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Everything posted by LadyWYT
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Forest dangers in place of constant wolf presence
LadyWYT replied to Josiah Gibbonson's topic in Suggestions
This is true, though I'd argue those models are still too small to be that noticeable. Nice for ambience, and bug collecting, but when it comes to figuring out the source of a negative effect it's going to be difficult to do if the source is that small. Damage happening for seemingly no reason will quickly frustrate a player. Now I suppose a player could check the damage log to figure it out, but I still suspect it's one of those ideas that's neat in theory, but would be more annoying than fun in practice. -
Or let it be fairly strong in that particular niche, but add a bit more drawback to compensate for it. Though instead of just boosting the values of the negative traits you already gave the class, what about something like this: Inexperienced: (-10% movement speed in armor; armor wears out 25% faster) So they end up struggling a bit more in combat, and the lower armor life means that they'll end up using some of that extra ore for repairs. For singleplayer, I'd say the class ends up being a challenge class and not that popular. For multiplayer it would probably be more popular, as then the Spelunker can simply focus on their strengths and leave the fighting to someone else.
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No dirt path that I'm aware of, but you can use a saw on planks to get wooden paths. It may be a different aesthetic than your standard road, but it will mean you don't need to dig up a bunch of dirt.
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They are indeed Primitive Survival's wisps, most likely. As for what they do...nothing, to my knowledge, aside from provide some interesting ambience and possibly a good spook or two.
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Forest dangers in place of constant wolf presence
LadyWYT replied to Josiah Gibbonson's topic in Suggestions
If I'm recalling correctly, Tyron mentioned in an interview that the devs watch the modding community fairly close to see what's happening. Ideas that are well-made and fit the game vision, as well as have enough traction, are more likely to be added to the game in some form or another(if the modder isn't hired by Anego Studios themselves), however it's also not a guarantee. I'd also argue that "good suggestion" is somewhat relative, depending on one's gameplay preferences. What may be a good idea to one might be horrible to another. And sometimes an idea wouldn't be great for the base game, but would make a great mod. I suppose I would cite Primitive Survival as a prime example of that. There are several things in that mod that would be a good fit for the base game(like the smoker and the pelts/hunting trophies), however, there are also things in it that I don't think fit the base game that well (such as the knothole lootboxes, relics, and monsters). Anyway, enough of that, on to the original post! This could actually be pretty entertaining, especially if you're playing with a friend that doesn't know the difference between a hornet's nest and a beehive. Also a good fit, though I'd be curious how a venom mechanic would work. Maybe it just results in a weakness/fatigue debuff for a short time, with more serious bites draining significant chunks of health. If/when an alchemy mechanic is added, that could offer some counterplay to getting bitten, but at the very least it would be an interesting, albeit a bit easy to avoid, hazard early on. Interesting debuff idea, I like it. An alchemy system for crafting medicines/potions would offer counterplay here again. However, I think the stronger idea you mentioned later with: Thorns are a bit easier to identify and avoid, I think, plus thorny plants remain a danger year-round. That's not to say that poison ivy isn't dangerous year-round either, but it tends to be more of a problem when it's all leafed out. Big cats in general, really. Fauna of the Stone Age does a really good job of adding them--they're quite fast and will actively stalk the player, so outrunning or otherwise ignoring them aren't really options if you end up with one nearby. I think the insect "models" are really too small to be adding them as a proper hazard. Better to leave them as ambience/utility(bees and termites), and let snakes fill in the venom gap. We kinda already have the ambience version with the midge swarms. Otherwise, I think it has the same problem as the previous idea--insect models are probably too small for the source of the negative effect to be readily apparent. Eh...maybe a hazard for your chickens, but I dunno about posing a real threat to the player. Not that bobcats can't be fierce, but they're also rather small, more in line with the threat that foxes pose in the game. Much like foxes, I'd expect them to prey on smaller animals and generally try to avoid the player instead of attack. Could be food for you too, if you're desperate enough. I dunno about adding a pest mechanic to ruin food stores though. It could be an interesting challenge, but it could also prove to be a massive pain in the rear too. The latter seems more likely. Wildlife in general typically tries to avoid humans in the place, however, I think there's a lore reason for why predators are so aggressive--moreso than the player simply not being human. I'm not sure that the exact reason has been given, but I would assume it probably has something to do with the temporal anomalies and monsters setting creatures more on edge, to the point they actively attack what they perceive as a threat. But I mean, the general reason is "videogame rules", and probably just that kind of behavior code not yet being developed. Gotta be some early-game challenge, and bears and wolves are a staple hazard. I think it's just a drawback of playing with mods, really. They're a great way to customize a game to one's liking, or extend the life of a game in general, but they don't always work and they aren't always optimized as well as they should be. -
Disappointed with current end game story content (mild spoilers)
LadyWYT replied to Julie Brown's topic in Discussion
Could just be that the devs are focusing on making all the functionality first so that there's a solid foundation to finish fleshing out other stuff later. Hence why we don't have horses, cougars, or sandwiches in the base game at the moment, assuming they get added later. Regarding wheat...we already have that, in the form of spelt. -
Hmmm, I like this; it's well thought out. The only tweak I would suggest is boosting mining speed a bit(they should be better than Blackguards at that), as well as swap the melee penalty for some kind of ranged penalty. Miners are very strong and spend a lot of time underground, so I'd expect them to be able to hold their own well enough in a brawl, but have trouble when it comes to wide open spaces and ranged combat.
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I tend to pick them off at range with spears, when possible. I try not to engage them in melee unless I have a shield and a copper falx, bare minimum. Swords work better than spears when it comes to melee, at least in my opinion, as it's a little easier to land hits while dancing around them. Spears have a longer range, that is true, but seem to get a little clunky when it comes to attacking things that are very close.
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I like the idea, but I feel that the idea of "big skeletal robot" is already covered by the eidolon. The chase mechanic is a cool concept, though I think it would be in the same vein as the parkour challenge from a certain area; most players love it or hate it. Overall, I think the entire package would work a lot better as story-driven mod based around a necromancer cult, or something of that sort, rather than an addition to the base game.
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On the ladder aspect, I will also note that it's a really good idea to carry a few rope ladders on you at all times. Not only do they make it a lot easier to scale rough terrain, since they can be placed/picked up easily, but they can also end up saving your life should you fall in a hole that you can't otherwise climb out of(though you could simply switch gamemodes and fly out of the hole).
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Heh heh heh...play through the main story and you'll find them. Or I mean...explore far enough in the right direction, and you'll find them as well. But your best bet is starting off with the Resonance Archive--you can acquire a map to the place by doing a small favor for a treasure hunter trader. The story unfolds from there. Of course, you could, in theory, find other locations without going to the Archive first, but it's rather unlikely, and some things won't make as much sense either if you're not really familiar with what's in the Archive.
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Hmmm, could be. I figured it was just a cosmetic difference in model for variation, but maybe the model differences aren't purely cosmetic.
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I'm not sure that metal spikes deal that much damage; I'd more suspect a weird physics issue occurring when you stepped on them, in that the game managed to register multiple hits at once. Similar to how one arrow can count as multiple hits on a creature. But of course, it could have been just a really big poke from that spike as well.
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Posting with spoiler tags, just in case you'd like the mysteries to remain. Though I will note that some of these topics have yet to be explained, if they even receive a future explanation. Some things may just be left up to the player to decide for themselves. I won't really say much on this part. However, playing through the main portion of the story will explain a good chunk of what happened and what's going on, in regards to these details.
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I would check the lower layers and the grating to make sure nothing is damaged there; those blocks are harder to see, especially if buried, so it's possible to miss one. If it's winter, make sure all the snow is cleared out from inside the furnace, as it won't function otherwise.
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I think there used to be some sort of clay block that you could craft and then fire, though it ended up being removed in 1.20 if I'm not mistaken. It'd probably be easier to just re-implement that, and then chisel the block down to whatever shape you wish. End result is pretty much the same, and the fired clay blocks could also be used as materials for other chiselwork.
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1. Regarding pit kilns, it's never a good idea to build them in your starter shack. Particularly if your starter shack contains lots of flammable things, like grass, hay bed, reed chests, and yourself. 2. Mark the ore bits that you find on the surface--there's usually a deposit underneath. 3. Nothing but igneous rock for miles tends to make for a more challenging progression. That can be either a good or bad thing, depending on one's preferred playstyle. 4. Never sleep in the open, and never leave the door to your base open while you're sleeping. I got murdered by a sheep once from ignoring this rule. 5. If an NPC describes something as dangerous, it probably is and you should treat it as such, regardless of your skill level. Really, it's a good idea to pay attention to what NPCs say in general. 6. Always examine what you're about to eat to make sure it's actually something you should be eating, especially if you play with mischievous friends. 7. You don't need to rely on caves in order to find ore. 8. It's perfectly fine to dig straight down, provided that you're placing ladders as you dig. Your character will cling to ladders, so it's rather difficult to fall off should you happen to dig into a cavern. Just a few tips that I can think of on the spot. Not necessarily all stuff that I had trouble with, but stuff that may not be immediately obvious to brand new players.
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I typically just hover over the basket to see what it has in it, and then move those items elsewhere if needed. I'm not sure that an "empty" button is needed, but perhaps an outline when you select the slot on your backpack slots, to highlight which slots a basket/backpack covers.
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Vintage Story is an uncompromising wilderness survival sandbox game inspired by eldritch horror themes. Find yourself in a ruined world reclaimed by nature and permeated by unnerving temporal disturbances. Relive the advent of human civilization, or take your own path. With all due respect...it's not being advertised as a more complex Minecraft. There are a few superficial similarities, but the two aren't even close in terms of gameplay and what's expected of the player. Just because it's a sandbox doesn't mean that it necessarily needs to be easy, or that you get to settle down exactly where you want at the start of the game. Though I'd also agree with the points @Thorfinn already made--there are already several options to easily reset your spawn in the current state of Vintage Story. One of my favorite parts of that interview. I'd not really stopped to consider how much the ease of resetting one's spawn point affects other challenges that a game might offer, but in retrospect, it does trivialize a lot.
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To be fair, easy-to-set spawn points would be a good game decision for an easy building/exploration focused sandbox game, which is a strong point of the other block game. However, that's not what Vintage Story is; it's a brutal, challenging survival game with eldritch horror elements and a story to tell. If the core spawn mechanic was changed and made easy, it would lose a lot of the challenges it presents the player with. Death is a steep penalty, in more ways than just potential item loss, and therefore something to be taken seriously and actively avoided as a result. I'd also say it's possible to get the "cozy sim" experience without mods, but it does require turning pretty much all the settings to the easiest possible.
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I would presume it's for balancing reasons as well, since spears have significant ranged damage(to be fair, you need to actually hit the target though, and it's not always wise to go throwing away your primary weapons) as well as the most reach of any melee weapon. If you allow spear types past the bronze tier, then you start running into the issue of the other weapons being much less attractive, because they can't really compete with the potential damage output.
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I like it, but it's useless if the minimap is disabled. Might be better to just have an option to share waypoints with other players, and leave it at that.
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The general loss ratio seems to be fairly consistent, regardless of pit size. I say that just from making a rough guess based on what I've dug out of my charcoal pits, not because I've sat down and crunched every number. That being said, I'd wager the "most efficient" depends heavily on the context of how much you need versus how much effort you want to put into it. A giant pit will net you a LOT of charcoal(like, I think I built a 7x7x7, which isn't max size, and got almost two full crates of charcoal), but will also take a significant effort to fill. A small pit is easily filled, but isn't very useful if you need a lot of charcoal. I would say small pits are the most efficient in the early game, with moderate-size pits probably being the most efficient overall. They aren't as much hassle to fill as the huge pits, and provide decent amounts of charcoal per firing, meaning that it's easy enough to fire the pit 2-3 a week at most. Of course, if you'd rather just have a couple crates of charcoal after one firing, and not need to bother with it for a long time, then making a huge pit will probably be a more efficient use of your time.
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I think I just used a bucket or a jug to remove it and dump it into a barrel. Also, welcome to the forums!
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Old piece of work that I never finished; the world's long since been deleted and I've moved on to other projects. However, I was pleased with the aesthetic and will probably end up copying the design later.
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