I tend to think of...well, I dunno. Enemies built specifically to punch through armor or otherwise shred its durability, moreso than actually hurt the player. But I guess it works. If you have basic skills and tier 3 or better armor, you should be able to face-tank the thing and win. You'll still need to heal afterwards, but the fight will be manageable. If your skills are higher, then you can get away with lower quality equipment, because you'll be able to dodge some of the attacks and take less damage. I really need my coffee to kick in though. Incidentally, "helter-skelter" is how the second boss fight was at launch, drastically moreso than the first boss. I do miss it in some ways, since it felt authentic to how a fight of that kind should actually unfold, but I can definitely see why the devs opted to change it as they did. In fairness, the RA boss is a fight that doesn't favor Hunters at all. It's a claustrophobic arena, and better to stay in melee distance to keep the boss from slamming the ground quite as much. The second boss fight of the story does the opposite--it's primarily a ranged battle with little opportunity for melee attacks, so Hunter is the strongest pick and Blackguard one of the weaker picks. I'm not sure how I would go about improving the RA boss fight though. Perhaps make the boulder toss a little slower and much easier to dodge, with the tradeoff of the attack being unblockable with a shield and doing a little more damage. What can block the boulder toss though, is the pillars, albeit for a limited time since they will get destroyed if they get hit by enough boulders. The ground slam could possibly be changed to just interrupt the player's movement by forcing them to stumble/stagger, rooting them in place for a second instead of sling-shotting them around the arena. The debris that's knocked loose from the ceiling can act as "chip damage", in that it's not very much damage itself, but it's a tiny bit that adds up over time and can't really be blocked. And of course, the more pillars that have been destroyed by the boulder tosses, the more damage the falling debris can cause since the ceiling is more unstable and larger chunks are falling. I think these changes might smooth out the fight a little more and give the player more options on how to proceed, with the threat level increasing as the fight goes on, keeping the quality of pushing the player into a "kill or be killed" desperation at the very end of the fight.
  4. Isn't that redundant though, since temporal gears can be set to infinite respawns? They don't need to build a structure; all they need to do is select the hypothetical option to spawn with a temporal amulet, set respawns to infinite, and then just turn the amulet into a gear when they're ready to pick out their base location. Though incidentally, this sort of solution does create the problem of the player potentially wandering much further away from the story locations and thus having much further to travel later, which may prove frustrating depending on the player. It could also do the opposite--the player stumbles across certain locations very early, and thus skips entire chunks of the story as a result. The Resonance Archive is quite impressive, but it's just not going to hit the same if the player completes it after the events of Chapter Two. Maybe. It kind of solves the problem for Homo Sapiens. But I don't think it's a solution to some of the player complaints about the spawn rules, since gold ingots are difficult to acquire. Gold is rare, and is going to require bronze to mine, which means that the player is going to be well into the game before they unlock the ability to reset their spawn. With lore content enabled, a temporal gear is still going to be faster.
  5. LadyWYT

    glider

    Eh, I have to disagree here. Players can already build a tower at their base that essentially allows the same thing. Generally when I see this topic surface, I get the distinct impression that the suggestion is for the glider to become a standard travel option, and not a novelty item for very specific circumstances. Thus I don't think making a relatively expensive "springboard" block to launch the player several many blocks into the air would really be the solution to such suggestions, though I do think that a springboard block that allowed higher jumps(like Minecraft's slime block) would be pretty fun. Right, and one can always "not do that" in Minecraft as well. The thing is, when there is a powerful option like that, it's hard to just overlook. The elytra never really gets passed up because while it's tedious to acquire the first one, it's not terribly hard to find more after, rockets are easily supplied, and the ability to just fly over everything is incredibly valuable when it comes to travel. The happy ghast offers no competition in the travel department because it's way too slow. And of course, if you don't use the elytra in multiplayer, you're putting yourself at a distinct disadvantage to everyone else, which is never particularly fun outside of roleplaying servers. Which is fine, because that's you modding your own game client.
  6. THE GNOMES HAVE NAMES?! AND THERE ARE FROGS?! Well then... Nothing to see here, just gonna add this to my hoard of mods.
  7. I wouldn't think so. Meat generally needs to be cooked both to make it easier to digest, and also to make it safer to eat by killing off any germs or parasites in it. Some vegetables do need to be cooked in order to really be edible, however, there's also a lot of vegetables that are perfectly fine to eat raw. Mind you, that's not to say that players shouldn't have some more options for how to cook vegetables and food items in general. Just that it doesn't have the same importance as cooking meat. One option I would somewhat like to see is some sort of slicing mechanic, since generally you slice up things like certain fruits and vegetables before cooking with them. However, I'm not really sure what purpose it would serve, aside from cluttering files and giving specific ingredients like turnip greens. I guess it could be a case where, if the fruit/vegetable is left whole, it keeps fresh for a longer period but cannot be used for cooking, whereas slicing it up prepares it properly for cooking but significantly shortens the shelf life. I suppose in that case, you could have a meaty turnip stew with turnip greens as the side dish, but I could easily see it just amounting to a bunch of busywork as well.
  8. LadyWYT

    glider

    Aviana's Feather also had a one hour cooldown, if I recall correctly. It's been a while since those days. Still, my point remains that flight is still an incredibly powerful ability, allowing the player to cover a lot of territory very quickly, with ease. That's also kinda why demon hunters were so broken when the class was introduced--they could glide around and otherwise move in ways that the other classes just could not, which let them have a lot of advantages in both instances and exploring the open world. And the demon hunter's glide didn't have a cooldown like the feather toy, and wasn't limited to consumables like the engineering gliders. Incidentally, WoW is also a pretty good example of how player-controlled flight can really mess up the game world feeling like an actual world. One common observation a lot of the senior veterans had was that vanilla WoW felt alive because flight was limited to flight paths only, so you would actually see players riding around the world, doing quests and engaging in fights. With the introduction of flight, you no longer saw as many players out and about, because they would all be flying overhead unseen, and world PvP became just a matter of swooping in with a flying mount to gank someone and then flying away to safety. Vintage Story's glider is mainly a novelty item with very situational use, and not really something meant for serious travel. And if you give the player a cheap rocket that they can use to launch themselves straight up into the air as soon as their feet hit the ground, guess what...they're going to use that and not the ground mounts or sailboats given that flying over terrain is still faster and easier. The one absolute exception is teleporters, since teleportation is instant and doesn't need to ever account for the terrain, and waterworlds(if water even prevents the use of the item), which are decidedly not the default map style. Keeping in mind that sailboats require water in order to function(which the default maps do not have a lot of), and are slow compared to flight. Sure, the player could build canals everywhere, but that will require digging out trenches, filling them with water, and accounting for changes in elevation. As you noted earlier, a glider tower can be as simple as a packed dirt pole with crude ladders going up the side, which is less of a time sink, isn't reliant on water, and doesn't need to do as much accounting for changes in elevation. So I don't really see how the sailboat can realistically compete here?
  9. There was some sort of bug related to fall damage. I don't recall exactly how it worked, but the basic premise was that remaining perfectly still after beginning to fall would mean no fall damage when you finally landed on solid ground. So I'm guessing that's probably how.
  10. LadyWYT

    glider

    Well yes, yes it does. That's what rockets do for elytras in Minecraft, except rockets can go more directions than just up. If the player can easily fly everywhere, boats, elk, and other forms of ground transportation are rendered entirely obsolete, with teleporters being the only exception. I've experienced it myself by using the Draconis mod. Incidentally, building a massive tower is also a major commitment in terms of both time and resources. I suppose one could make it an artifact, sure. However, if the artifact is cheap, then you have the elytra problem. If the artifact is expensive to obtain and has unlimited use, you still have the elytra problem, along with players complaining about how much they have to go through just to get something so powerful. If the artifact is expensive to obtain and has limited use, then it's not quite as bad as the elytra problem since it becomes a lot more of a niche use...but the problem remains of players complaining that the glider and associated artifact don't feel worth it to obtain, because they have such a niche use.
  11. Which is fair, but also personal opinion. It also goes against Tyron's stated belief that the ability to pick a spawn point is very powerful, and thus something to be earned rather than used lightly. As for the basic vanilla gameplay functions...the lore is a part of the vanilla game. Gameplay functions don't always need to follow the lore, but gameplay functions that don't follow the lore tend to break immersion and feel tacked on. I don't think that's very ideal when it comes to game design, and should be avoided when possible. The RNG statement isn't the best here considering that temporal gears are guaranteed to be found in certain circumstances. Certain monsters are guaranteed to drop them. Certain locations are guaranteed to have a few of them. Treasure hunters don't always sell them, but do sell them fairly often, and it's not particularly difficult to check in with a treasure hunter every now and then in order to obtain one. If you really want to grant players more leniency in this regard, I think it's better to just let them have the option to spawn with a temporal gear in their inventory, so they can have one "freebie" to set their spawn at a chosen base location immediately. It solves one common player complaint, at least, without creating too many other problems or trivializing the intended challenge too much in the process. The only legitimate "spawn problem" I can think of, that probably should be addressed at some point, is that there's no way to change one's spawn location in Homo Sapiens mode without resorting to console commands. In that specific case, some sort of bed/cairn spawn rule makes more sense, however, I think the overall design philosophy needs to be respected(especially since it's a harder game mode as well)--that is, setting a spawn point is a powerful ability, and one that should cost the player something and require actual effort to achieve. A pile of rocks isn't at all hard to create. Neither is a hay bed. A wooden bed somewhat solves that problem, since it can be obtained in Homo Sapiens and still requires some effort to make. However, it still unbalances the original spawn mechanic significantly, along with causes problems with other items in the game such as the base return teleporter and terminus teleporter. It also doesn't satisfy the player complaint about wanting some sort of easy spawn reset so they can easily pick out a base spot wherever they want, or otherwise have the convenience of changing spawn points without needing to earn it. How one solves this issue for Homo Sapiens, I'm not sure. In my opinion, whatever is added to the standard game modes doesn't need to be balanced for Homo Sapiens, since Homo Sapiens is literally just a game mode tacked on for players who don't want ANY of the lore, and is not the game mode that Vintage Story is developed around. However, everything added to Homo Sapiens mode must take the balance of the standard game modes into account, since those are the focus of Vintage Story's development. Otherwise, you just end up trying to develop and maintain two separate games with the same development team at once, and that's not particularly ideal. Eh...I don't know that I would call it much of an armor check, as much as I would a mini-boss of sorts. The general minimum equipment level for the Resonance Archive is tier 2, but not all enemies within are tier 2 enemies. There are a few tier 3s, including the sawblade locust, as well as one(maybe two) tier 4 enemies. Tier 2 armor will soak up enough damage that these fights are manageable, but it won't soak up so much damage that the player can just run in, take every hit to the face, and expect to walk away scot-free. Depending on the player's skill, they may need to invest in better equipment in order to handle the Archive, or they may be able to use worse equipment and get away with it. For the record, sawblade locusts are still nasty for Blackguards to deal with. Blackguards simply have an advantage when dealing with enemies like that, since they have more melee power and the extra 5 hitpoints means that the Blackguard can usually take an extra hit or two before death. I think this really only works for wildlife. If it applies to enemies in general, then Hunter can easily outclass everyone else since they already have very strong bonuses compared to their weaknesses, and killing targets at range is a lot safer than trying to deal with them in melee. It kind of depends at which point in the game's life you refer to. When I first started playing, you could cheese the boss by getting catapulted into one of the alcoves and then shooting at it from safety or otherwise using the spot as a place to heal. Or just...leave the boss area and continue into the library, get the quest things, and then leave. Invisible walls were later added to stop the cheese. Then you had the healing changes that were introduced in...1.21 or 1.20, I don't remember exactly which. But healing went from something instantly applied, to something that took time to both apply and take effect. Armor changed from preventing a certain percentage of healing, to simply increasing the amount of time it took to apply a bandage, making it possible to actually heal while wearing plate armor. Initially, the mechanic was tuned so that spending more than a second in the air would cancel the healing attempt, which in turn made the Archive boss much more difficult since it can launch the player into the air(with relative frequency, depending on the player actions). As a result though, the "airborne penalty" was later removed in order to make the fight less punishing. Overall, it's a fairly tough fight, but the design is pretty solid in my opinion. I think my main complaint about it, aside from invisible walls not being particularly immersive(iron bars or glass would be better), is that the music for the fight is very cool, but the fight itself doesn't last long enough to really enjoy it. The second boss fight in the story doesn't have this problem, since the mechanics of that fight make it quite a long fight indeed, so the player can fully enjoy the epic music that goes with the fight rather than burning through the boss and only getting to hear the first minute of it. So while I don't think the first boss really needs an entire rework, I wouldn't mind seeing some adjustments to make the fight a little longer, so that the music has more impact.
  12. Right. But that could be said of many things in Vintage Story, not just temporal gears. What I want to know is what is the lore reasoning behind why a pile of rocks can fill the same function as an esoteric item brimming with power and sharing similar properties to the player? In addition to things like how many respawns the rock pile is supposed to offer, and how other things like the terminus teleporter and base return pylons get balanced to compensate. The terminus teleporter is quite an investment, but there's not really a point to build one if you can do things like retrieve a corpse or just build something cheap and set your spawn point at a location. Base return pylons would have to have something other than spawn point to link to(which in turn makes them even more expensive). Temporal gears themselves become mostly useless in terms of setting spawn point, since while they could still be used in story locations, there's not much point to doing so when you can just use something much cheaper to set your spawn outside.
  13. Lingonberries, crowberries, and bearberries are a few options for colder climates. Ancient Tools added a neat mechanic where you could turn certain types of bark into dough, which would cover grain saturation, and is apparently a method employed by the Sami people. Hunting and fishing are still going to be the primary staples, but it's not like those would be the only options, outside of living on an ice cap. In my opinion, arctic survival should be based heavily around the idea of a short spring/summer for growing limited crops, foraging edibles, and more bountiful hunting and fishing, with much longer winters to survive. Some materials, like linen, may need to be traded for if they're going to be acquired in large quantities, and the player may otherwise find greenhouses and fertilizer to be a lot more valuable when it comes to agriculture.
  14. Hence why there's a "keep inventory" option available. If the player really doesn't want to risk ever losing their stuff, the option can be turned on and they never have to worry about it. As for the long "death runs"...that's why investing in a terminus teleporter is a good idea, as is bring a temporal gear or two with you on long expeditions. A player corpse mod kind of fixes the issue, but if you can't reach your corpse then it doesn't really do much to help you retrieve stuff. There's also the case that if seraphs don't leave permanent bodies behind when they die(ie, the body disappears when they respawn), then adding a mechanic where a corpse gets left behind with stuff on death doesn't really fit into the game. Leaving it to just the backpacks is a possible solution, but one I'm still not a fan of, since I think it encourages the player to be less careful. What is the reasoning behind why this should work? A temporal gear is plausible, because it's an esoteric item that shares similar properties to the player--ie, temporal gears can cheat the laws of time and physics, so it's plausible that a being sharing similar properties could use one to alter their connection to the world. A pile of rocks doesn't exactly do that, so it's a downgrade from an obvious game mechanic with some lore explanation, to just an obvious game mechanic(which just isn't as interesting). It's also not an option that can be used in story locations, so it's a distinct downgrade from the gears as well. If added alongside temporal gears though, then you have still have the lore problems, in addition to the issues of...what purpose do things like the temporal gears, terminus teleporter, and base return pylons serve? And does the cairn have unlimited respawns, or does the player still have to periodically refresh the spawn? Likewise, it still presents the issue of...if the intention behind the original design is that setting spawn is a powerful mechanic, and a power that shouldn't be used frivolously, then it's rather counterproductive to make that kind of power accessible without effort. Words from Tyron himself: I think it would be nice if the player had some alternate, if more time-consuming/dangerous, options to complete certain events, so they could have a plausible way to skip certain things(like difficult parkour) that they may really hate/have actual physical issues completing. However, I also think that there are limits to that logic as well--the player shouldn't be able to just skip every bit of difficulty or inconvenience the game throws at them. More "completion routes" means more work to both implement and balance. For the parkour stuff specifically, I think it will likely be making a return in the near future, though perhaps not quite as complex as what's presented in chapter two. Personally, I think the mechanic was a really interesting way to give the player a puzzle that is very challenging but not very dangerous...well, at least if it's kept more on a horizontal plane rather than a vertical one. It also introduced interesting possibilities in combat, since having a safe pocket dimension where you could heal at will or retreat was very nice to have, but came with the drawback of losing track of whatever enemies you were fighting in the process.
  15. I think this might potentially be where an armor rework is warranted, in part. Things like plate breastplates or shinguards should be perfectly viable for an archer to wear without interfering with the ability to draw and fire a bow. Same goes for an open-face helmet. It's generally things like arm/shoulder armor and closed-face helmets that interfere quite a lot(bowstring can get snagged, full range of motion unavailable, limited visibility, etc). Now that's not to say that individual pieces would have individual stats attached to them...but I could see it being a thing, potentially.
  16. Welcome to the forums! I would love this, but I doubt it's something that will ever be implemented into the game. I think there's a mod or two floating around that implemented the concept, though I'm not sure that they've been kept updated.
  17. Don't forget Valheim. Maybe Hytale does as well, though I'm not sure.
  18. Ah, okay. That makes a lot more sense. In fairness, Vintage Story gets compared to Minecraft a lot. Minecraft has bed spawn mechanics. Several players join Vintage Story expecting it to be the same thing as Minecraft, and get frustrated when they find out that that isn't the case. So I don't think it's entirely unfair to assume that when bed spawning is suggested, that the individual requesting it means the same thing as Minecraft if they don't otherwise explain themselves, no? But in fairness to Minecraft, other games use the same general mechanic, and have the same general problems. It's a very convenient mechanic, but it also very much helps encourage the player to not think too hard about what they're doing, since the consequences aren't as severe. And @Teh Pizza Lady does bring up some good points; if bed spawning is a thing in some fashion, then what really is the purpose of the terminus teleporter or base return pylons? If some sort of penalty for going without sleep is introduced, then what does the player do in the event they don't want to reset their spawn? The temporal gear feels plausible as a lore explanation for changing spawns, since it's an esoteric item that has some power, but a bed is...quite mundane, in contrast.
  19. I disagree, at least on the berries part. Reason being is that the arctic and tropics still aren't fleshed out very well, and it would be both beneficial and interesting to have specific kinds of crops that can be found there but not elsewhere. I think this is also part of the reason that Wildcraft is such a popular mod. Additionally, having more varieties of berries that technically fill the same role also means that the spawn requirements can be tightened and proper seasons can be more easily implemented, while still ensuring that the player has good forage options throughout most of the growing season. There's also the aspect that @Facethief mentioned, in that some varieties might be more valuable for medicinal purposes rather than food, or could potentially even have negative consequences if eaten(or be good for making poisons).
  20. I know that Tyron and Saraty both bring it up at least semi-regularly in interviews, so I would be very surprised if they didn't find a way to add tea into the game somehow. My guess is that it would probably come with the herbalism loop and status effect system, since you can't really have one without having the other. It could be similar to wine, in that it's a vanity item that one can brew as a cozy little beverage just for grins and giggles, but it could also just as easily double as an herbal remedy for potential common ailments like colds, aches, and indigestion. Now I want to see a mod where drifters can look like pizza delivery guys.
  21. Currently, it's not possible to repaint it. Likewise, it's not possible to return a daub block to a more "unfinished" state once you've added more daub to smooth the texture.
  22. Please do, because so far my gameplay experience suggests the opposite. On calm days there doesn't tend to be a lot of activity underground, unless it's a really unstable chunk, and on days with higher rift activity the underground tends to be a little...busier. Um...this is why I suggested giving the player the ability to spawn with a temporal gear, if they so choose. That way they can have one "freebie" to set their spawn wherever they choose to build their base, while keeping the original design of more limitations on how the player sets spawn(ie, it costs something). So make it an amulet, which can be turned back into a gear, but can't be lost if the player dies. Unless they take it off, of course. That's on them. What I don't like about "just make it bed spawns[like Minecraft]" is that...it's a very cheap way to handle it. It's an obvious game mechanic. There's not really a need to think very carefully about your actions if you can just make something cheap, like a bed, and plunk down a spawn point to go about your business and then move it around whenever you want. Not that there's much that can kill you in Minecraft, but I mean...if I can just plunk a bed down in the woods then I'm probably not going to be inclined to worry about watching for bears and wolves, since I can just respawn nearby. Same goes for tackling tough opponents--I'm not likely to think twice about picking a fight with a bear if I know I can just plunk down a bed in some fencing so I just respawn a few blocks away and kill the bear through attrition. Now in fairness, some of the ideas you posted in that comment were okay, but I don't think they're a good solution to the problem because I don't think that's the kind of feature that the players usually complaining about it actually want(ie, they want convenient bed spawns like Minecraft). Again, it depends heavily on who you ask. In my experience, temporal storms do push the player to plan ahead, since it's an unnatural disaster that's going to roll through whether you're ready for it or not. If you want the goodies from the monsters within, then you need to prepare equipment and supplies to fight, and design your base to include more defensible positions. If you're a little more cautious, then you'll want to include a bunker to hide in. If you're intending to go on a long adventure, then you'll to plan for what you're going to do in the event of a temporal storm(there are more options than just hiding). Does that mean every player is going to want to deal with them? No, hence why there are options to disable mechanics like that. And a simple dislike of a mechanic doesn't mean that the entire game needs to change to suit one's individual taste. Just for the record, this is also why many of the more veteran players tend to get aggravated with certain suggestions--there's quite a lot of them that are rooted in individual preference and don't seem to care much about the game's designs and intended direction. On the availability of temporal gears, I do want to note that treasure hunters often sell them, and that's a very safe, relatively quick way to acquire one if you don't want to kill monsters or pan for one. I will also note that encouraging the player to venture far away from world spawn and settle down(which you're going to do by making it easy to change spawn points) leaves the door wide open to make completing the story much more difficult, if not miss parts of the story entirely. If the player moves further away from story locations, then they'll need to spend more time traveling if they want to complete the story(several players probably won't be thrilled about that prospect). Likewise, if they travel in the right direction, they could stumble across certain locations long before they're ready, and potentially skip parts of the story. Which, the story itself will still make sense, but I think it would be just a little disappointing to skip the Resonance Archive only to find it later when it's not exactly relevant anymore. All this isn't to say that the player should stick strictly to spawn, but I don't think it's a bad idea to build a starter base somewhere within a reasonable distance of the world spawn and relocate later, once you have a better idea on where things are.
  23. Reading is an important skill, and hard to do sometimes when tired.
  24. I think what's also working really well in 1A, that the others just don't have, is that the focus is weighted more towards the living tree rather than the diseased one. It suggests that while there is a problem, there's still a very strong hope that everything will turn out okay in the end. It's also a clever nod to how things have unfolded initially in the story: the Rot was lurking in the background of the Old World, and eventually overtook it, requiring the Grand Machine project to save what was left of the world. In the new world, there are signs that things are beginning to recover, but there are still major problems at the forefront(temporal disturbances) as a result of the Grand Machine. You see that here with the healthy tree rooted in the front, and the diseased tree twisting its way around to come to the forefront at the top. By splitting the space 50/50 between the trees though, or letting the diseased one be rooted in the foreground, more attention is placed on the bad, creating a sense of despair since the diseased parts seem to be overtaking the good parts completely. And personally, I still prefer the clock device of the original drawing rather than the temporal gear motif. Temporal gears are somewhat of a prominent feature in Vintage Story, yes, but the clock was a more subtle way to get the same point across.
  25. For what it's worth, enemy spawns in story locations are static, not unlimited, with very few exceptions. The enemies you're probably referring to here are the locusts, and yes, there are a lot of them, as that is how locusts operate--in swarms. Typically the way you deal with them is to destroy the nearby cage spawners to get them to quit spawning, but since you can't destroy things in story locations, there's just a set number of them that you have to kill. Once you kill them all, they should remain dead unless you reset the location. Do note though that the respawn rule does not apply to the Archive boss, since the boss will respawn after a week has passed in the game(but won't drop more loot).
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