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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Interesting. The polearms should still function just fine against drifters and other targets though, since monsters and wildlife don't have armor stats. Against players though it's a lot more of an issue, since players can use shields and other armor to counter attacks. I'm guessing that's also why spears are listed as tier 0 attacks; it's to allow those heavy ranged shots to be effectively mitigated. Bowtorn are designed around similar logic, if I'm not mistaken, in that their ranged shots qualify as tier 0 attacks, meaning that players can mitigate high level bowtorn shots with lower quality equipment(which is rather useful). Basically, when fighting NPCs, all you really need to worry about in terms of which weapon to use is the raw damage numbers. The procedural dungeons is what I would more expect here, in terms of more reasons to make and wear armor. But even then, I think early armor will still suffer for the reasons I already laid out earlier: it breaks quite easily and isn't that protective, and thus doesn't really justify the effort needed to acquire it. Just my opinion here, but I think the early game should be focused more on just surviving, with the combat and other things becoming a focus in the later portions of the game when the player starts thriving, and thus has more options. An injury system would most likely be part of the status effect system that's supposed to be getting added, though it will probably be 1.23 or later before it arrives. Not really. I've already thrown a few out there, and otherwise most of my nitpicks are just things that are obviously rough edges of gameplay or otherwise things that are on the roadmap but not yet implemented. Thus it doesn't really feel productive to harp on most of them, in many cases. At least some of them I report over on the bug tracker, if it's something that seems to be unintended game behavior or grammatical error. The only real nitpick that comes to mind otherwise is related to the first boss fight, in that it would have been much better to have broken glass or iron bars lining the arena alcoves to prevent the player from getting catapulted to safety, rather than the invisible walls that currently exist now.
  2. I was thinking less along the lines of building and more along the lines of being able to create rawhide strips for braiding into cords, or using rawhide as another option for early game shields. It'd need some sort of basic processing to keep the hide from rotting, of course, but it could help reduce some of the reliance on reeds.
  3. At the very least, some kind of warning for trying to boot a save file that is missing a mod that it had before.
  4. Interesting. I'm not sure, in that case. It always seems like shearing the leaves yields more seeds on average.
  5. Some of that may be due to being in development limbo for so long. When the trailer first dropped, the hype was enormous, partly because Minecraft wasn't in the best of spots at the time, and I don't recall there being as much competition in the genre. Since that original trailer drop, other voxel survival-RPG games have released to varying degrees of succss, one of them being Valheim(though still early access I think). That's not to say that Hytale is bad, just that it doesn't feel as groundbreaking as it once did since the market has had time to become more saturated and innovate between the initial trailer drop and the game's actual release.
  6. You're not. Shears provide more than enough sticks, in my experience, plus they're great for clearing out shrubland and thick forest. Shearing leaves also increases the drop rate of tree seeds, I do believe, which is very important if one wants to replant the forest after they cut it down.
  7. Welcome to the forums! It's a known issue https://github.com/anegostudios/VintageStory-Issues/issues/8099
  8. I'll sometimes turn a larger ruin into an early base, but more often than not I loot any bony soil/cracked vessels/chests and then leave them be. Sometimes I'll break a ruin down for materials, but it's not that often.
  9. I like playing around with the new stuff to figure out how it works, and it's also fun to play around with stuff that clearly isn't intended game behavior or otherwise overtuned balance. Plus I like to have a better idea of what's going on in the update so I can offer better advice to friends/other players when they need it. I'm wondering just how much progress they've made on those. It seems a really ambitious thing to add on top of all the other stuff we're getting, but it would be a great time to add them as well given the new metalworking options for weapons.
  10. Welcome to the forums! This actually seems to be a thing already, at least for certain mushrooms. Red wine cap and puffballs seem to grow back rather quickly after a good rain. A dedicated forage basket would be great, especially for the early game. As for collecting more mushrooms at a time...that's the department of the Malefactor. I think a better option would be to have some sort of mushroom farming available. Heavy snowstorms are already a thing, and are pretty dangerous since they will chill the player faster in addition to reducing some visibility. Deserts have sandstorms, which just heavily reduce visibility but don't otherwise do damage. I do agree that there should be some sort of heat penalty, however, I don't think it should be so extreme that players can't move around in direct sunlight at all. Rather I think it should be some sort of consequence tied to wearing heavy furs and other winter clothing in hot weather. Not a thirst bar, since while the Hydrate or Diedrate mod is quite fun, it's probably more resource management than what most players want to be doing regularly. Definitely agree here. Same here; part of the fun of Expanded Foods is creating a proper wine cellar with racks and racks of wine bottles to age. I will note though that it's already possible to make mead in the game, however, being able to add herbs and berries to make variations of mead would be a nice touch. I'd like to see these too. However, it's also not an idea I'd call completely cosmetic either. Wind chimes themselves might be cosmetic, but there could also be a way to string together bones or other noisy material to make basic alarms if a large enough creature disturbs them. That being said, I'm not sure how the code for such would work, and the utility would likely be quite situational.
  11. I wouldn't mind some shallower shorelines as an option for beach areas. I'd throw tide pools into the mix for ocean shores, though I'm not sure how feasible such a thing would be. It probably wouldn't be the most realistic thing, since I mean...probably not really possible to code realistic tide.
  12. Have to disagree here. I think the copper/bronze lamellar is decent for its tier, provided the player isn't rushing anything. However, I think the armor sets for copper/bronze are more meant to be optional. Metal armor is quite a resource investment, especially without a helve hammer to work the plates needed for most metal armors. If copper/bronze armors were a hard requirement for the early game, I honestly don't see a lot of players being thrilled about needing to sink in that level of time and resources for something that could reasonably be skipped(at the cost of going without protection for a little longer). Meat is a calorie dense food source though, in reality. A hamburger tends to keep one energized for much longer than a salad. From a gameplay standpoint, vegetables, grain, and fruit can all be easily farmed with little risk or upfront cost. Meat, however, needs to be hunted(which is risky) or acquired via livestock(requires a lot of upfront investment) or fishing(low risk but requires time). Meat also spoils relatively quickly, so it needs to either be eaten or preserved soon after acquisition or else it rots. This is a change I would like to see, since it would be nice to be able to work with wild fruit trees the first year. However, I could also understand why the devs maybe wouldn't opt for that route, since fruit trees have rather large yields and the wild ones can be rather large. I wouldn't mind earlier clay colors, however...the easier option, I think, might be to just have traders buy pit-fired pottery. That way the player can cycle out their plain pottery for prettier once they get a beehive kiln up and running(or otherwise trade for/find prettier pottery), but still get something for the plain pottery rather than just throw it out. Disagree here. It should take some significant time investment to get a fully tamed creature from a wild one. I think the intention behind the design here is mainly to give Homo Sapiens player access to a mount(which they're not otherwise going to have), as well as acting as a proof-of-concept for future creature taming and mount options. That is to say, I think it would be better to keep the taming difficulty, and have more creature options as mounts instead. That way the player doesn't need to rely exclusively on finding elk to tame, if they wish to tame their own. Horses, cows, camels, elephants, even bears would give more options as well as flesh out the world more. Kind of, but I'm not sure there will be much change here until a status effect system. At the very least, I'd like to see a longer delay before the drunk effect settles in, as well as perhaps a requirement for the player to have more than one mild drink within a sitting. Until then though, the SlowTox mod does a great job of lending more use to alcohol. It would be interesting if appropriate trees lost their leaves in the winter, and I wouldn't be surprised if the devs manage to figure out how to implement it some day. My main concern with this kind of thing though is performance. Not sure if you're referring to 1.21 spears or 1.22 spears, but spears are getting some significant changes in 1.22. I think this is specific to bowls, and not containers in general. I do agree that this area could use a little polish though. That may or may not change sometime in the future. To widen the bottleneck for steelworking though, an alternative for borax would need to be added to the list as well, since it's a critical ingredient for iron anvils and stone coffins.
  13. Maybe. It depends, I think, on whether or not the chunk was loaded. Otherwise, fired projectiles have the same expiration timer as dropped items, to my knowledge. Personally, I wouldn't really expect them to be there, since generally I assume that things that have been sitting like that for a while have despawned. However, it doesn't hurt to check. Worst case scenario, you can always "find" it in the bushes or behind a tree.
  14. I'd like this too. For now though, the workaround is a little creative menu magic.
  15. I was about to say, limestone should contain copper, it'll just be called malachite instead. Bauxite, however, doesn't contain any ores at all, though that doesn't seem to a problem here. Welcome to the forums and the game! I don't think you're doing anything wrong, as much as you are just getting unlucky. Surface deposits generate fairly frequently on default settings, but for limestone specifically copper will generate as malachite and not native copper. Malachite ore will be a bright teal-greenish color instead of the typical bright orange. I'd recommend just keeping an eye out on the ground when out and about; once you find a surface deposit, it's worth checking the territory nearby(around 25-50 block radius) since there is often more than one deposit in the general area. You might also try walking around instead of sprinting everywhere, since while sprinting covers territory quickly it also makes it quite easy to miss the telltale surface ores. It's also a good idea to search deserts and gravel fields, since the lack of vegetation can make the ore bits a little easier to see. Also keep an eye out for cracked vessels; the ones containing ore will sometimes contain copper ore. I think commodities traders will also sell copper ore occasionally, and survival goods I think are the ones that sell tools. If you're using mods, it could be mod interference, but that's probably not the case here. More likely just bad luck with the current map.
  16. It's still an issue on the tracker, so I really doubt it's intended game behavior. https://github.com/anegostudios/VintageStory-Issues/issues/8097 There are quite a lot of issues like that. My guess is that the devs are splitting their time between fixing issues and finishing the content that's supposed to be in 1.22 but not yet in the prerelease(such as berry bushes). It is a little unusual, but then again it may just be to cut down on the "clutter" in the News section. 1.21 got a little confusing when it came to the prereleases, since there were new threads for most of the prerelease versions, but sometimes rather minor fixes and changes between the two. I'm guessing once we see a prerelease version with more major changes(like berry bush rework or possibly procedural dungeons) then we'll see a fresh news thread with the details.
  17. Welcome to the forums! It's mostly just a matter of waiting for the devs to fix whatever bug in the code is causing the behavior. While it can be a little frustrating, it's just one of the hazards of playing on unstable updates--there will be bugs and other oddities. Mods could probably patch the issue, but there's really not much point for unstable updates since things change so quickly.
  18. 1.22.0-pre3 available in the client section, for those who don't know.
  19. Fair enough. I suspect that if it does turn out to be a problem, the easiest fix would probably be to just let any quantity of stuff be mashed in the fruit press, up to a maximum of 10 L output.
  20. While it might be ineffective, it is quite entertaining. Planting lots of thorny berry bushes around with Wildcraft provides similar entertainment. If this is the case, what happens if you provide a convenient swimming pool nearby? And by "convenient" I mean conveniently located at the bottom of a pit or something, from which there is no escape.
  21. I'm pretty much the opposite. I prefer to play in first person since it's much easier to point the camera wherever I wish, when I wish, as well as no player model to block my vision of things. It's also a much better mode for using tools, weapons, placing blocks, and just interacting with the world in general. Small details like plants and things I will miss occasionally, but I generally have a sharp eye for detail so I'm generally not missing that much. When it comes to terrain I'm generally a little more careful in steep or brush-covered terrain, or most instances where visibility is limited. However, I also play with the minimap, which I'm typically watching from the corner of my eye; most pitfalls show up on the map quite clearly. The elk and sailboat are the exceptions to the rule, as I'll sometimes use third-person instead of first-person in those cases.
  22. I'll also throw in that if realistic climate distribution isn't a concern, patchwork biome generation will achieve similar results without needing to mess with the polar-equator distance. That is, the biomes will generate similar to the other block game, which can look rather odd in terms of realism, but be more convenient for exploration.
  23. Pretty much! Once the player has better gear(bronze or better), or otherwise has more skill, then bears are more manageable, but in the early game it's very risky. Of course, it is possible to trap them in deep pits, or in fences, and then stab them to death, but such strategies are generally not fun long-term, as well as at risk of being patched out someday(potentially). I will note that it is possible to kite bears in melee(at least, assuming the bear in question is not white or brown), however, it's still quite difficult and not something I recommend doing unless very experienced.
  24. I doubt the rules have changed since the warning is still in place on the forum main page.
  25. There's also the Rusty Gears series, which is a collection of several Youtubers all playing together on one server. Solstin is part of the series, I do believe. In any case, while you do still need to decide whose PoV you want to watch from, it can be a great way to find other creators you enjoy watching.
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