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Everything posted by LadyWYT
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Ah, gotcha. I think I understand what's going on now. To my knowledge, no, there is not. Sneaking is required in order to place items on the ground; I would assume it's coded that way to allow the player to use items easily without placing them on the ground by accident. I'm assuming that each action is bound to a different button, in which case my first thought is to make sure the buttons in question aren't so close together that one could be triggered by accident(especially in the case of an older mouse that has seen many hours of service and might be wearing out). It could be some unintended code behavior so you might consider submitting a bug report, however, that seems unlikely. Unfortunately, I'm not aware of any mods that provide this kind of function either, so the only solution I really see here is to switch the keybinds to a combination that doesn't cause this issue.
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Welcome to the forums! Your forum account is different than your game account. If you've verified that you're using the correct login information for the account and otherwise been through the standard troubleshooting checklist(typos, caps lock, num lock, changed password, etc), and are still having no success then I would recommend submitting a ticket to the support team about the issue, as they are much better equipped for handling account issues.
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Welcome to the forums! I'm assuming you're playing on Windows, but are you using any particular kind of gaming mouse, keyboard, or controller that could be causing interference? Any recent key rebinding? In any case, the default combination to place tools on the ground against a wall(there must be enough wall to support the tool or it won't work) is ctrl + shift + right-click. By default, the ctrl key is what you press and hold in order to sprint, so I'm guessing what happened is that you rebound sprint to a button on a gaming mouse in order to make the action easier to use.
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I'm rather confused at what you're describing here. The only time I can recall having opened my inventory for knapping, is just to retrieve the flint/whatever rock was to be knapped. Once the flint is on my hotbar I just shift-rightclick on the ground to bring up the knapping interface, select the pattern I want to make, and then chip away the unneeded pieces. If you're asking if there's a way to split the crafting grid from the character inventory, no, there is not, at least to my knowledge. It's the kind of feature you'd likely have to write a mod for, since the crafting grid is basically just part of the character inventory(although you cannot store anything in the grid).
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First off, welcome to the forums! I think this is an idea much better suited for procedural dungeons, and not temporal storms. That way, the player can access and complete them at their own leisure. I had a taste of time-limited dungeons back when I still played WoW, and it was one of the LEAST FUN things I did in that game, despite being fairly good at it. Just my personal opinion, but I'd rather be able to actually take my time and think things through when it comes to things like dungeons. Yeah, no to this one as well. As far as I'm aware, the monsters are meant to serve as hazards that the player needs to figure out how to deal with, and not just things to actively hunt and slaughter for loot. Players have attempted to create various "farms" like what can be created in the other block game, but to my knowledge such farm methods are typically patched rather fast. Overall, temporal storms are supposed to be an unnatural disaster that the player needs to plan around, as well as being a hazard that helps set the tone of the story. It's rather tough to take the worldbuilding seriously if most NPCs reference horrible monster-spawning storms, but nothing actually happens. I think if temporal storms get tweaked, they need to remain true to that quality in order to preserve the integrity of the story and worldbuilding. Another thing to consider as well is that any changes that are applied to temporal storms shouldn't just force the player into combat every time(if there's no option to hide/work indoors more players will just turn it off), and the mechanic shouldn't be so lucrative that players who hate it feel forced to turn the mechanic on lest they inhibit their own progress. Personally, I like what williams_482 suggested here: The changes he proposed keep temporal storms as the disasters they're meant to be, while making them more approachable/less janky for a variety of players(and players who still decide to turn the storms off won't feel like they're missing something critical). I'll also note here that I suspect temporal storm drops will feel legitimately valuable once late game tech is fully fleshed out as well. Currently, temporal gears and Jonas parts don't feel as valuable as they should, because there's not much for the player to do with them(and it's easy to hoard them as a result). Honestly, I wouldn't mind this either as a solution. The general impression I get from most of the complaints I see about temporal storms, is that the player's preferred playstyle doesn't really match with the role the storms are designed to play in the world. More passive players who don't enjoy combat aren't going to be happy with a solution that forces them to fight, and players who live for nothing but combat and the spoils of war aren't going to be satisfied by anything less than lots of action and loot drops. The latter is really best solved via mods(tailor the combat to personal taste), while the former can probably be fixed with a new preset game mode similar to Minecraft's "peaceful" difficulty.
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Gridless Fish (and maybe other carcasses) prep concept
LadyWYT replied to Venusgate's topic in Suggestions
I don't think this kind of thing is likely to make it into the game, outside of being added via a mod, due to a statement that Redram made a few years ago: Link to original comment: -
There's at least a couple of easter eggs, if you know what to look for.
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Kind of? But my point about XSkills remains the same. It's very easy to fall behind the power curve in multiplayer if you're not playing as much as everyone else. In singleplayer it was okay, but I found that by the time I was actually unlocking many skills, they weren't really that useful anymore since I was already a year or two into the game.
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Welcome to the forums(and the game)! This was a much needed laugh. I mean, honestly...you really don't extinguish this kind of inferno. You just don a pair of sunglasses and stand back to enjoy the show, as well as eat whatever wildlife happened to get barbecued in the process.
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I've never played Wurm, but the time sink required for skill progression in general is why I'm against such systems for Vintage Story. Most of VS's progression is tied directly to what the player does in the game; there's a few things the player needs to wait on(like steel refining, leatherworking process, etc) but for the most part the player can progress as fast as they want, if they have the knowledge and skill to do so. Additionally, the current vanilla system makes it much easier to jump right into multiplayer and start having fun, without the player feeling like they're perpetually behind the power curve. I've played with XSkills before, which does add a skill progression system as suggested in this thread. However, it's quite the time sink, and the player's skill and knowledge ends up being far less valuable given how effective most of the skills are and the fact that the only way to level up the skills is to sink time into those particular tasks(or eating skill books that were bought/found). In some cases, the skills end up very underwhelming, since by the time the player unlocks them the skills are no longer very useful. Another drawback is that while the player is limited to two skill tree specializations(which is required for picking certain special skills), there's no limit otherwise to how many skills the player can acquire, so a player could pretty much unlock most bonuses should they play long enough. I would say it's a stronger system in multiplayer since it can allow players to specialize a lot more, however, the problem is that unless everyone is playing for equal amounts of time there is absolutely going to be a massive disparity in character strength. Players who play more often will be much stronger than players who can't play as much, and there's really no way to catch up(outside of admin intervention) once a player falls behind, unless they somehow manage to play more than everyone else for an extended time. For those reasons, I vote no on a skill system. I prefer the status effect system ideas that have been floated instead. Basically, that kind of system could allow the player to experience some consequences for various actions taken in the game. Some of those actions could result in new, permanent character traits(either good or bad) in addition to the class traits that the player starts with, or they could just be temporary and wear off after a while. In the case of permanent traits, the player could perhaps pay an NPC for specific combat training and get a bonus to melee or ranged damage, or if the player makes a habit of harming NPCs they could get a bad reputation and get worse prices when it comes to trade. Temporary traits could be things like benefits from drinking certain concoctions(requires an herbalism system), suffering a broken bone in combat and having a movement speed penalty while the injury heals, or needing to practice archery regularly to maintain a bonus to ranged damage and accuracy.
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From what I've heard sharpening and tempering mechanics are supposed to be part of 1.22.
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It was originally just a line drawing that I was going to color digitally, but the results just ended up feeling...lacking, for some reason. I ended up scrapping the color and just leaning hard into the ink instead. I think it may have had to do with the fact that my general design here was supposed to feel like a faded memory, but my colorwork tends to be very bright and full of life.
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Welcome to the forums! Adding on to what @Brady_The already noted, you can also just switch to creative mode and modify things to your heart's content, since creative mode will bypass claim restrictions. If you're aiming to actually live in the Archive or otherwise do things outside of creative mode though, then yeah you'll want to follow Brady's advice and disable the claims.
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My general strategy when it comes to finding "good world seeds" is to focus less on getting a specific seed and more just playing with the worldgen settings until I get the ratio of land/water and land features(like hills and plains) that I want. For me, the default settings are a good mix, though I turn landcover down to 80% so that there are some large bodies of water to work with. The next thing I look for is what kind of building materials are available around spawn. Are there several rock types to choose from, or is the surrounding landscape dominated by a single rock type like granite, andesite, or bauxite? Multiple rock types are preferable since that not only means a greater variety of potential available ore, but also more variety of building materials to pick from and thus more style options. Pretty much, and one reason I worry less about finding the "perfect spot" and focus instead on just finding a nice spot that offers a lot of potential. Half the fun of building is picking a nice spot as the starting canvas and turning it into a stunning spot over time. A pond can be added easily enough to any build, provided that buckets are allowed to place water blocks. If there are plains but no hills, then I can build a grand watchtower to serve as a viewpoint instead. Lots of hills with no plains can easily become a series of terraces or hobbit holes.
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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
With all due respect, the game's story is one of the major reasons that Vintage Story exists, not PvP. The focus is as stated on the homepage: surviving in the wilderness and uncovering the story of the events that wiped out past civilization and caused certain current events. The fighting that is involved is against monsters and wildlife, not human/humanoid enemies. That's not to say that PvP is impossible in Vintage Story, but a player will need to seek out that kind of experience on a server built specifically for that kind of gameplay, as that playstyle doesn't really play well with other styles at all. It's also worth noting that the minute PvP becomes a development focus, it will absolutely be a neverending cycle of balancing armor, weapons, and tactics to address the complaints about whatever the current meta is. That takes time and resources away from other things that could be developed instead. For a game that's not at all focused on PvP to begin with, I think it's better to just not even worry about that kind of gameplay and leave it up to the server owners to curate whatever specific PvP experience they want via mods and their own rules. Edit: For what it's worth, you can probably get refunds for the friends who didn't enjoy the game. I'm not really sure how refunds for gifted copies work, but the policy is rather generous so it's definitely worth asking about. -
Fair enough. I think that's better suited to procedural dungeons, really, but for exploring the Rust world...I think I'd rather leave it up to the modders. That way the realm can keep its mystique, and modders can go absolutely nuts with their ideas while still fitting into the "lore-friendly" category. Are...are we dwarves?
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It's not mentioned anywhere, to my knowledge at least, but it is there in the code. My friend stumbled across it while working on a mod. I'm guessing it's one of those things that currently is a neat little easter egg interaction, that will probably be fleshed out a little more later. Maybe with an herbalism system? That would be a prime opportunity to add hot teas.
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There was also the infamous "glow squid" incident in that one Minecraft mob vote. In that case, the players were already present in the community, I think, but it's a prime example of how community votes can be exploited by popular streamers/media influencers. Technically, there was already a similar event in VS when Tyron put up a poll asking about development direction for 1.21 there a while back(no I don't think streamers were involved here). I forget what all the options were, but for full context it was pretty clear that the devs intended to cover all the choices they presented and were just polling to see which the community wanted first. The overwhelming response was bugfixes and polishing current content, which really upset some of the players that voted for the other options(like new content). I've harped on this before, but the Elder Scrolls games are another prime example of what happens when games get popular. Skyrim, while still a good game, pales in comparison to its predecessors since there are so many gameplay systems and so much of the lore that got watered down in order to appeal to a broader audience. World of Warcraft is yet another example--there's a reason that Classic up to Wrath are hailed as the game's prime, while the modern retail version is lackluster. In any case, I'm not saying that popularity itself is bad; high quality products tend to be popular as a result of their craftsmanship. However, chasing popularity is a bad thing, and a very easy trap to fall into. The typical result of chasing popularity is alienating a solid support base in favor of short term gains that will expire as soon as the product isn't "the thing" anymore.
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My friend has floated that theory, but I've yet to confirm it. The activity still seems random to me. I actually disagree here. Outside of maybe a very brief visit or two for a story event, the Rust world really shouldn't be a place the player is able to visit and interact with. Currently, it's a mysterious place that's quite intriguing due to the fact that it's something the player has only really heard a few descriptions of, but isn't able to actually visit directly in order to experience it themselves. In any case, once the Rust becomes a place the player can actually visit and interact with, it loses its mystique rather quickly since the player no longer needs to imagine what could be there. Minecraft's Nether and End have similar problems, in that they're very cool when one experiences them for the first time, but they quickly become just the same as the Overworld biomes, albeit with minor inconveniences. In my opinion, it would be a disservice to have the Rust world become something so mundane.
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I think it really depends on when the popularity boost occurs and how much impact the influx of new players and their demands has on the game's development direction. The devs have proven to listen to the community regarding available settings and balance decisions, however as I noted before Tyron is also making the game that he wants to make and play, which is a considerable grounding factor. The main issue I would see is the community becoming insufferable as a result of a massive influx of new players joining just because VS is "the current thing", and not because VS is a game they actually want to play and enjoy for what it is.
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Turning it off and on will fix it. At least, it'll fix it for a little while. I think it's related to chunk loading, as the model seems to vanish whenever the player ventures too far from base. My main sticking point here is that if the devs decide to go that route, I trust it to be in an interesting manner that feels integral to the game's world and not an obvious loot drop event. Player suggestions I tend to be pretty skeptical of; generally when this particular suggestion comes up, what comes to mind is MMO events where a mini-event happens every X number of hours and players go kill monsters and get some sort of currency drop to spend on gear/other goodies. Or the player spends their time doing random stuff in the game to get tokens to empower their super special weapon, which turns into a slog quite quickly. EDIT: Thinking a little more about it, what I would rather see is the current "unique" temporal storm resource developed more, before just adding yet another special resource to figure out what to do with it. Currently, temporal gears are the main special resource for temporal storms--the player can acquire them elsewhere, yes, but storms are the best source. Temporal gears themselves are clearly some special nugget of esoteric power that can't be crafted(presumably) and are really only useful to the player and a few select NPCs. However, the only real use they serve to the player at the moment is changing spawn points, restoring temporal stability, and powering a couple of machines. In the case of the latter two, most players manage their stability well enough not to need to resort to the gear sacrifice, and the machines I think players either aren't aware those are options, or there's currently workarounds that are more convenient(like lanterns). In any case, I think the better option here is to add more Jonas tech options(which is already an area that desperately needs more options), and perhaps increase the drop rate of Jonas parts in storms so the player will have better luck actually building that tech once they achieve steel. Tying the part drops in to @williams_482 suggestion of adjusting mob strength with storm strength means that by the time the player gets the means to work on Jonas tech, the storms faced will be stronger and dropping more of the stuff they need(and they'll have the gear to face those storms too). And of course, if the temporal gear drops remain the same then those gears become much more valuable as a result since the player will actually be using them to power all of the various gizmos they end up building.
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Or any other major corporate entity, really.
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I'm skeptical that completing the story would stop storms, rifts, and associated monsters entirely, however...if it were possible, it would be a pretty great sense of accomplishment for completing the story.
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I've heard this is also why American drinks like root beer never really caught on overseas, though I also suspect part of it might be due to those unfamiliar with the beverage trying to drink it without chilling it first. It's a drink that's really better served cold, especially when it includes ice cream. Of course, I've also heard that this is why mint isn't really a popular flavor for candy and other foods in America; many of us associate mint flavoring with toothpaste and mouthwash.
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Oh I know. I tried to keep things relatively spoiler-free when writing up that response though. This is why I really like what @williams_482 suggested(and @ifoz as well), enough to actually change my mind about storms. While I still think the current system is solid, I would rather see their suggested changes instead, since the changes smooth out the gameplay significantly while remaining true to what the storms are: terrifying lore obstacles. Honestly, if the game is just going to ignore its own lore and worldbuilding in favor of whatever the most convenient gameplay option is for the player, it might as well just be a mediocre reskin of the other block game. The lore, whether one loves it or hates it, is part of what helps set Vintage Story apart from competitors. Given that the storms are teased within the first few seconds of the game's trailer on the homepage, as well as this statement: It's pretty clear that temporal storms as a mechanic are integral to the game's design. That being said, the home page also lists this statement: Obviously, everyone has different tastes, and not everyone is going to enjoy every mechanic, hence why there are options to disable things like temporal storms if one wishes, or even disable all lore entirely and stick to a strictly realistic survival experience(Homo Sapiens gamemode). I have a few stiff drinks and then go staggering around outside battling monsters and laughing at my hunter friend. If neither one of us is equipped to be running around in a temporal storm then we're probably staying indoors bantering about various things, or occasionally just reading the forums because why not. In singleplayer I'll battle the monsters if I have the equipment, otherwise I'll just take the time to study my map and plan an adventure, or browse through discovered lore bits, or maybe even organize storage(because my storage often makes temporal storms look organized). I mean, I pretty much stated the "why" in an earlier post--temporal storms can't just be up and removed/disabled by default, without creating a HUGE plot hole in the story. If the NPCs are frequently referencing temporal storms as these dangerous unnatural occurrences, then there really ought to be something in the game that reflects that, especially when pretty much everything else the NPCs refer to is actually in the game. In addition to a complete story rewrite, there would also have to be a complete rewrite of the game's advertising. Can't really feature a "world torn asunder by temporal storms" in the trailers and description, if there are no temporal storms to find. There's already an option to turn the temporal storms off, for the players who really don't like them. I don't think it's fair to demand that temporal storms(basically a flagship feature of the game) be removed entirely or otherwise disabled by default for everyone just because some players don't like them. Ah, gotcha. Yeah, those are pretty important exceptions that would still need to remain in effect. Maybe the rift spawns could be tweaked so the monsters are spawning where the rift actually is, instead of just in the general vicinity? The higher the rift activity, the faster they crawl out of the "hole in the air", as the player character puts it. It seems like the kind of tweak that could help keep the spawns from getting too out of hand, without opening the door to exploiting the mechanic for a monster farm or other exploit. I could be wrong on the exploit part, but there's nothing immediately that comes to mind in terms of "ways to break this feature". Maybe, but I'm looking at it as more of a way to coax more cautious/passive players into trying a game or two with the storms enabled, so they have a couple more options to ease themselves into that gameplay style comfortably rather than defaulting to just "turn it off" or "sleep through it". Being able to work a few tasks indoors in complete safety is a decent way to build up one's confidence(it's basically how I learned to deal with the storms), and it's also just nice to have as an option instead of feeling pressured to go fight through every single storm. Ironically, your suggestion about the "farmable unique resource" did give me an interesting idea: That being said...while what I suggested above does sound fun, it does strike me as a horrible idea(outside of a mod). It's something more befitting a fantasy action game and not really grounded in reality(or pseudo-reality) like most of VS's mechanics are, not to mention that players who turn off temporal storms get locked out of an entire gameplay loop. Rift ward doesn't really feel strong enough to create a "safety bubble" from something like a temporal storm, but I could see a more elaborate Jonas device being able to achieve that kind of affect. As for who builds rift wards...if you've not built one, you really should, if you have the means to. They're quite effective at cutting down on rusty hooligans, and one or two is enough to protect most bases.