Jump to content

LadyWYT

Vintarian
  • Posts

    3815
  • Joined

  • Last visited

  • Days Won

    177

Everything posted by LadyWYT

  1. This is technically already implemented in the game, and does not require a storm. The crude door has a chance to fall off its hinges when used. Glass blocks? Or does that include chiseled windows? And if it includes chiseled, how do you calculate what qualifies as a window, and what does not? Aside from the fact that replacing windows frequently is going to get annoying, if storms are allowed to damage chiselwork then it's going to discourage players from a fairly significant part of the game's aesthetics. I have the same questions here as @traugdor, though I would note in particular for fruit trees: Fruit trees are a rather significant time investment; they take about a year or two to establish themselves and bear fruit. Unless the player wants a specific crop, or intends to spend a lot of time in one world, there's not a strong incentive to invest time and resources into fruit trees. Allowing the trees to be easily destroyed by things the player really can't prevent further discourages players from engaging with this mechanic. I could actually see this mechanic working with the weather patterns we already have, but not in this fashion. Trees can be uprooted by storms, because heavy rain loosens the soil and the tree's structure provides resistance to the wind. Field crops like those we have in the game don't offer much wind resistance at all, so they shouldn't be uprooted. A more realistic, viable option is to allow hail to damage crops that aren't under cover. The larger the hail, the larger chance there is for crop damage. Hail is rare enough that it shouldn't be damaging crops too frequently, and in the event that it does damage crops, the worst a player will suffer is having less grain/vegetables to work with or a longer wait for windmill sails. Of course, players would also have the option to protect their crops by simply investing resources into greenhouses for every crop. And other small livestock...? It's one thing to lose your animals to a predator that found its way into the livestock pen, because you can at least figure out how the beast got in and fix the problem. It's another thing entirely to have your livestock(which is a significant investment) wiped out from something you can't really prevent. I suppose you could keep all animals locked up in a stone prison to minimize the risk of losing them, but that's not really fun or immersive. A change like this would probably give players more incentive to just skip livestock entirely and stick to hunting, which isn't ideal if you're wanting them to engage in a variety of gameplay loops. Speaking of wind affecting creatures though...shouldn't a wind that strong also cause the player to lose control of their character, should they be caught outside? All tools outside, or only the ones that aren't in tool racks? I will note that I live in an area with some pretty nasty storms, and while I've seen plenty of empty buckets and things get sent flying into the next county...I can't say that I've seen shovels, hammers, or other tools get sent flying unless they were actively thrown by someone. A really strong wind might knock them over, but that's about it. I share traugdor's sentiment here: Especially regarding the processing power you might need to make all those suggestions work. And if it's something that a lot of players are expected to engage with, it needs to be able to run on a variety of PCs, and not just the high-end machines. Maybe I'm missing something, but I don't see how it could be easily modified to make tornadoes. Pretty much. I don't dispute that some would find this kind of content enjoyable, but I'm not really sure what the idea adds to gameplay other than a way to ensure that the player has to completely redo some of their progression at random intervals. I'm also suspicious that such an obstacle might end up being a rather trivial nuisance, given that a player can likely just avoid the storms entirely by immediately leaving the affected chunks for a while and coming back later, or by simply building almost everything underground where it can't be affected to begin with. In which case...what's even the point of the mechanic, aside from shoehorning the player into a specific build/playstyle? An easy way to test the strength of the idea, without mods, would probably be to start a multiplayer game with a friend. Give the friend your base coordinates, and let them simply destroy parts of your base at random intervals, with varying amounts of damage within the proposed suggestions, in order to simulate severe storms.
  2. Welcome to the forums! To my knowledge, you just need to place the lightning rod somewhere high up for it to work. It doesn't need to actually be connected to the ground.
  3. Melee combat can be a tricky beast to master in the early-game, and it's also easier to handle if you're playing a class that specializes in melee(Blackguard) or one that doesn't suffer penalties to melee(Commoner, Tailor). Even then though, it's better to avoid combat if you can, or otherwise kill/weaken targets at range first. Spears are generally the most effective early weapon, as they are cheap, do decent damage, and can be either thrown as a projectile or used as a melee weapon with good reach. Carrying a stack of bandages on you is a good idea, since it can keep you alive long enough to get to safety. Likewise, a crude shield and improvised armor can also help mitigate some of the incoming damage, if you find yourself running into trouble. It won't last long or keep you injury-free, but it can keep you alive through fights that you may not otherwise survive. Once you acquire tier 2 armor and weapons, surface enemies become much easier to deal with, provided you remembered to equip your gear. Iron equipment is even better than that, and steel will make you almost impervious to most enemies(though you'll never be truly invincible).
  4. Pretty much my thoughts on it. It's not that one couldn't turn Vintage Story into that kind of game with mods, but I'd figure that people who are looking for tower-defense gameplay will opt to play a game that's designed around that concept to begin with, and not Vintage Story. And of course, if Vintage Story's focus changed to be tower-defense style play now, it would likely turn away a large portion of its current playerbase, as I don't think that's the kind of game most of us signed up for.
  5. Sticks and rocks should be stacking automatically, up to 64 units per stack. Perishable items, as @cjc813 noted, don't always stack automatically due to expiration dates being too different, but you can always stack them manually(also up to 64, in the case of raw foodstuffs). Other things should stack automatically as well, if they are stackable items. However, some items, like logs and beeswax, have a lower maximum stack size than other items.
  6. YES! Best change, to me. Can't stand the square bushes! I think that change might be to make it easier to change those values via mods, and not a change to the world settings themselves. I took a look in all the different configuration settings for a new world, and couldn't find one that adjusts the distance between structures. So I'd say it's an option, but players will still need to do most of the work themselves if they want to change that distance, either by making their own mod or finding one that someone else has made. I could be wrong though.
  7. Wildcraft has a module that adds herbs, but I don't believe they offer any benefits aside from being a substitute for certain other ingredients, albeit for much less nutrition and no extra benefit.
  8. We try our best.
  9. With 1.20 being in release-candidate status at the moment, any world-breaking bugs should have been squashed by now, and most major changes should have been sorted out. So worlds started now should carry over into the stable version. However, the version is also labeled unstable for a reason: there's still a chance that something could go wrong and result in that world being unplayable for some reason. The likelihood of that happening on a release-candidate is lower, of course, but it could still happen. So if it's a risk you really don't want to take, it's best to wait for a stable release. All that being said, we should be a couple of weeks away from a stable release, judging by the recent updates in the News section. If you choose to start a world now, you're not likely to lose a lot of progress in the event that something does render that world unplayable, and if you choose the latter option you also won't have too long to wait for a stable release.
  10. Or if nothing else, could have had: I do like what they were going for though, even if what's there is rather over-the-top and not my preferred flavor of gameplay. The later reactions of a certain NPC to your escapades is comedy gold! That being said, I'd like to see more puzzle content similar to what the Archives had, than more hardcore parkour like this. A little bit is fine, but Vintage Story isn't currently designed to support much in the way of parkour.
  11. Welcome to the forums! I'm not sure if plunking stones down will prevent spawns or not anymore, but I suppose it's worth a shot. Generally what I do is leave strips of stone blocks unmined, so that there's a minimum of empty space around. Shivers and bowtorn are both fairly big monsters, and need 2x2 open spaces to spawn in and navigate. Drifters don't require quite as much space, but only the crawlers can navigate through one-block gaps, and tight spaces are harder for them to spawn in en masse and navigate in general. One thing I would check is the rift activity when you are mining. If there's a lot of rift activity at the time, there tend to be more things spawning underground than there would be on a calm day. You may try adjusting the timing of your mining trips and only venturing in during periods of low or calm rift activity, and see if that helps. As for lighting, lanterns are a little expensive, but if you have the resources to spare, it can't hurt to make several and bring them with you to light up the place. Once you've cleaned out all the ore, you can simply pick them back up and use them again somewhere else.
  12. I don't think it's likely to make it into the game. I recall the topic being brought up with Tyron in a recent interview, and he was indicating at the time that this wasn't a planned method of character progression. More likely, we'll get opportunities to acquire specific traits in addition to the ones already provided by the different classes. Some good, some bad, and some possibly temporary rather than permanent. And as much as I enjoy XSkills...I think I would forgo adding a system like that to the game, in favor of the traits idea above. XSkills did offer some nice progression, but in my experience it also brings some significant power creep with it. All too easy to wind up a little too good at everything. For meals involving herbs, I don't think you'd need to add an extra slot. Make it so herbs can be added to a slot for cookpot meals, instead of a typical garnish, and they could add another thirty seconds/one minute of saturation before you start getting hungry again. The drawback though is that they don't add any nutritional value. So if you need to make what food you have last longer, or want to work for longer time periods without needing to stop and eat, you'll want to find some herbs to add to your meals. But if you're needing to fill up your nutrition bars quickly, or need food that can be carried in large quantities for travel, herbs aren't going to be such an attractive option.
  13. I meant that it may streamline smithing a bit, because I think it lets you simply hammer away on item until it's done. No need to constantly shift modes or turn the piece on the anvil. It also looks like you can change how many voxels are moved per hit, which should also speed up the completion time.
  14. If it helps, there's also the "immersive method" of cheating(mild spoiler warning): And of course, there's no shame in cheating to skip the parkour if it's really not something you enjoy. In fact, now that I think about it, someone may even end up making a mod that enables the above solution by default, rather than needing to enable it with creative.
  15. The reason I don't propose an alternative to your suggestion is that I can't currently think of a good alternative that wouldn't change the entire dynamic of the current game. Generally speaking, I consider the Standard game mode to be the premier version of Vintage Story that everything else is balanced around, with Exploration/Wilderness Survival modes being a close second. Creative mode is for testing things out, or just building without any limits. Homo Sapiens is a great addition for those who just want a real-world survival experience, but ultimately takes a backseat to the modes with the lore content. I'm also not a fan of just using a world setting enable/disable a thing either as a fix for those who really don't want that thing, especially when it comes to systems that change the game significantly. In some cases it makes sense, but in this case it does not. That's why I say that these ideas would be great as a mod, but not so much for the vanilla game. That way the option is there for those who want to play that way, without throwing everything else off.
  16. Agreed. Though I don't mind tree leaves as bushes, it would be nice to have some proper bushes that can be replanted as decoration. I know one of the Wildcraft mods uses the cutting concept to propagate berry/fruit bushes, in addition to adding a bunch of new bush crops.
  17. Bowls and jugs of aqua vitae are used in combination with clean bandages(craft from two flax twine) to get alcohol-soaked bandages. While those are highly effective healing items, they only last for one hour before drying out, so you pretty much have to wait until you need them before you craft them. The current light sources are any kind of fire, oil lamps, torches, candles, and lanterns. Torches are the best early-game light source, as they are cheap and offer a decent radius of light. They do, however, burn out after a couple of days if not placed in a torch holder(they're fine in your inventory), and they aren't waterproof. Oil lamps are also cheap, waterproof, and never burn out, but they also do not offer much light. Candles require beeswax and flax fiber, and don't offer much light. You can, however, pan them from bony soil occasionally, and they are needed to craft the best light source currently in the game: lanterns. I think they're mostly fine as they are. None of them are so strong that they overshadow the others, and the weaknesses each class holds really isn't that bad. Most of the time what it boils down to is being able to kill an enemy with fewer hits rather than needing an extra hit, or being able to take an extra hit while being attacked. Many of the class exclusive recipe items can be found as ruins loot or purchased from traders, though turning off class exclusive recipes will allow them all to be craft normally. The only thing you'll miss out on regarding those recipes is the tuning spear's locust taming ability: that ability is tied directly to being a clockmaker, rather than to the item itself. I don't believe Tyron intends to add a skill progression system. However, there is a mod that offers one: https://mods.vintagestory.at/show/mod/247 It's a design choice, though I expect someone will change it via mod sooner or later. Clay items can be fired en-masse more easily using the beehive kiln, though this is more of a mid-late game option. You'll need access to iron, and while you can use fire clay bricks in its construction, refractory bricks are much more durable. Fire clay also had its spawning rules changed in 1.20, and now only spawns naturally under black coal/anthracite deposits, or in small deposits in bauxite biomes. https://mods.vintagestory.at/show/mod/10411 There's two different parameters that govern it: light level, and rift activity. On the surface, it both needs to be dark, and there needs to a rift nearby in order for enemies to spawn. Underground, or in enclosed spaces, it just needs to be dark, with enough space for a monster to spawn. If monsters are spawning in one of your structures, you either need better lighting in that spot, or need to place some clutter(like crates, pelt rugs, firewood, etc) to make it harder for them to spawn. You can change the amount of respawns that a temporal gear allows to infinite, which helps make it a little easier, but otherwise I don't expect the system to change without the use of mods. I believe Tyron noted in an interview with Oscillascape that the player's ability to change their spawn point is a very powerful one, and thus needs an appropriate cost to reflect that kind of power. Temporal gears are usually acquired through killing monsters, but they can be acquired in other ways. They sometimes appear as loot from panning gravel or bony soil, though it's rare. They can also be purchased from treasure hunters sometimes, provided you have a few rusty gears to spare. I'll also note that there's no shame in "cheating" and just giving yourself a temporal gear to reset your spawn point either. A helve hammer speeds up the smithing process significantly, although it's quite a resource investment. Otherwise, XSkills offers a perk that makes smithing much easier, though it requires specializing in smithing in order to use it. There's also this mod that you might consider, which streamlines more processes than smithing: https://mods.vintagestory.at/show/mod/4046 Brown coal doesn't burn hot enough to smelt things in a bloomery or cementation furnace. You can, however, refine it into coal coke in a coke oven. Quartz might be an exception to the heat rule, but it's easier to just prevent brown coal from being used as bloomery fuel to begin with. That way players don't load their bloomery with brown coal and then wonder why their iron isn't smelting. A good portion of the lore requires the player to just poke around: pan bony soil, delve into underground ruins, examine tapestries, etc. For the main story though, you'll want to speak to a treasure hunter and ask them if they know about any interesting places nearby. Complete the resulting quest to receive a map to the first location, and return to the treasure hunter with a tale of your experience there to continue the adventure. Actually, given that the devs seem to be rather generous when it comes to their game, they may end up offering a way to link your Vintage Story client to Steam, if/when Vintage Story ever releases on Steam. There's no guarantee of that, of course, but I could see it happening.
  18. Could you build a worse prison at the world spawn instead? That way anyone who uses the "exploit" instead of solving the puzzle as intended is really only setting themselves up for a harder time, heh heh.
  19. I had a pond incident last night on my Blackguard. Ran across a bear, didn't have armor, jumped into a small pond nearby and swam to the bottom. Since bears don't know how to swim underwater, and seraphs have decent lung capacity, I just sat there on the bottom and poked the bear to death. 10/10 adventure, would do again.
  20. I will note that the addition of new enemies in 1.20 changes this dynamic. They hit much harder and are more difficult to deal with than drifters, so while a highly skilled player could technically just stick to bronze they're probably not going to have a good time. The addition of better bags also requires the player to have access to steel in order to craft them, as you will be needing to process chromite. Already covered, for reasons stated above. I also assume that more enemies will be added at some point in the future. I would say this technically already exists in the game, given that acquiring better gear lets you venture into more dangerous areas without as much risk of immediate death. What I really don't want to see though, is a system where enemies always match the player's tech progression. I have played games that used that system of difficulty scaling before, and while it technically meant the enemies always presented a "challenge", it also meant that I never felt like I actually progressed. There's not a lot of point in going to the effort of acquiring really good weapons and armor if you're still killing enemies at the same general rate as before. Best left to mods, in my opinion, as I don't see the average player enjoying having all of their hard work wiped out by something they couldn't prevent. Infrastructure like livestock, fruit trees, and machinery takes a lot of time and effort to acquire--easily a few hundred hours' worth of play. One could argue that stone structures could be more resistant to most disasters, but if you look at the aftermath of most disasters...there's often not a lot of stonework still standing either. If something like this were added, it would essentially have to be an option that's turned off by default. I'm also not sure how you'd go about calculating some of the effects, like an earthquake hitting with soil instability turned on. It's likely to cause a huge mess that you can't really ever fix, that also likely takes a lot of processing power that could have been used for other things in the game. There's also the issue of disasters likely needing loaded chunks in order to occur; if players are warned in advance(like they are for temporal storms), then they can simply leave an area for a while and come back later to avoid the damage. If they aren't warned in advance, however, then they don't really have time to prepare for disasters that could occur in that area. The last problem I see is that parts of the main story are built with the expectation of the player leaving home for extended periods in order to complete certain tasks. Not only would it be really disappointing to return home and find out that your entire base has been wrecked by a disaster, but it would also be very frustrating to die far away from home due to a disaster you couldn't prevent or otherwise avoid. Likewise, you'd need special protections in place for lore locations in order to ensure that the story remains able to be completed...which in turn is going to break immersion if a disaster rolls through and leaves certain bits magically unscathed. Again, good concept for a mod, not so much for the main game. Vintage Story already has some of these themes, with the general setting, the temporal storms getting worse as time goes on, and the new travel expectations...and I also recall seeing several complaints about each one of those(some of them quite colorful). So I don't really see that kind of environment being enjoyable to play, outside of players who are specifically looking to live as a nomad in an apocalyptic wasteland. Which, I'll also note, being a nomad doesn't support the kind of settling down and base-building that fancy gear and tech requires. Another concept that's great for a mod, but not so good for standard gameplay. First and foremost, the lore does not support the concept, as seraphs don't seem to age as they are no longer subject to the usual laws of time(hence why they respawn upon death rather than staying dead). Aside from that, it's generally not a lot of fun to play a character that actively gets weaker over time, instead of one that gets stronger. Those looking for a hardcore experience, however, can already achieve such by limiting themselves to one life only in the settings upon world creation.
  21. Sulfur and obsidian technically count, as you can find bits on the surface and proper ore down under those bits. You can also find silver bits on the surface, as well as gold, though I've only ever found silver.
  22. You might try one of the proximity chat mods for this, that way players can still talk to each other, but ONLY if they are close enough to carry out a conversation. Generally this kind of mod is aimed at roleplayers, I think, but it could possibly work here as well. As for setting the spawn individually...I don't know that you could do that outside of making players use a temporal gear/bed(with mods) to set their spawn at a specific point, assuming you're wanting to lock each player in their own personal cell. If you just want to keep them all respawning at one general point, you should be able to change it with the following: /serverconfig defaultspawn [x y? z] You can leave out the Y value here to just go with the Y value of the spot at X/Z instead, to reset the world spawn. /serverconfig setspawnhere Resets the world spawn to wherever you're currently standing.
  23. I'm thinking it was a change both to help smooth out the tech progression, and to make a more believable recipe in that you're now "shaping" the stone blocks into the quern shape, instead of just having crafting grid magic happen. I do like that idea.
  24. /worldconfig temporalRifts on That should enable the rift mechanic in your world. Also, welcome to the forums!
  25. I think if there had been a few more clues on which way the player was supposed to jump in certain areas, it would have been a lot better. The design was very cool, but I was spending too much time as a pancake, so I ended up just skipping half of the parkour and using creative to get through that portion of the story. That being said, I wouldn't want the "correct" route to be too obvious either like it is in some games, because then it doesn't really feel like anything's been accomplished at all. It's also a story arc that I figure having an operational terminus teleporter would be exceptionally useful, but I also figure most players probably won't have built one either.
×
×
  • 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.