Jump to content

LadyWYT

Vintarian
  • Posts

    5016
  • Joined

  • Last visited

  • Days Won

    217

Everything posted by LadyWYT

  1. If you want to go ahead and dive in, it should be stable enough to do so. I've not really run across any bad bugs or anything. It's possible that there could still be some last minute additions to dungeons or berry bushes(I think a couple of the new tropical bushes might be missing), but that may or may not be a dealbreaker for you. I think the bigger factor is whether or not you want to play with mods, and which mods if the answer is yes. Mods tend to be a little dicier and many mod authors prefer to wait for a stable release before updating, so if you're looking to play a more heavily modded game you might want to wait until stable.
  2. LadyWYT

    Mantling

    Tadaa! Ask, and you will(sometimes) receive! https://mods.vintagestory.at/stepupcontinued
  3. I've been wondering if the loot isn't a little bugged. That being said, this ruin does appear relatively safe to explore, so I wouldn't be surprised if adventurous traders had already picked over what loot was there. Of course, some of it could have rotted away over time too. The ruins do seem to contain decent amounts of rot and sometimes powdered charcoal, which is pretty valuable for making compost and terra preta. Not to mention that lots of clutter makes it really hard for a monster or two to spawn in the ruins, as well as difficult for the player to navigate. To be fair, the player is also allowed to break stuff in these ruins, which does help, especially in the cases where rubble needs to be cleared before the player is allowed to proceed. This would be really cool if the devs can pull it off. I also think it would be fine without the enemy spawns. A scavenger hunt, yes, but the player will still need to invest their time into the scavenging. Having a low-stakes exploration opportunity would be pretty fun. Oh for sure! The modders will definitely have a field day with this system, I think. Most definitely. Like I said, I'm happy they managed to fit it in to the update, but I do think it's a case where they could have cut it in favor of polishing everything else a little faster, and shipped the dungeons at a later date with more variety.
  4. I've been sitting on this for a while, since procedural dungeons were very unfinished when first implemented. They still have a few more tweaks to go, I think, but overall I think what's there is what will make it to stable. Now I do like them, and they add more interesting stuff to find in a fashion that the previous ruins don't really cover, but for me, they also missed the mark by quite a bit. As a proof of concept, they're good, and I expect to see more dungeon types added in a later update(1.23?), but I think the impact would have been better if the procedural dungeons had been cut from 1.22 and added in 1.23 instead. The main reason I say that, is that there's only one type of dungeon to find. The general layout and decor/loot within does vary a bit, but there are certain rooms that will always be present in exactly the same spots. After you've seen a couple, they stop being as interesting since you know almost exactly what you're going to find inside. However, if there had been 2-3 different types that could generate, then you wouldn't really know what you're getting when you find one until you decide to actually explore it. One thing I would love to see added to future dungeons, is some traps or puzzles to solve, as well as some enemies to fight. Granted, this is a little difficult to do when the player is allowed to break blocks within the dungeon, but I don't think traps/puzzles/enemies need to be in every dungeon, nor do they need to be as involved as the stuff in the story locations. Perhaps bits of wooden structures could collapse if stepped on, and require the player to watch their step and/or repair parts of the structure. "Traps" might just be bits of rusty scrap metal lying around that the player could poke themselves on if they aren't careful. In any case, I am happy that procedural dungeons made it into 1.22, and they're a decent proof-of-concept, but overall I think their addition would have had a stronger first impression if there had been a bit more variety up front.
  5. I dunno. Simply slowing the animal down won't necessarily help the player find it if it can break line of sight by diving into thick brush. Some animals can still move rather fast even when mortally injured as well. I don't disagree that slowing down wounded animals would make hunting a little better, but I think the better solution here would be a blood trail for the player to follow, perhaps even bleed-type injuries so the animal has a chance to bleed out and die. Something like that is also better suited for a status effect system. While it's annoying for animals to escape unwanted attention by diving into thick brush or lying low, I do think it's appropriate for that to be something that can happen if the player isn't being too particular about what they're doing. When hunting in Vintage Story, it's a good idea to try to line up shots to drive prey away from cover rather than toward it, as well as save hunting for more open areas. Clearing thick brushland with shears is a great way to open up territory for hunting without destroying other resources that may be present; fire works as well, but will cause more collateral damage.
  6. Harvesting crops will always take a bit of time, and unlike most other crops, cattails can be used for more than just food. Hence why I think that if they had been made a renewable resource at this point in the game, or even earlier in development, many players might turn to relying exclusively on cattails rather than bother with farming vegetables and rotating crops. One balancing solution might be cutting the satiety value of cattails or making them provide no nutrition, but I don't think either of those are very good options since the former removes their utility as an emergency food and the latter removes a way for the player to get early vegetable nutrition. Making them grow slowly is also an option, but not very realistic since cattails and other reeds tend to grow rather fast in real life. I think once the game is fleshed out more then we'll see stuff like flowers and cattails become a properly renewable resource.
  7. I do want to note that in my experience so far, they try to avoid the player by default and don't seem to attack even if you're practically stepping on their tails. That being said, if you slap one and the hit isn't enough to kill it instantly, the raccoon absolutely will turn around and throw hands. It's a tossup on whether the raccoon decides to run away after that, or chase the player. To be fair, I've only slapped two raccoons so far, and it was 50/50 on whether or not they'd chase or run after the initial attack.
  8. Have you tried looking in Georgia? Jokes aside, the only places I can recall seeing them in the game is in patches of warmer climate, but not necessarily the Warm climate band itself. They will spawn in the temperate band, but I think it has to be in a warmer chunk, and I'm assuming that in the Warm climate band they might need a cooler chunk in order to spawn. In which case, maybe they're not an option that's easily found by switching to a specific starting climate, and instead require the player to do some exploring between the climate bands.
  9. I think the main thing about the threat displays is that while I would like to see them, I don't want to see them become something the player can use to avoid an encounter 100% of the time. By that I mean I still want to be able to stumble across a bear in the bushes every once in a while, and then needing to deal with that. That doesn't necessarily mean that the bear has to attack me when that happens, or that I have to run away, just that it leaves the door open for some more variety in animal-player interaction other than "You're fine until an animal does X, then you should leave before you get attacked". Maybe this kind of thing could be handled by animal "personalities", where some are more skittish and likely to run while others of the same type might be more aggressive and prone to attacking the player. In regards to livestock animals specifically, perhaps they could become semi-tame when fed, but the player will need to remove negative traits like aggression or skittishness over a few generations of breeding to get special traits for domestic livestock(docile, higher yields of certain products, alarm calls when a threat is nearby).
  10. In the meantime, there are at least a handful of mods that add ways for stuff like cattails and tule to be propagated. At least a couple are usually kept up to date. That being said, I wouldn't be surprised if there was a way to propagate more plants like reeds and flowers in the future. As for why that's not a thing right now...dunno, other than it's not been a priority compared to other things. I'm also guessing that it might not make the most sense to add right now either since those roots are meant as an emergency food, rather than a regular source of nutrition for the player. Cattails grow pretty fast IRL, and in the game don't require nutrients from the soil like other crops, so if the player could propagate them then the player might easily end up ignoring farming almost entirely in favor of relying on cattails for vegetable nutrition.
  11. I think it was 1.21 that saw some changes to the world gen, and the devs went to some lengths to ensure that chunks would blend smoothly for players upgrading older worlds. That's not to say that something couldn't go wrong, mind you, just that precautions have been taken so the chunks should blend smoothly, assuming the world is vanilla or not otherwise using mods to alter terrain generation. If those kinds of mods are used, then it becomes a lot more dicey. It really depends on the mods. Generally it's best to wait for mods to update before trying to update a modded world, but there's no guarantee they will be updated either. Older mods sometimes work fine on newer game versions, but it depends on what content the mod adds and what content was changed in the update. Depending on what content the mod adds, they can usually be safely removed mid-playthrough, with only ? blocks left over that can be deleted by breaking those blocks(creative usually works best for this). However, not all mods can be removed mid-playthrough, and removing even the "safe" mods typically isn't the best idea as that can create problems. Some mods will also have special instructions for updating them, so it's best to check the mod pages carefully. Overall, the best advice I can give is to make sure you backup your world before updating, just in case something goes wrong. Make sure to test mods for older game versions on a special test world before adding them to your main world, in order to make sure those mods are working correctly. Also make sure to read each mod page carefully to see if there are any special instructions for how to update the mod and older worlds using that mod.
  12. I'm probably going to have to come back to this later, as I'm not really sure I'm going to cover what I really want to in proper detail. Overall, I like the suggestion, and I'm pretty sure this is already what the devs would like to do someday. However, I'm also not expecting 100% realistic behavior either, as there are limits to what can be simulated and a 1:1 of real life doesn't always make for the best of gameplay. I think these in particular aren't necessarily hard to simulate, but hard to implement as fun, challenging gameplay. The main hurdle when it comes to creature behavior and survival challenges in general is that...videogames aren't real, and are very predictable. Mistakes in real life can have severe consequences, so people will tend to be more cautious in how they approach things, since there's not exactly console commands or reset buttons if something goes really wrong. In a videogame though, poking a bear to see what happens will, at worst, cause the player a bit of frustration and lost time(maybe a broken keyboard if the situation is bad enough). Hence where I think the threat display fails, and needs some additional planning if it's going to work well in the game. If the creature is small enough, the threatening display might entertain the player if they choose to watch, but it's not going to make them think twice about attacking said creature when they know they can easily overpower it without consequence. I think the same applies to large creatures as well, to some extent; if the creature always gives a lot of warning before attacking, then the player will pretty much always be able to avoid dangerous creatures with ease, and won't think twice about picking a fight if they're confident in their skill. Creatures already do this to some extent, especially if severely wounded. I also don't think a lot of them run fast enough or react quickly enough, but eh...details. The main issue I see with making creatures good at noticing the player and running away is then it's harder for the player to really enjoy watching the local wildlife. For some, like deer, it does make sense, but I don't think it should be a given for every creature. Cutting to the chase, I think overall the animal behavior issue isn't something that can really be solved until the status effect system is implemented. As it stands now, animals just aren't going to be very scary unless they can hit hard and chase the player down/get the drop on the player somehow. The recent changes to the raccoons are pretty fun(and funny), but I'm still not going to think twice about collecting their hides whenever I want. Even the bears don't really feel that threatening anymore since I can literally just run backwards and stab them to death with a flint spear or falx. Half the time they're just sitting there letting me get free hits, and the other half the time they swing at me but somehow miss despite the fact that I'm right in front of their face. At the very least, I'd like to see bears get their reach back, since while I think it's fair to allow the player to outrun the bear if they react fast enough, they shouldn't be able to just run around and stab the bear to death. Bears should be dangerous, and it seems more appropriate for the player to build a pit trap or get some armor before trying to tackle one head-on, if they aren't going to rely on ranged combat that is. As for wolves, I'd like to see them prefer to avoid the player if by themselves, or call other wolves nearby for backup before attacking as a pack. They are, after all, pack animals, and working together as a proper pack would make them a lot more threatening, as well as help them stand out from other aggressive wildlife. The howl could even be a bit different than the standard howl, so the player knows when they're actively being hunted versus when the wolves are just socializing. When the status effect system is added...there's a lot I'd like to see, but one thing I really want to see: skunks. They don't need to attack the player at all, not that they'd be terribly dangerous if they did. The main concern for the player? Getting sprayed. This would be a perfect time to implement a "threat display" warning, that the player really should listen to, since getting sprayed by a skunk isn't at all fun and that smell is going to stick around for a while. I'm not sure what kind of effect getting sprayed would have, but surely smelling that bad can't be good for conducting business with NPCs, and probably isn't useful for hunting since everything in the forest is gonna smell the stink coming. It may also make the player more noticeable to monsters, though given monsters already smell bad I could also see it having the opposite effect.
  13. This is true, and I do agree they shouldn't be the ones to start the fight or otherwise continue fighting if they have a chance to flee. They should fight defensively. However, in the case of the open field/obvious escape route, I do think it's fair to get a couple of hits in on a threat that is right there breathing down their necks. In that case, the idea is that the raccoon is attacking to get the predator to back off just enough so they can make a run for safety. In real life, most animals tend to use combat as a last resort, especially predator animals, since for them an injury can easily mean their death. Aggressive displays and bluffs tend to be more useful, since the animals can use those to get an idea of how much trouble a target is going to be and judge accordingly. That's a bit hard to translate to a videogame though, especially since the player certainly isn't going to be behaving in a realistic fashion in many cases, and the wildlife isn't going to be a threat if it always backs off when it has the chance. At any rate, this kind of discussion is better suited for another thread. The most I'll say is that I'd like to see some more realistic creature behavior, but I also don't expect 100% realism.
  14. Welcome to the forum and game! One thing to check, if you haven't already, is make sure you used the right credentials, as well as typed them correctly. Your game account is separate from your forum account, and typos happen all the time. In my experience the support team is able to resolve most tickets within a couple of days. That being said, how fast a ticket is resolved depends on what the problem is, how many tickets the team has to handle, and whether there's anything going on that could affect the workload(like a holiday or weekend). Issues like you've listed though, I think, are generally resolved rather quickly, so you should have an answer within the next couple of days.
  15. This is true, but if the server consists of just a small friends' group, that is playing more cooperatively, then land claims might not be needed. Land claims are enabled on my friend's server but we don't use them for similar reasons. That being said, just because everyone is friends doesn't mean that someone won't cave to temptation and take something they weren't supposed to...in which case, might want to consider using land claims in the future. Though really, I hope it's more a case of the server glitching and causing issues with items, and not a player turning to theft. Not a glitch is really any better, but it's probably easier to deal with than a thieving friend.
  16. They might still be trivial to kill, sure, but in the case of new players it's probably better for them to learn via raccoon that wildlife fights back, than to learn from a boar or sheep. Plus raccoons might be small and not able to really case much damage from a balance standpoint, but even small creatures that are significantly outclassed will fight for their lives if they don't feel they can escape. I also think this kind of scenario will be more dangerous with a status effect system. It's all fun and games until the raccoon gives you rabies or something.
  17. YES! I dunno why, but this might be one of my favorite little changes. I was wondering the other day why they can't fight the player--they're rather vicious little beasts in real life. As funny as it was to see forge contents blast off into space, I'm glad this has been fixed too.
  18. Or just add a sickle for that kind of work. The difference between the two is that the sickle is great for small, precise work(won't damage crop vines) but not great for harvesting large areas quickly, while the scythe is great at harvesting large areas in a short time but not very particular about what it harvests in the process.
  19. Welcome to the forums! I do agree that solid doors should dim the lighting in a room when closed(assuming no other light source), but they shouldn't block the light out entirely given the reasons other users have mentioned. Lighting in general is a little goofy at the moment, since lights can shine through solid blocks and whatnot. The system will likely receive some upgrades in the future, but I doubt it's any kind of priority at the moment.
  20. I like this idea, since it would make crops more interesting if they had different moisture requirements: ie, rice needing flooded fields, or crops like sweet potatoes and millet needing less water in order to thrive. However, I think the system should be kept relatively simple, since the more complex a gameplay loop is the more time the player will need to devote to managing it. And the player will have plenty of other things to manage aside from farming, including needing to set aside blocks of time for long adventures(such as completing story content). They'll want to do that without feeling too pressured to give up on critical things like farming. Yes water flow changes somewhat with seasons, but consider this: the main drawbacks of water power currently is the player needs to build next to the source in order to use it, and the water wheel is a bit slower than the basic windmill. The main advantage to water power though is that it's very consistent; the player doesn't need to wait for the wind to blow in order to power machinery, nor do they need to worry about everything grinding to a halt mid-process due to the wind deciding to stop blowing. If the water flow is able to change like that though, then it's no longer a consistent power source, and players are more likely to start ignoring it entirely in favor of sticking to windmills. I think something like this would be more easily calculated based on the average rainfall of the area. If the average rainfall is very high, fire shouldn't be able to spread as easily, but if the average rainfall is low then fire spreads more readily. Of course if it's raining at the time, fire shouldn't spread very well at all. Honestly I don't want to deal with this, and it would make mining a real pain outside of the late game. Once the player starts to move on from the copper tier, they're going to need to go deep mining for ores, but won't have the tech to deal with water pouring in if the mine decides to flood. At best, they're probably only going to be able to make one trip into the mine before it floods and needs draining, and at worst the mine is going to flood too quickly for them to retrieve any ore at all without pumps if they happen to dig in the wrong spot. I think overall, I prefer the simpler system we have as opposed to something that strives to be super realistic. Performance concerns aside, I like being able to build decorative water features, so being able to move water via bucket is nice, and the fact that rapids can't be player-created(outside of creative mode) means that those remain balanced as a power source. I don't mind tinkering around with engineering aqueducts and the like, but that's also not something I want to be forced to spend most of my time doing in order to make sure things don't flood. Additionally, if water always has to have somewhere to go, it seems like it would make it very hard to drain lakes and small ponds. What I would rather see are puddles after a good rain, and some geysers and better waterfalls. Perhaps some hot springs variants or other natural springs that contain minerals and stuff that's beneficial to the player. Or some bigger waves and a surfboard to ride them on.
  21. I'm not aware of anything like this. Looking at the log files is the only way I know of to figure out for sure who did what in the game, and when. If players are behaving suspiciously or otherwise being accused of cheating, best to check those files to figure out exactly what's going on. Edit: Checking the log files will also prevent suspects from bypassing an inventory check by hiding stolen items elsewhere on the server.
  22. Yeah. In fairness, I think in many ways that if players aren't intended to be chasing the super weapons/tools, then putting a hard cap on how many times they can quench a workpiece is a better solution than allowing them to quench as many times as they want, for a really high risk and material cost. The latter isn't exactly the worst thing either, since sometimes you just want to roll the dice and make something super powerful once in a while, even if the cost isn't practical at all. As for the power jump from bronze to iron, I still think it's fine. It is a big jump, yes, but so is the jump from copper to bronze and part of the boost from iron equipment relies on the player quenching and sharpening their weapons and tools. When the player first achieves iron, they may not want to jump right into that immediately, since breaking a workpiece is more of a loss at that point and they may not have the setup for running a grindstone without shuffling parts around(which they may or may not want to do). Regarding iron vs steel, it's not the power that's the benefit here, as much as it is the durability. Steel tools last around twice as long as iron ones, by default, and I'd imagine the gap only widens with quenching once for durability. Players could still choose to ignore steel, I think, and be fine, but personally I prefer having my stuff last for a long time before needing to replace it. Here's to hoping! I daresay if/when a mod like that turns up on the database, I'll give a try to see how well the system stacks up against vanilla.
  23. No worries! Vintage Story is a very information-dense game, and it's easy to get lost in it all. The handbook and wiki cover a lot, but it never hurts to ask around on the forums and whatnot for advice when you need a little extra help.
  24. Tagging on to what @MKMoose already said, to my knowledge tempering an item in the game only counts if it cools off slowly. I don't recommend dunking it, as that can snap the workpiece.
  25. Echoing what Moose already said, I'm pretty sure it's a bug. If a player quenches a workpiece for both power and durability, only one of the stats actually seems to get applied when the piece is turned into a tool or weapon. Oh it definitely happens. I snapped a hammer head the other day despite the fact that it had never been quenched and was below quenching temperature. Now I'm not 100% sure that was intended behavior, but I've learned to be a bit more patient as a result. I think it's probably a scenario where a mod could really shine. Such a mod would take a lot of effort to make, to be sure, but then it would offer players an alternative to the more basic vanilla interpretation, as well as act as a valuable test to see which kind of gameplay players actually prefer. If the mod's proof-of-concept proved to be popular enough, then the devs might consider reworking the vanilla system to be more like what you've proposed. Of course it's also possible that players try the mod and decide they prefer the simpler route, but in that case the mod is still there for those who want a more realistic interpretation. I'm just guessing here, but I think the main idea is to give the players a way to further improve their gear in a way that's at least somewhat realistic, if a bit videogamey. There are some inconsistencies, but that's to be expected from a freshly implemented system that's still being worked on. As for the benefits/drawbacks of tempering and quenching, yes the player can achieve some ridiculous numbers, but I think the question there is...how much time and patience does the player have to achieve those numbers? They could roll the dice and get really lucky, and get a super item without much effort, but I think in most cases getting the crazy numbers will take a lot of time and material due to workpieces getting snapped in the process. In my case, the strategy I roll with is quenching at least once on most items, with a few more quenches sometimes on a weapon to boost the power by around 25%. It's enough of a power boost to make a noticeable different in combat, especially for things that can be sharpened, but not so much of a boost that it's going to be too risky to pull off or too demanding on time. I'm also guessing that most players will probably settle for similar strategies, though I could be wrong.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.