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Everything posted by LadyWYT
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Chiming back in here, but I'd really like to see a speech skill actually mean something, in addition to having just more diplomatic options in general. It doesn't have to be anything as in-depth as having specific languages like elvish or dwarvish(although this would be a really cool feature!); just if the enemies are going to be begging for mercy after a good thrashing, I want to be able to actually choose whether or not to grant their request. It's one major criticism I have about Skyrim--some of the enemies will "yield" or otherwise beg for mercy, but you don't actually have the option to oblige since they'll just turn around and kill you. Yes, bandits and the like aren't exactly trustworthy, and it's reasonable that some could lie as a dirty trick, but it's also reasonable to assume that if it's clear they're in over their heads that they might be willing to run away instead. As for a speech skill, it's nice to have the option to talk your way through some challenges, instead of resorting to killing. That's not to say that the orc chieftain that's been raiding the local villages is going to be easy to reason with, but a character that's a very good talker might be able to work out some sort of treaty beneficial for both parties. Or perhaps they can convince the other orcs to revolt, or even just smoothtalk the chieftain in order to gain his trust and then poison his drink. Having such options also increases the replay value of the game, since there are more ways to accomplish the same end goals without playing just another combat build.
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Diversifying drifter drops for fewer empty kills.
LadyWYT replied to WalrusJones's topic in Suggestions
Out of curiosity, have you tried giving them more things to fight instead, since they seem to prefer combat? Fauna of the Stone Age has a great selection of dangerous beasts, and a different mod author has been adding dinosaurs to the game. Others have added different kinds of monsters too to help flesh out the current roster more. Otherwise, you might try mods like the following: Better Loot: https://mods.vintagestory.at/betterloot Drifters Have Loot: https://mods.vintagestory.at/show/mod/14762 Battle Towers: https://mods.vintagestory.at/battletowers There are others, but those are just some suggestions to increase the drops and loot variety. Something like Battle Towers gives them structures to actively seek out, both for the monsters themselves as well as the treasures the monsters may be guarding. -
I have a mod for Skyrim that adds notice boards. Same principle as the radiant quests you can get from guilds/innkeepers/stewards, but with more variety and not tied to any specific faction. Quests could be anything from dealing with local bandits, hunting vampires, or retrieving stolen items, to hunting specific game animals, foraging alchemy reagents, filling soul gems, or even delivering letters/items to other NPCs. The rewards you get for completing the quests depends on who issued the quest in the first place--delivering goods yields a lump of coin, as does killing bandits, but delivering supplies to an innkeeper will yield food and and drink in addition to a bit of coin. A system like that would probably work wonderfully for an Adventure Mode, as it's a nice way to flesh out the world without relying too heavily on NPC questgivers. Perhaps some settlements might even require the player to do some basic jobs for the town to establish their reputation, before the NPCs will trust them with more serious work.
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Welcome to the forums! I'm not sure how big your house is, but it's possible you built on the edge of an unstable area and part of your house happens to be in that instability. Usually the transition between stable and unstable chunks is somewhat lenient, but sometimes it can be a bit abrupt. In any case, I would investigate your base to see if the whole area is affected, or just parts.
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What @ifoz said--traders are outdated, and slated for a rework. Otherwise, I would chalk a lot of the strangeness up to gameplay convenience. Logically, there are several things that don't really make sense, and not just traders, however, we suspend our disbelief and just roll with it. But to try to tackle the question from an in-universe standpoint... It's simple--they need wheels in order to travel efficiently. When the player finds a trader wagon though, the trader has set up camp and is thus no longer moving. Why are traders always in camp when a player finds them? Simple. Traders are very aware of their surroundings, and their wagons are built specifically to set up shop extremely quickly. Customers are difficult to come by, so when a trader spots a potential customer they immediately ready their wares. While traders get excited about potential customers, they aren't dumb either. They can handle themselves well enough in combat, but they keep their livestock hidden to avoid tempting strangers to steal the animals. They carry lots of trade goods in their wagons, but only display what they think a potential customer will be interested in. If they fail to entice the customer to buy anything, they'll try different items, usually after several attempts at selling the original stock(but not always). Those wagons are sturdier than you'd think. Perhaps sometimes they don't survive, but the likelihood of the player witnessing such a spectacle is almost zero, since players will almost certainly avoid such severe weather if possible. If it's just a temporary camp, it's not a big deal. Plus seraphs are likely a lot more sensitive to temporal stability than humans are. If you're going to be venturing out into dangerous wilderness, you're going to be very skilled and prepared, or else you won't live very long. They can forage and hunt when there are no potential customers around, and of course, they aren't going to be selling their own stock of survival supplies unless they happen to have extra. After all, the bulk of their business is going to be in settlements, which are few and far between. They have to make sure they live to see those settlements in order to make money. You could blame this one on seraphs being a more appealing target, for whatever reason. Otherwise, this is definitely one that you essentially have to chalk up to "gameplay reasons". Trade guilds. Plus there are likely certain items that always sell well, in a wide variety of places. Traders will be inclined to stock those rather than take risks, hence why stock lists look so similar. Sometimes they can caravan, but it's probably easier to avoid unwanted attention by traveling alone. That, and less competition for business and resources. Oh they certainly do, but what makes you think they're going to share with a complete stranger? Especially ones that look as goofy as seraphs? It's not wise to give away trade secrets, and it's not wise to direct potential threats to your hubs of business.
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As a mod, sure. As an addition to the vanilla game? No. Realism does not always equal fun. Yeah...all this is doing is punishing the player for playing the game correctly, as well as force players to cast their metal at very specific times. No more running off to do other things while waiting on molds to finish firing, no more creating molds well in advance of what you need...unless of course you want to be hurt while trying to cast. Currently, metalcasting is fine for what it needs to do. If the player steps on piping hot metal, they'll get damaged a bit. If the player is impatient and trying to use water to cool a mold faster(or otherwise leaves it exposed to rain), then the mold has a good chance of breaking. Both of those outcomes have a very clear cause and effect, so players that make those mistakes can quickly learn from it. The metal explosion you've proposed isn't so obvious, and will likely confuse players in addition to frustrating them with extra time constraints. I mean...videogames do not work like real life, nor should they be expected to. There are plenty of things players do in videogames(not just Vintage Story!) that are very dangerous to do in real life, but that's a big part of what makes videogames fun in the first place. You get to do things you maybe couldn't do otherwise. I will also note that if a videogame mechanic like metal casting or blacksmithing, or something similar, inspires players to pursue a new wholesome hobby IRL, that's great! Logically, they're also going to take the time to research the subject appropriately and acquire necessary materials/tools before they attempt it, but if they don't? That's not the fault of the videogame.
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Just to add something to this list--I've also noticed that bowtorn aren't very intelligent when it comes to figuring out where and when to shoot. They're good at detecting players, yes, but when it comes to actually figuring out whether or not they have a clear shot at their target, they're pretty dumb. As long as the bowtorn can "see" you, it'll just fire away. Likewise, once they make the screeching noise as they load their shot, they will fire before they do anything else, though to be fair that behavior seems to apply to drifters as well.
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Really depends on the server/player group. As a general rule, I would say that most serious RP tends to have events set for specific times, much like a TTRPG, while most casual RP tends to just happen whenever, with whoever happens to be around. As for exactly what happens in RP instances, that hinges heavily on the premise agreed upon for the server/group. Not everyone sticks to the vanilla lore--some add their own details, or just scrap vanilla and write up their own setting. Likewise, how the RP unfolds also depends on the expectations for IC and OOC communication; RP relying on voice proximity chat will have a different feel to it than RP relying on text channels. In my personal experience playing with friends, we don't RP at all in-game. We have a play-by-post RP thread running on Discord for the in-character shenanigans, as that's an easier way to pack more detail into the story, that you just can't do in-game.
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Was discussing this the other day with a friend and we both agreed that it was a bit weird to just stick three copper rods into the crafting grid and have them magically fuse into a lightning rod. To be fair, the crafting grid requires some suspension of disbelief, however, other grid recipes lean towards realism, like the quern and machine parts. So why not here as well? It gives another use to the soldering iron, and the player will already have leftover solder bars from making a still, so it's not a change that really drains resources.
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I'd love to enjoy the music from this game, but I can't.
LadyWYT replied to Apocalypse_Andy's topic in Suggestions
I learned most of them by listening to them on Lo-Phi's YouTube: https://www.youtube.com/@lo-phi-music I'm not sure that every track is uploaded to his channel, but he's got most of them available there. You can also get to the album from the Vintage Story website: https://lophi.bandcamp.com/album/vintage-story-ost The track titles are listed there as well. -
Long distance water transport - Aqueduct and reservoirs
LadyWYT replied to Crylum's topic in Suggestions
I'll admit I've not paid super close attention to these suggestions, but at a glance they seem very solid and I can see it being an enjoyable way to handle more realistic water mechanics, should the devs go that route. One of my favorite parts of your suggestion--instead of just adding something brand new, you're working with things that already exist in the game as a suitable equivalent. -
I know the subject was brought up in an interview a while back. If I'm recalling correctly, Tyron's response was that some things in the game just...are. They exist, but aren't explained--it's up to the player to draw their own conclusions. That being said, Tyron also sounded just a teeny bit suspicious when he said that as well, which would suggest there might be more to the story than he lets on. Only time will tell!
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Oh that sounds delicious! I'm going to have to try that sometime. Thank you for sharing! Or just save the reaction for something better later.
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Or they could work like copper tools or the scrap weapons. A little better than stone, but not super good either. Which, I like this idea and it goes great with what @ifoz suggested. Sulfuric acid isn't hard to make in the game, as sulfur and saltpeter are fairly easy to acquire in quantity. However, since they're both minerals, you'll need to do some mining and caving, which is fairly risky, or otherwise spend several gears at the appropriate traders, which is expensive. Of course, you'd also need to find a tool or weapon in good enough condition to restore as well. In any case, it seems like a fair trade. On the off-chance one gets lucky and finds a tool/weapon in decent condition, then they can put in a bit of extra work to restore it to a better condition.
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Welcome to the forums! I'm not sure exactly where all inspirations come from, but H.P. Lovecraft and surrealism are major influences, I do believe. Likewise, Minecraft plays a role as well--Vintage Story started out as a mod for that game before morphing into its own separate entity. I also get some Morrowind vibes from Vintage Story, so I wouldn't be at all surprised if there were inspirations there too.
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It should be the three little dots in the upper righthand corner of the original post. Clicking that will open a drop-down menu--you want the option "Edit". From there you can edit the thread title, as well as anything in the original post.
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You should be able to edit the title if you edit the original post. The option is a bit obscure, but it should be there.
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I think what @traugdor is trying to say is that the title is a bit confusing when compared to what you've described the concept as. "Tabletop game" is a pretty broad term. Monopoly, Scrabble, Dungeons & Dragons, Clue, Warhammer, Risk, chess, checkers, etc. are all tabletop games, but have very different methods of play. TTRPG is a very specific genre of tabletop game, and when most people see the term TTRPG they're going to expect something like D&D, Pathfinder, The Dark Eye, Call of Cthulu, World of Darkness, or similar titles and will probably be a bit confused when what's being proposed isn't that(it threw me too when I first looked at the thread). That's not to say the idea is a bad one. Just that title might cause some confusion.
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Welcome to the forums! I like this idea. Plus if you have to press a key in order to hang up the lantern in your off-hand(or whatever object you're trying to place), that ought to prevent players from placing the item by accident.
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Ah, yeah, it's probably the rain then. In addition to lanterns, oil lamps and candles also last forever and don't extinguish underwater. Unlike lanterns though, they offer very dim light and aren't very useful at preventing monster spawns.
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You can't just say that and then not share what it is. Well, I mean you can, but I'm curious as to what it is. I like reading about other people's dishes so I can make notes on new foods/techniques to try myself.
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It could also be the wind blowing them out--pretty sure that's a thing as well. In case you didn't know, you can craft torch holders(or find them in ruins--basements of surface ruins often have them) for your torches, so they don't burn out. You can also break torches and put them back to reset the burnout timers as well, though doing so can get a bit tedious.
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Welcome to the forums! Do you have a screenshot to share? Otherwise, my guess is that your house isn't lit up enough to stop rifts from spawning inside. A few lanterns should fix it, though make sure you light up the area around your house as well. Rifts that spawn right outside your house can still sometimes spawn a monster or two inside. Depending on how far you've progressed in the game, there is also a device called the rift ward. It's a late game tech item that will stop rifts from spawning in the nearby area, provided that it is kept powered with temporal gears.
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Is this not how it works already? At least on the surface? Monsters don't need rifts to spawn underground, however, I'm pretty sure there is a lore reason for this. This change I could maybe see, except for the light level rule. That's assuming there aren't already space requirements for rifts to spawn--if there aren't, having a minimum space rule would help keep them out in the more open areas where they can be more easily spotted. As for the light level rule...I think if there is enough player-made light nearby, the rift won't be able to spawn. Otherwise, rifts should be able to spawn in the day(though they won't produce monsters until nightfall)--that gives the player the chance to make note of where they are and avoid those areas if they're intending to be working at night. Yeah, I don't agree with this one. This change would make monster spawns a lot more predictable I suppose, however, it would also make them less interesting overall to deal with and more of a hassle. The main advantage to the current system is that nights can be safe, or relatively so, allowing the player to keep working without interruptions if they so desire. It also helps keep the world feeling dangerous, especially at night, since there's no guarantee that everything will remain calm, or how many monsters one might face if the rift activity does increase. As a side note, there is already a way to prevent rifts from spawning entirely--the rift ward. It is a late game item, and will need to be powered with temporal gears, but as long as it's powered it guarantees that rifts won't spawn in that area.
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Terra preta is terra preta--there's no functional difference there. The advantage to using high fertility soil to craft it though, if I'm not mistaken, is that you get two pieces of terra preta for each set of ingredients you input, instead of just one, making it a more efficient crafting choice if you have it available.