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Hopes & Dreams for Changes to Combat
LadyWYT replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
Oh I'm not suggesting that it should be taken away, just that it might be a good idea to introduce a resource for quick movements like that so the player needs to think a little more carefully about what they're doing. Basically, the player can sprint around for a while before they run out of stamina and need to rest for a few moments to recover, or they can use chunks of stamina to dodge incoming attacks. However, moving at full sprint all the time might not be the best idea, since encountering a tough opponent at low stamina means the player wouldn't be able to dodge effectively or run away. Likewise, dodging several attacks within a short time might mean the player takes no damage, but also has no stamina to retreat if they decide the fight isn't in their favor. In most scenarios though, the player is likely to be starting the fight at full stamina, so they can fight or run as they see fit. The Vigor mod is a decent example of how a stamina mechanic could work. I would also add that by practicing certain actions consistently, the player could decrease the stamina cost of things like sprinting and dodging, allowing them to do more of those actions before they need a proper rest, provided that they stay in practice of course. For sure, however, in some ways I do think it's a little more interesting, as well as realistic, to need to stop for a rest or rely more on walking rather than just sprinting everywhere and calling it a day. That being said, it would make mounts a more attractive choice, since a mount could run faster and longer before needing a rest. And if mounts are easier to acquire, the trip isn't going to be as rough(plus the player will appreciate having the saddlebag space). In regards to foot travel, it would certainly make setting up campsites and outposts a more valuable investment, since you couldn't just sprint day and night to reach a destination. -
Hopes & Dreams for Changes to Combat
LadyWYT replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
We do, it's just a matter of sprinting and getting the timing of the action just right. However, it's a rather overpowered action at the moment, since the player can sprint indefinitely and moves at the same speed in any direction. In reality, moving forward should be the fastest action, while moving to the side should be slower and moving backwards should be the slowest action. Not every action needs to use stamina, but having some sort of stamina meter to govern how long the player can sprint or perform quick movements would help push the player to consider certain actions more strategically. When the meter is full, the player can sprint or make quick movements to dodge certain attacks, but if their stamina is low then their movements may become too sluggish to dodge effectively, and they may not be able to make a hasty retreat. I think Valheim's system worked sort of like that, but I think that might be a little too complex for what Vintage Story should be. In Valheim making attacks and blocking attacks would both consume stamina, if I recall correctly, and I think it's probably better to allow the player to attack and block freely, and only add resource cost to quick movements. Parrying would be a good feature to have as a defense for those times when you need to carry something other than a shield in your off-hand slot, though it would definitely be an action that you have to really nail the timing in order to make use of. I would also say that blocking with a shield will generally be the safer choice, since a shield will soak up at least some damage while a parry will really only work to prevent specific kinds of attacks. That is, you can block a charging beast or hit from a very large creature, and possibly still walk away from the encounter(albeit with injuries), but you're not gonna attempt to parry that kind of incoming damage and still expect to live. For the attacks that parrying is very effective against, the player could probably avoid the damage since they're redirecting the attack rather than absorbing the impact; in this case, the player has a reason to forgo the shield and rely purely on their skills, since they can potentially avoid more damage overall as long as they get the parry timing right. Could make for some very fun(or very frustrating) PvP duels. Critical damage and crowd control tend to go hand-in-hand, and it opens the possibility of playing sneaky assassin types as well as support characters that don't do much damage themselves, but lock down the battlefield to allow allies an easier fight. That being said...it's also pretty easy to screw up the balance of sneak attacks and crowd control--Skyrim stealth archer, anyone? For Vintage Story, crowd control is probably the better way to handle it, since a crippled target is easier to damage. However, it should work both ways--the player might have options to lock down targets, but some enemy types could be built for the same tasks. I played a deepsplit shiver like this for VS tabletop thing--while the creature would absolutely do damage, my general strategy was to have it pick a target, grapple it, and thus lock down that character and prevent them from doing much of anything until the grapple was broken. Absolutely terrifying when you consider that shivers are also big enough to drag around most targets. Critical damage probably only works for specific entities by giving the player a specific area that is difficult to hit but does more damage(like attacking an eidolon's eye rather than the creature's body). Stealth, I think, should be geared more toward going unnoticed by targets, and not critical damage. Going unnoticed already provides a combat advantage by allowing the player to get the first hit, or allowing enemies to get a hit or two in before the player can react. I don't think it really needs to be more complicated than that. Maybe, but I also agree with @DarkGold here--inventory is going to be a concern and players aren't going to be keen on trying to carry around a weapon for every occasion, essentially. I think it makes sense to give some enemies more or less resistance to specific types of damage, but overall the falx should be the king of monster-hunting, and players will probably enjoy being able to pick a weapon they enjoy the flavor of rather than always having to do the math on the weapon they actually need, if that makes sense. Armor though...yes, the armor type should be a definite factor in which types of damage and injuries the player can effectively resist and which they'll be more vulnerable to. In this case, the player's choices are a little more interesting, since more protective armor tends to be heavier and can restrict certain movements(like the ones needed for archery), while lighter armor can grant more freedom of movement but have more serious consequences if one gets hit. I think it would be fine on servers, providing that one has a good connection to said server. Players with connection issues are more likely to get frustrated, though that's kind of a given in most scenarios involving connection problems. -
Don't forget decorating with copper either. If you use the copper roofing material, it'll get fairly expensive; same for chiseling copper accents since it currently takes five plates to make a block...at least, I think. There are mods that offer cheaper options, but complex chiseling is still a resource sink.
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Fishing is a little hit or miss. The two most important factors are making sure the hook is baited, and that you're fishing in a spot that has fish(that is, what the game considers populated, and not physical fish you can see). If the hook is baited, the fish should bite fairly fast, and if they don't then I generally take that as my cue to go elsewhere. It's also going to be the best way to catch trophy fish if you want to hang them on the wall as decoration.
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Should VS embrace the Immersive Sim in its Story?
LadyWYT replied to Perdido Street's topic in Discussion
Honestly, I think that's what sells a lot of people on Vintage Story, including those from the younger generations. Yes, some end up not liking the game because it isn't fast-paced enough, and several definitely get frustrated by the pacing when they first try it. But I think a good chunk of the younger audience, once they stop and consider the slower angle, end up enjoying the slower game pacing(both of VS and other older games), because it allows them room to breathe and gives them permission to stop and think, rather than try to push them along into "the next big thing". There's not that many modern spaces that encourage that kind of thought anymore.- 16 replies
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Food variety - existing and great but not incentivized. Let's change that!
LadyWYT replied to Kulze's topic in Suggestions
What makes you think that players won't default to a single recipe with this system? They'll find something that's useful and then stick to that, especially if they can't just change their buff on a whim. And what do you tell new players when they want to know how to make a meal to boost their strength? There's no answer other than "just throw things in the cookpot and see what happens", which isn't a satisfying answer if you want specific information. Other gameplay loops you can describe the steps in detail, so new players know exactly what to look for and what to do in order to get a desired outcome. It's a videogame, not real life. Letting players customize their characters tends to give them more attachment to said characters; if you hand them a premade character sheet and they don't like what they were handed, then they stop playing and move on to a different game. Not to mention that if the game decides your character's preferences are all foods that don't exist in your current climate band, then you're screwed for the entire game unless you travel tens of thousands of blocks to a climate that supports the foodstuffs your character likes. And there's no way to figure that out until you've been able to experiment with everything, because the effects are still random and there's no way to know what does what. For those who really want to play that way though, there is a mod for that: https://mods.vintagestory.at/show/mod/46016 I shouldn't have to say this, but creating a base and linking it with another is a huge investment, especially for bases that are in different climate bands entirely. It takes days of travel to go from one band to another; translocators can shorten the trip but those are very dicey on where they will actually take you. Likewise, certain foodstuffs require a lot of time to actually acquire--orchards require a couple in-game years to start producing. I don't think players are going to be thrilled about needing to do this just because the RNG shafted them on meal preferences. Right, and it's a tool that's very easy to misuse. There's a reason that RNG systems are often some of the most hated design features of games; when the system is based on pure chance and luck the player isn't able to use their knowledge and skills to get the outcome they want. And the problem is that when you give something a direct buff to using, then it starts to be considered a necessity. Sure, you can choose not to use the item, but you're not going to be playing at the same potential you could be if you had that item. Multiplayer applies even more pressure on that front, since no one likes to feel like the lesser player in the party, and being stronger means you can win fights and gather resources more effectively. And of course on the roleplaying front a system like this is a disaster because players are no longer allowed to write their own characters. I will also note that players don't need more incentive than their own personal preferences to pursue meal variety. Most players don't like to eat the same two meals for the entire game, and prefer to cook various things to keep the gameplay fresh. Some players prefer pure efficiency and will stick to one or two meals only, which is also fine--they should be allowed to do that. Some players might want to roleplay a character that loves blueberry pie or prefers a simple diet of pot pie, cheese, and currant wine, and that's perfectly fine too. If you look at the various food mods on the ModDB to get an idea of what players look for in a food system, Expanded Foods is by far and away the most popular food mod, and all it does is add more ways to cook meals and more foods to cook. Wildcraft is right up there with it, and all that mod does is add a bunch of new food crops to find and grow. Mods that add more buffs to consuming specific meals also exist, like Gourmand and the one I linked above, and have a respectable download count, but it's nowhere NEAR the numbers that Expanded Foods and Wildcraft have. To me that suggests that players don't need a distinct benefit attached to the food in order to cook it--they like variety and will choose that option themselves. However, if you go attaching specific buffs to the food, then you're removing that choice and pushing them to eat specific things instead of just letting them cook what they actually want to eat. -
I'm certainly not against the team getting paid more, but more money does not always equal faster content development. People can only work so fast.
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With all due respect...bigger teams don't necessarily mean better games or faster production. Triple A studios have big teams and lots of money, but have been producing several flops, at a fairly slow rate. In contrast, indie developers have much smaller teams and less money, but have been producing successful games in shorter times. Not everything needs to be a global brand either. When it comes to videogames, it's better to appeal to a specific target audience and focus on making things that keeps that audience happy. Not everyone likes the same thing, so the wider you cast your net the more you'll need to water down the product trying to appeal to different types of customers. And since it's not possible to please everyone, you'll eventually end up with a product that no one really wants, let alone gets excited about.
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Food variety - existing and great but not incentivized. Let's change that!
LadyWYT replied to Kulze's topic in Suggestions
Yeah, I'm still not getting it. What I see is that sure, the combinations might technically be different, but ultimately it's just a more complicated numbers game of figuring out which ingredients give the best value and then sticking exclusively to that recipe. Not to mention that the player can roll poorly when they cook the meal and thus not get the full benefit--this is already a feature of the quenching system when the workpiece snaps thanks to rolling poorly, and players are already frustrated with that. I can't imagine them being thrilled about getting a sub-par benefit just because RNG decided they botched cooking a meal. To be perfectly honest, I've never played that game and don't know much about it, and the explanation attempts I have seen about its mechanics don't make me keen on playing something like it. This right here is an absolute NO. Not only is it going to be a massive pain in the rear to have to figure out all the recipes every single time I start a new world, but that's also going to make it very difficult to answer questions that newer players might have about food since there's just no way to know what's attached to what. I can't say that meat pie is the best food for fighting if it gives a strength bonus in one world but a stability bonus in another. I also like to pick out my own character's personal preferences--that's a major part of the fun of roleplaying! Choice of diet can say a lot about a character, and if the game is the one deciding what the character does and doesn't like, then it's not really me getting to write a character anymore, as much as it is just being handed a premade character sheet to play. Unless you deliberately crank up the hunger rate, or otherwise wear armor/carry stuff in your off-hand to crank up the hunger rate...the player doesn't really eat that many meals a day. And if the meals are giving distinct buffs to various activities, players are absolutely going to want those buffs, and get upset when they can't switch buffs because they aren't hungry. It's why Valheim had the bukeperry item--to allow players to reset their food benefits as needed rather than needing to wait several minutes for the buff to wear off so they could eat something else. That's not even getting into what such a system is going to inflict on players who decide to turn the hunger rate down...that's going to cause all kinds of frustration. Yes, Vintage Story does require some planning in advance, but use of consumables to get buffs shouldn't be something that requires advance planning. It should be something you're able to do on the spot as long as you have the appropriate item. There seems to be conflicting information here. I'm guess the idea is that the player can keep eating cooked bushmeat even if they aren't hungry and still get the associated benefit, but with a shorter timer? If that is the case, what ends up happening is players will just be constantly snacking in order to get buffs, without any real penalty for habitual overeating. Given that Vintage Story is currently weighted toward pushing the player to stay well-fed and manage their activities carefully to avoid burning precious calories...I don't think it's a good idea to push players into doing things like running around in plate armor or hurting themselves to burn off hunger just because they want to stack/switch buffs. The various hunger penalties exist so that the player isn't just using the off-hand as a free inventory slot or otherwise running around in a full suit of plate for maximum protection. -
Welcome to the forums! Based on what I see on the github crash log(emphasis added): This is probably the mod causing the problem: https://mods.vintagestory.at/show/mod/50707#tab-description Maybe try uninstalling that mod completely(delete it from your folder) and then see if the issue still occurs? Unfortunately I'm not sure if it's the mod itself, or a conflict between mods. Make backups of your current world, and make sure you test on a fresh world as well. If your current world keeps crashing even without that mod, but a fresh world does not even if the same actions are repeated, then it's very possible that the world itself may have been corrupted and may no longer be usable. I would also recommend checking your modlist to make sure that everything is updated appropriately for 1.22, since 1.22 introduced changes that broke a lot of older mods. Gonna tag @Tj Pepler - Critcher here, since he's the mod author and might be able to provide better information.
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Food variety - existing and great but not incentivized. Let's change that!
LadyWYT replied to Kulze's topic in Suggestions
I mean...I don't know about anyone else, but eating the same thing all the time gets a little stale, so I'll change what I'm cooking from time to time--it doesn't really need any buffs attached to it. Likewise, I don't think it's really a bad thing if players decide they want to maximize efficiency and only eat redmeat-turnip stew and berry pies, or if they decide they just really love blueberry pie and want that to be the backbone of their diet. The problem with RNG is that if the player isn't getting consistent buff strengths, then they're going to end up getting frustrated when one meal provides a really good buff and then cooking the same meal sometime later gives a weaker version of the buff. And of course, if specific ingredients are required for specific buffs, then you end up with frustrated players when they can't get the buffs they want because they don't have access to the ingredients they need. With all due respect, I don't see how this really improves on the current system or doesn't force players into very specific diets. It sounds similar to Valheim's food system, where eating different foods provides different levels of health and stamina--you eat whatever is appropriate for the job you intend to be doing. The drawback to Valheim's food system though is that you get forced into eating the same things all the time, because some foods are drastically better than others so if you don't eat them, you're effectively hamstringing yourself. There's no point to eating roast boar, venison stew, or queen's jam anymore when you have serpent stew, wolf kabobs, and onion soup, since the latter provide significantly more benefit. In the context of Vintage Story, you get shoehorned into always eating specific meals for specific tasks, so if you wanted to eat a redmeat pie before going fishing that's just too bad if some other meal offers a more appropriate buff; you could still eat the pie of course, but you're just not going to be able to do the task as effectively as you would by eating the proper meal. Other issues that arise are the fact that you can't just eat whenever you want--you need to be hungry first, which also means that you can't just switch buffs on a whim. Likewise, there's also the question of what happens when the player can only eat part of a meal, but not the full thing. -
Welcome to the forums! Not really, and the "tier level" of the material doesn't necessarily determine where you can find it, though it should be noted that different materials have different depth ranges at which they can spawn. I've seen plenty of copper and tin deposits buried deep in the earth(sometimes near bedrock), as well as a few iron deposits that were around y=90. Do keep in mind though that surface deposits for copper and tin aren't the same thing as the deep ore deposits; surface deposits tend to be rather small but more accessible, while deep ore deposits take more effort to locate and extract but provide much more ore for the effort.
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Luckily, there just so happens to be a mod for that: https://mods.vintagestory.at/notemporalstability
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It's an interesting idea, but I don't really see a point. Players should be able to pick the class they want to play upfront, without needing to jump through extra hoops just to get to the class they want to play, at least in the context of Vintage Story. Tutorials for each class aren't really needed since while each classes does have advantages and disadvantages, none of the traits are strong enough that the player will need to drastically alter their playstyle to accommodate.
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I mean, it is kind of unfinished, after a fashion, in the procedural dungeons only shipped with one general type, and a few of the berry bushes(like the kumquat) seem to have been pushed back. Which is understandable--the devs packed a LOT into 1.22, complete with a lot of restructuring, and at some point one has to say enough's enough and just get what's there polished and shipped so players can play with the new toys and get used to the changes. At that point you can take a break as needed before working on the next update. I'd be surprised if we didn't get more survival challenges in addition to the combat; I'm guessing that the status effect system might be added alongside the combat changes, which should put more pressure on the player across various areas of the game and not just in the combat scenarios. Survival isn't so easy if you can catch a cold because you decided to work in the rain, or broke your leg because you decided to jump off the roof instead of using the ladder, especially if such afflictions actually take a bit of time and effort to fully heal. In fairness, I think the alpha designs are done in grayscale on purpose, in order to focus more on the contrast and design without getting distracted by the colors. Light and shadow can make or break a design, and drawing the image in grayscale first can help you get the balance correct before adding color. Keeping teal for the temporal elements also helps isolate them from the rest of the design, so it's easier to tell at a glance which parts of the design are supposed to really pop versus which don't need to draw as much attention. Jumping right to colors is also possible, but doing so can make it a little harder to spot certain issues with a design.
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I wouldn't rule out bugs or mod interference, if you're playing with mods, but the first thing I would check is the storm strength. Light storms are relatively mild and don't have much visual distortion, and are also the most likely ones you'll see towards the start of the game. If the world is still fairly new, it's more likely that the storms just haven't gotten strong enough to produce the really funky effects yet.
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A hot air balloon or zeppelin wouldn't be a bad option. It'd be expensive, slow, and careful management of fuel/ballast, but as a late game option it could be pretty fun to build and maintain some sort of airship, especially if you're playing with friends. In terms of flight risks, I'm not sure it'd be necessary to get this complicated. Fuel regulation is pretty much a given, and icing is dangerous(especially if it chokes the engine or disables instruments). Flying into clouds is risky because not only can you not see approaching hazards, but certain cloud types can contain strong updrafts and downdrafts, as well as hail and other unpleasant things. Oxygen is a risk, but I think that's something that doesn't need to be worried about here since that's going to be difficult to translate into a game mechanic(VS already compresses altitude effects by quite a lot), and the kind of aircraft that VS would have, if added, would probably be based on the earliest examples of flying machines and not likely to be flying all that high. If lightning strikes a hot air balloon, I'm pretty sure things will go BOOM, so gliding to safety isn't really something to worry about. If the balloon is just too damaged to continue flying or catches fire, then the player may have enough time to bail out and use the glider to land safely.
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Should VS embrace the Immersive Sim in its Story?
LadyWYT replied to Perdido Street's topic in Discussion
When life gives you no doors, simply punch a hole in reality and carry on like nothing happened?- 16 replies
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As much as I would love to see more story in 1.23, I don't mind if it's pushed back to 1.24. That gives the devs time to focus on adding status effects(which I think was supposed to be in 1.22 and didn't quite make the cut) and improve the combat--both of which the community has been requesting for quite some time and which will likely also be a bit time-consuming to implement properly. Writing and polishing new lore and tying it in seamlessly with the old is no simple feat either, and should really be the focus of its own update, with more minor changes accompanying it. Plus it's probably easier to balance new combat systems first, and then add new creatures and tweak them as needed once players have had time to adjust to the new systems, than it is to try to do both at once.
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Maybe if you were sitting on the elk, but I would be a little surprised if it worked. Base return teleporters, to my knowledge, are meant to be single-use items that teleport the user back to their spawn point. I would highly recommend testing this in creative first before trying this in your survival world. Translocators should be fine though, if a little awkward due to space. For me personally, I don't really trust translocators enough to try digging them out and bringing my elk through them, as it seems like it would be a very easy way to have an accident.
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Should VS embrace the Immersive Sim in its Story?
LadyWYT replied to Perdido Street's topic in Discussion
That would be pretty interesting, but also fairly difficult to write, especially since the story so far is meant to be fairly linear and have the player character going on what's essentially a hero's journey. That being said, I wouldn't mind seeing some conflicting information, or requiring the player to make choices between NPCs/factions, and having those choices influence the eventual outcome of the story. It could be that while all endings technically save the world, who died in the process and the general state of things afterward might determine whether it's a classic happy ending, something quite bleak, or something in-between. Of course, I don't want to see everything turned into a case of "everything is morally grey and there's no good guys here". There's nothing terribly wrong with that trope, but it's an easy trope to mess up, and a trope that's greatly overused these days.- 16 replies
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I hope not. Doing so would basically turn the glider into Minecraft's elytra, and while the elytra is fun to use, it's one of the major balance problems that Minecraft has since it offers exceptional utility for very little drawback. There's currently no way to customize the glider outside of mods, though I would say that the crafting process, while fairly simple, is appropriate for the amount of utility that the glider provides. It's useful for potentially avoiding lethal falls or otherwise making mountain descents easier, but in return for having that utility the player gives up some inventory slots. Likewise, while it's useful for avoiding falling to one's death, it doesn't fly far enough to be very useful as a travel tool.
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Mapping without a map - landmarks and other features
LadyWYT replied to Zaph42nd's topic in Discussion
I play with the map in Vintage Story since I enjoy that convenience, but I suspect that if I turned the map off I would definitely be doing a few more of these things. Then again, I like to do some of these even with the map enabled, since it's fun to do and I don't always want to be looking at the map. When it comes to bridges and roads, these not only make the world look nice, but it's very useful infrastructure for cutting down on travel time if there are locations I'm going to be visiting regularly(like nearby traders). I would say though, that when there aren't clear quest markers, I do tend to pay attention to environmental details and NPC dialogue more closely, rather than just glossing over it as "set dressing". That's one thing I've been enjoying about Vintage Story's story arcs--all the information you need to complete the challenges is there, but you need to do some poking around and pay attention to various clues in order to figure things out.- 13 replies
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I wouldn't mind seeing goats as pack animals, but they shouldn't be mounts. Unless we're talking musk ox, as those are probably big enough. Goats and sheep aren't big enough to carry most adult humans, let alone seraphs that are slightly larger. It's partly why you only see children riding the sheep at rodeos for "mutton-busting", and the adults stick to riding horses and bulls.
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Should VS embrace the Immersive Sim in its Story?
LadyWYT replied to Perdido Street's topic in Discussion
I think the main reason that the story is "optional", is that there's a subset of the playerbase that just wants a realistic survival experience and nothing more. In which case, it's not really possible to tie the story directly to the survival experience(that it, make it a progression requirement), since doing so would make it extremely difficult to give players the option to just turn the lore off entirely and play exclusively survival. It was before my time, but as I understand it that's how Homo Sapiens even came to exist as a game mode option. That's not to say the story feels tacked on either. It's very much tied to the world, and if the player wants to fully understand what's happening, they'll need to play the story to find out. But they're the ones that get to decide what pace it unfolds, at least at the present time. It's similar to an Elder Scrolls game in some ways--there's a main story there, the game gives you some plot hooks to pursue it. However, the player can also decide to go off and chase sidequests or do a bunch of crafting and never touch the main story, and still have a lot of fun in the game. If there's anything to "conquer" in Vintage Story, it's probably the following:- 16 replies
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