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Everything posted by LadyWYT
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My general understanding is that it's his wife that has the butterfly fascination, though I'm sure Tyron likes them as well.
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There is already a village in the game. Whether or not more settlements are added in the future, I'm not sure, though I would expect to see at least one or two more. It's important to note that according to Vintage Story's lore, most of humanity was wiped out, and the surviving settlements are very rare. I'll also note that unlike the villages from the other block game, the village in Vintage Story is much more detailed, and I would expect any future settlements to include that same high level of detail. It's also the reason that Vintage Story's settlements are unique locations rather than randomly generated points of interest that you can find anywhere. As for other major points of interest, I would recommend playing through the main story. There's a handful already implemented that are quite interesting(and sometimes dangerous!) to poke around in. Do note though that only two out of eight planned chapters are implemented, so not all planned locations are yet available. As for randomly generated points of interest like dungeons...I know the idea has been floated around a few times, but it may or may not be implemented into the game. In the meantime, you might try out a mod like Better Ruins to have more interesting things to explore, though keep in mind that such mods tend to be a little more demanding on performance.
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Hardcore Modded Roleplay Server Brainstorming
LadyWYT replied to PallasAthena's topic in Multiplayer
My suggestion here is to figure out what style of RP you're looking for, draft a set of rules and expectations, and then curate the experience around that. Not all roleplayers play nicely together, and if the experience you advertise yourself to be isn't consistent with what actually transpires in gameplay, your players will lose interest. The two main RP types, I would say, are as follows: Casual Roleplay Casual roleplaying experiences tend not to cover serious topics, require serious characters, or require frequent active participation from the players. That's not to say it can't be high-quality or serious at times, however, the main goal is just to have fun goofing around with friends rather than exploring stories and characters in-depth. This style of roleplay is best suited for those who don't like to take things too seriously, and will most likely be a turn-off for players seeking a more consistent, serious experience. Serious Roleplay Serious roleplaying experiences tend to put a lot more effort into story and character quality, as well as place higher expectations upon participating players. Like casual RP, the main goal is to have fun, however, there is much greater emphasis placed upon exploring stories and characters in-depth. As a result, rules tend to be a bit stricter in order to ensure higher quality experiences, which will most likely be a turn-off for those just wanting to goof around. Communication It's a good idea to have separate channels for in-character(IC) and out-of-character(OOC) chatter. Keeping communication well-organized will result in much less confusion and frustration, as well as yield a more pleasant experience. How players communicate OOC isn't a big deal, but you will probably want to set rules for what kind of communication channels are allowed for IC chatter. That is, you need to decide if IC voice chat is allowed/expected and whether there is space for play-by-posts outside of the game(via Discord or similar platform). Regarding voice chat, I would recommend deciding up front whether you want the roleplaying to take place via voice chat, or in text, as it's somewhat difficult to mix the two(in my opinion). Personally, I would recommend sticking to text for RP and leave voice chat as an optional OOC communication channel. Not everyone likes to speak in voice, not everyone has a quality mic or quiet background, and text leaves evidence of events that's easy to review in case an incident occurs. As play-by-post opportunities outside of the game, that's up to you on whether you wish to allow it. Curating an official space for it is a bit more work, but allows the more chatty players a place to further develop their characters outside of in-game events. Enforce the Rules It kind of goes without saying, but once you set the rules, you need to make sure that you enforce them in order to make sure you're curating the kind of experience you're advertising. Otherwise, you're going to end up driving away the kind of players you want to attract, and attracting the kind of players you didn't intend to deal with. If you aren't getting the kind of players you wish to have, you may want to review what kind of rules you have in place and how you're enforcing them, as there's something that needs improving. On Non-Roleplaying Players It's fine to allow non-roleplayers to join a roleplaying server, though the choice is up to you. If allowed to join, it needs to be clear that the primary focus is roleplaying, and those who disrupt roleplaying events need to be dealt with. I would caution against letting too many non-RPers join, however, since if they outnumber RPers the server can start to feel less like a roleplaying server and more like a standard gameplay server with a few RP elements as set dressing.- 5 replies
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Still broken bears (before 1.20 and after) [deprecated]
LadyWYT replied to Ven's topic in Suggestions
Depends on the bear. Black bears, sun bears, and panda bears you can outrun. Brown bears you can outrun IF you react quickly enough and it gets stuck in the brush/terrain. I think polar bears are supposed to be a bit faster than brown bears, though I can't say for certain, but if it's white you'll probably say goodnight quickly. Fauna of the Stone Age has a module that adds tigers, lions, and other big cats. They don't hide in the trees, but they're very fast and will stalk you. You won't be outrunning one of them if it decides to attack. Not with the FotSA mod you won't, unless maybe you move to the arctic or otherwise disable certain spawns. Steppe and American lions(extinct in the present day) will spawn in colder climates. Tigers will spawn in colder climates as well, though I'm not sure if they spawn in the arctic or not. Siberian tigers are built for the cold, though the mod doesn't make a distinction between tiger species currently(to my knowledge), so the mod may or may not spawn them in extremely cold regions as well. -
Welcome to the forums(and the game as well)! I think this kind of idea is best suited to the sailboat, or a larger ship. I recall seeing an idea floated a while back for larger ships that had a proper interior cargo hold/living quarters as a sort of pocket dimension, but I don't know if that will ever be implemented into the game or not. A raft is better suited as the small, somewhat crude watercraft that we have already; convenient for exploration, but not something you want to be relying on long-term for serious water transportation.
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I think players posting about their inexperience, whether it be through asking questions or just sharing stories about what they learned and how, adds quite a lot of substance to the forums. What those posts do is leave behind a set of footprints that all the new players that come after can follow in order to help them understand the game better themselves. As a more veteran player, those kinds of posts also tend to be fairly fun to read as a reminder of my own days learning the ropes.
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Spoiler alert! It's already a thing in the game, as it's pretty much what the temporal storms are. Something of this caliber isn't the same as your typical rift, which are just fine as they are. In any case, it's a neat idea, but I don't think it work well with the rifts that we already have. Something like this is better suited for specific locations, in my opinion, much like have already been implemented in the game. In regards to large, dangerous monsters...I'm sure we'll see a bit more variety as more content is added to the game, but for now shivers serve to fill that particularly niche. Unfortunately, I don't think the shiver model really does them justice for how big they're actually suppose to be. As for a monster that's big and tough enough to be a miniboss...that's something better suited for a ruin deep underground, a temporal storm, or story-specific side location. If a miniboss can just randomly appear anywhere, that tends to be more frustrating than fun. In the other block game, I played with a mod that implemented such a concept, and while it was interesting hunting down the special monsters for special loot, it was also very frustrating because they would sometimes be a little too strong and/or spawn in the worst possible location for dealing with them.
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I would assume it's as simple as deleting the new code and replacing it with the old code.
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For what it's worth, it seems to tie back to this thread: I know I've talked quite a bit on the forums about the Mad Crow, but I don't know why it decided my little dragon avatar needed to be the proverbial postcard picture. Of course, Google algorithms aren't really known to utilize stellar logic.
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It made me giggle. Also now I kinda want to see a mod that make the bowtorn shoot toilet plungers instead of spears.
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Loaded in this morning to something a bit terrifying!!
LadyWYT replied to xXREDXx's topic in Videos, Art or Screenshots
It took me a moment to realize that's not a cute little fenced orchard in wintertime... -
For worlds that I'm interested enough in to actually play, they probably last about a hundred hours or so on average before I'm ready to start over. When I do start over, it's usually due to either messing around with mods, or the release of a new update. Save files should automatically track and display how many hours you've spent playing that save file. The total played for each file will be listed under the world name on the world selection screen. For multiplayer worlds though...you're out of luck. I don't think your hours played are tracked in multiplayer.
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We already have a solution to stability loss--temporal gears. You can sacrifice a bit of your health to destroy a temporal gear, in return for restoring a large chunk of your stability. Granted, temporal gears don't stack, but how long does one really plan to hang around in an unstable area? One or two should be enough for a prolonged underground expedition, and while they're somewhat rare early in the game it's not hard to amass a small fortune of them by mid-late game.
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Lamellar in a nutshell. The other metal armors will cost you two ingots per unit of metal armor pieces, whereas only one ingot is required to make one unit of lamellar. You also don't need leather to make lamellar armor--you just need a few pelts. Chain offers great protection while allowing you to retain more accuracy and healing ability. If you plan on focusing on ranged combat, chain is probably going to be the best armor choice in most cases. Scale is similar to chain--it offers a bit more protection than chain, but less accuracy and healing as well. Brigandine has the worst stats of the late game metal armors, however, the main advantage to brigandine is that it's a lot cheaper to make. If resources are a bit thin, brigandine is a good choice. Personally, brigandine is what I make as soon as I acquire iron since it's cheap but protective, and I upgrade to something better later once I have steel. Gambeson is the best armor for surface exploration and general daily use. It's lightweight, so it won't slow you down or penalize your healing and accuracy much at all. It's also decently tough and protective, being tier 2 armor, so you'll be safe from most threats you encounter, and it'll buy you enough time to escape should you encounter something really nasty. I'd really only recommend leather armor or other similar non-metal armor if you really need the protection but don't yet have access to anything better. It's better than nothing, but it's not going to hold up in a fight; it'll just buy you enough time to hopefully escape.
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I would assume it's mainly a design choice, in order to have something a bit more unique than just a plain sword. From a practical standpoint, the design seems to offer decent slashing ability, as well as the ability to focus the energy of your swing into the blade's tip if you so choose, allowing it to penetrate deeply. The saw-toothed portion can potentially make a bad piercing injury even worse if you twist the blade when drawing it out of the victim, tearing open the wound further. The blade's design is also similar to common farming implements like scythes and sickles, perhaps making them easier to produce en masse. A lot of Falxian forces seem to be pulled from the common people, and farm tools would be readily available, as well as unneeded in underground bunkers.
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Welcome to the forums! Not to be snarky, but are you talking about Vintage Story or the other block game in regards to bunnyhopping? To my knowledge, bunnyhopping isn't a thing in Vintage Story(I think it actually slows you down), but jumping while sprinting in Minecraft will make you run faster. I'd wager the reason you're outrunning enemies by "bunnyhopping" isn't that you're running faster, but rather that you're moving through rougher terrain and timing jumps properly. Currently, entity pathfinding isn't the best when it comes to rough terrain, so enemies tend to get stuck in holes, between trees, on bushes, etc. when chasing you. And of course, when you get far enough away, they'll give up the chase. The pathfinding is also something I expect to improve with future updates, but what we have right now is serviceable.
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I was going to mention this. If I'm not mistaken, the Bessemer process just made mass production of steel cheap enough so that it could be widely used; the process wasn't invented until the mid-1800s. Vintage Story, however, covers the late Middle Ages, and I expect the late-game tech(aside from the Jonas stuff) to reflect the options that would have been available during that time period. I think this idea is better suited for a mod, given the more fanciful effects proposed here. Hallucination effects from consumption of certain mushrooms is plausible, however, I would expect it to make your life more difficult, much like getting drunk. You can't shoot straight, you can't walk straight, so good luck hitting your targets, if they even exist(you are hallucinating, after all)! As for mushrooms effects causing monsters to ignore you...absolutely not, it should be the opposite. Monsters absolutely hate seraphs, so to a monster a heavily impaired seraph is basically a free lunch. Same goes for predators--an impaired target can't fight back nearly as well as an unimpaired one, and is an easy meal.
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I don't know about a metal stove, although we do see them occasionally in ruins so I suppose it makes sense. Either way, I like this idea, and Expanded Foods does implement a concept like this. You can still make things like roast meat and basic bread in a firepit, but the result will always be charred. For a tastier result, you have to use the clay oven. I think this would be added with a proper herbalism gameplay loop. However, I'm not sure that I would make mushrooms able to be cultivated. It might be better to keep those as a foraged wild food only, in order to give players incentive to leave their base a little more often. I would say a bloomery like this ought to be made out of the higher tier refractory bricks in order to help keep it balanced, but it would be a nice quality of life thing. The sling is pretty much the dedicated throwing weapon, aside from the beenades and spear. Spears hit very hard already already when thrown, which I daresay is why we don't have iron/better spears. As for bows, the ones we have already are fine; the only one I might add is a crossbow(a bit more damage and able to be pre-loaded, at the expense of being more difficult to obtain and slower to reload). For melee weapons, a bit more variety would be nice, if for no other reason than an aesthetic choice. However, I do think the falx should remain the best general option for most monster encounters, since it's described as being specifically designed to counter monsters. Now this proposal I actually disagree with. I think the way temporal storms are currently implemented is fine and helps set the atmosphere of the post-apocalyptic world quite well. A temporal storm is a supernatural disaster; one you shouldn't want to venture out in. If you do decide to brave the storm, you can acquire some rusty gears, temporal gears, or Jonas parts for your efforts, but it's risky business. There are things you can do inside while waiting for the storms to pass, and the storms also don't last all that long either(if nothing else, you can take a break to get a drink or something while waiting for it to pass). They really help sell the idea that something horrible happened to the world and not everything is as happy and peaceful as it seems. In contrast, if the storms were reworked to actively encourage players to fight through every single one and take risks that they maybe shouldn't lest they miss out...at that point it feels less like a supernatural disaster that you have to deal with occasionally and more like a special loot drop event in an MMO. In my opinion Tailor is fine. It's a bit of a challenge class since it has a handful of drawbacks that make survival more difficult, with no obvious benefits aside from looking fashionable and more valuable trade good options. However, aside from a small health penalty, they're one of the stronger classes in combat, in my opinion. While they don't have any buffs to damage dealt, they don't have any penalties either, meaning they'll be good at both melee and ranged combat. Likewise, their armor will also last a bit longer than it would for other classes, and they're able to craft better, more stylish gambeson. I do agree though that Clockmaker could use a bit of a buff, as it feels rather underwhelming when compared to the other classes and what it feels like it's supposed to be able to do on paper. At the very least, giving them a unique craftable gadget that can locate translocators would give them a very interesting and useful gameplay niche when it comes to travel options, as well as pair nicely with the bonus they already have to translocator repairs.
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I feel your pain there. When I run out of reactions to give, I usually just wait until the next day to finish reacting to things, as well as make a note to be a little more judicious about using my reactions.
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Love to see the new stuff! The one nitpick I have is the saddle scabbard for the falx--it leaves the sawtooth portion of the blade exposed right where the rider's knee will be when riding. Though it won't actually hurt the rider, of course, it does look like a major safety hazard. Personally, I would either add a bit more to the scabbard so that portion of the blade is properly covered, or just flip it the other way around so that the sawtooth portion isn't pointed at the rider's knee and thus much less likely to cause accidental harm.
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Full plate iron armor: still getting KO'ed by Corrupt Sawblade Locust
LadyWYT replied to vinnland's topic in Discussion
Since no one else seems to have asked...what did you make your armor out of? Sawblade locusts are tier 3 enemies, which means you need at least iron gear to really counter their attacks. Bronze armor or other lesser quality armor will still absorb some of their damage, but the sawblades will punch through it much more easily, so you won't be able to take very many hits at all and expect to live. Especially if there are multiple sawblade locusts. From the sounds of it, you're either wearing lower tier armor, or your game settings/mods are making the locusts stronger than they are by default. Possibly both. If a mod is making them stronger, or you're playing a harder game mode like Wilderness Survival, the locusts will be hitting harder and you'll need to consider bringing more healing supplies or engaging fewer enemies at once when possible. If you're wearing lower tier gear, I would certainly recommend upgrading to at least iron gear, or something even better if you want to play it very safe. As I noted before, wearing an equipment tier appropriate for the enemies you're facing will mitigate most of the incoming damage. -
I'm not exactly sure of what the limit is, but I presume it's to curb people who try to farm reactions, or something to that effect.
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I think stuff like that will stem from Jonas tech, with herbalism producing different kinds of medical supplies or stimulants to help you in combat(like a strength potion). Gadgets like a Jonas pogo stick to help you jump higher or a Jonas scuba tank to let you dive deep underwater are a little more grounded in reality, plus they give the player a fun tinkering gameplay loop to toy with. Gadgets can also be something that you refuel or repair occasionally to continue using, instead of a consumable item that you need to constantly restock.
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LOL that's hilarious! I'm not entirely sure what kind of fight I'd be as a boss. Based on my current avatar, probably some sort of mechanized sea serpent with a lot of lightning attacks. Based on my general playstyle in videogames? A very tanky boss that moves somewhat slow but hits very hard...albeit with clearly telegraphed attacks in order to be fair to players. Or it could just be an absolutely chaotic fight that leaves your head spinning when you win, since I'm rarely(if ever) organized in these kinds of games. Not sure what kind of loot I'd like to drop. Most likely a handful of gems/treasure items, as well as unique piece of decoration or player cosmetic. Most likely dragon-themed, of course!