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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. What I usually do is dig an air pocket out of a wall and use that to refill the oxygen bar. The drawback to this method is that sometimes the water physics can get to flowing in such a way that you can't swim out of the hole you made. There's also the world setting that determines how long you can stay underwater before you start drowning. As I recall, the default time is 40 seconds. I'm also not sure if you can change this setting after world creation, but I am assuming you can(though I do not know the command for it). If you're not opposed to mods, this mod offers a skill that increases the amount of time you can spend underwater before drowning. https://mods.vintagestory.at/show/mod/247
  2. I agree, for sure. Although it would be rather funny for the player to become the "ultimate hero of legend!" only to promptly die to something exceptionally silly(like getting struck by lightning or murdered by a rooster). One thing that keeps poking at the back of my mind though...given the visual distortion of temporal storms and Dave only appearing during temporal storms/extremely low stability(currently), we don't actually know that he's as big as he looks. Given that he seems to tower over distant trees I think it's safe to say he's at least a few hundred feet tall, but for all we know he could be really tiny and just look like he's huge. Perhaps that's why we never see him without temporal distortion--he's always there, just way too small to see!
  3. While it would be cool to watch things weather with time, I feel like this would probably use a lot of processing power to calculate, though I'm not a coder so I wouldn't swear to it. I think the bigger concern though is whether that kind of mechanic is fun or not. It seems like it would be fun at first, until you end up constantly devoting time to cleaning up your builds rather than doing other things. At that point it becomes a tedious chore for the player, especially the players that like to build a lot. Dyes and lacquers for building materials would be cool, but I'm still not sold on needing to maintain all the blocks that you build with in order to keep them from falling apart or causing other issues(such as food storage). On the one hand, it sounds like it could be cool, as it adds more realism, but I still see the novelty wearing off fairly quick. Blocks that are partially or fully submerged in water though--these I can see being an exception as water is rather hard on building materials, though I still don't know what effect the deterioration would have on the blocks other than cosmetic changes. Overall, I think if that kind of mechanic were added, it should probably have a toggle option in the world settings, similar to what the cave-in mechanic has currently. The temperature mechanics feel fine currently, aside from the oddity of being able to wear full winter gear in the blazing heat without penalty. I imagine it may be addressed one day, in addition to possible sickness mechanics, but it really depends on if those things can inspire any fun gameplay loops to go with them or not. If the gameplay loop isn't satisfying to play, it should probably either be reworked to address the issue, or potentially removed from the game.
  4. I covered the Quarterstaff in the Combat Rework thread. Initially, I was thinking it could be a Monk exclusive weapon, but I wound up writing it as a generic weapon instead. I would expect a Monk to get more use out of the quarterstaff than other classes might though, especially if it had the off-hand movement bonus applied to it.
  5. It would be nice to be able to recycle unneeded clothing items into some usable crafting materials. That being said, I think whatever you're trying to recycle should be in good condition in order to get materials. Good condition could warrant a couple pieces of cloth or thread; Worn condition could just produce one piece of either. Anything less than that and you get nothing for the effort. That being said...I'm not really sure how you'd go about recycling. The crafting grid seems obvious, but I think that would require a lot more coding and wouldn't be able to produce random materials. Maybe placing the item on the ground and cutting it with a knife, similar to how we harvest carcasses? That might be simpler and could utilize a loot table. Otherwise, it could just work in a similar fashion to that Torn Linen Shirt that can be turned into bandages. Once your shirt/pants reach a certain durability threshold, they can be turned into a couple of bandages.
  6. It's one of those things that sound cool on paper and makes sense logically, but I can't really think of a way that it adds much for gameplay value. It does add some immersion, this is true, but I could see it easily being too much of a pain to deal with, or such a trivial thing that it's just ignored by most players. I think a while back I either saw a mod/suggestion that unused firewood could turn into aged firewood that burns a bit better/longer, provided that it sits in storage long enough. That might be a good option, giving the player a reason to put it under cover and leave it for a while, but not penalizing them either if they just chop firewood as needed. I mean, I tend to live under a tree until I have the means to build a proper wilderness shack. So yeah, keeping things dry isn't terribly hard.
  7. I figured it would be usable on NPCs and animals too, no just other players, but this is a very good point. In singleplayer the kit would lose a lot of value, outside of being something to sell to traders(that probably wouldn't be worth it, considering the resources put in versus the gears acquired in exchange). The shift-clicking to change from self-target to target-other solves that issue. The only other thing I might tweak is potentially making the first aid kits not stack as high as the more basic bandages, but that would really depend on whether or not it trivializes some things too easily. Possibly, although I think a bonus like this would be better suited to a farmer class. I'd be more inclined to swap out Nearsighted(-15% ranged damage) and replace it with Kind(-10% animal loot, -25% carcass harvesting speed). It fits better with the theme of a peaceful monk that tries to avoid violence when possible, as well as mildly encourages the player to farm or forage for their sustenance rather than hunt. The other thing about a bonus to harvesting berry bushes is that it ends up overshadowing the Malefactor, as it covers one of the class's strengths without having the weakness to make up for it. The Monk I would expect to play somewhat similar to Tailor, in that they'll do better in a more civilized setting with infrastructure, but will struggle a bit in the wilderness.
  8. There are dozens of us, I say. Dozens! It would be an easy enough item to qualify for the belt slot, although it wouldn't need an actual belt for its model given that suspenders kinda do the same job as a belt. That way the suspenders could be mixed with any of the shirts and pants, no matter how good or bad it looks. Want that rugged workman chic? You got it! Want fashion so horrendous that it will send drifters running for the nearest rift to the Rust? No problem!
  9. Very true! By "antagonist" I generally mean factions that would be considered the "bad guys", as the goal in most cases is to save the world and not destroy it. I do agree though that having multiple options and outcomes for the player regarding the story's path would be really cool and extend the game's longevity.
  10. I also forgot to mention this earlier, but I do hope we see some sort of antagonist faction later. A cult that wants to bring more of the Rust into our current reality would definitely make for a cool one to battle against! I think the one thing scarier than the mindless drifters out to eat your face off, is perhaps a corrupt human/seraph determined to control which faces the monsters munch on.
  11. Now I do think the game has a good mix of classes already, but one thing I noticed is that there is no definite support class. Before I get too far into the details though, one thing I should note is that some of the specifics regarding damage types are covered in this thread here: Likewise, I went with more of a "Friar Tuck" angle with this class, rather than the fantasy versions found elsewhere. Also keep in mind all numerical values listed here are hypothetical; I balanced them as best as I could but there's probably room for improvement. The Traits Pacifist: You deal 20% more blunt weapon damage, but move 20% slower when wearing two or more pieces of tier 3+ armor. Nearsighted: You deal 15% less ranged damage. Pilgrim: You move 15% faster on roads. Healer: You heal 50% more with healing items. Merciful: Exclusively craftable First Aid Kit, which can be used to heal others instead of yourself. ------ Why Monk? Because Friar Tuck is a cool character, and monks were prevalent during the Middle Ages. Additionally, monks fit into the "common folk" theme that all the playable classes currently share. Why Pacifist? As a general rule, it was frowned upon for monks to partake in bloodshed. However, the roads are still dangerous, and something is needed for self-defense. Thus, a preference for blunt weapons develops as a result, as these weapons are much less likely to draw blood when used in combat. Overall, I expect the Monk to play as a durable melee class that is able to keep allies alive and fighting. The reasoning behind the armor disadvantage is to try to encourage the Monk to avoid a direct fight if possible, as they aren't meant to soak up a ton of damage(that's the Blackguard's job, after all!) The class will likely be strongest in multiplayer scenarios, where the Monk will have allies to do most of the fighting for them(allowing the Monk to focus on keeping said allies alive, while helping deal some damage as well). In a singleplayer scenario, the Monk's bonus healing should help cover the higher incoming damage due to the armor penalty, though the Monk could also opt to wear a full set of high tier armor in some cases and just deal with the movement penalty as well. The gear I would generally expect Monks to use is a high tier piece of armor in the chest slot, with the head and legs covered by gambeson or other pieces of lower tier armor. For weapons, the club will be the preferred weapon in the early game, or the quarterstaff for longer melee reach. Later in the game, a mace/shield combination is probably the best choice, as the shield will help soak up incoming damage and mitigate some of the armor penalty. However, I could also see a warhammer being a powerful choice in the right circumstances. The Monk is also a class that I expect to be appealing to players that like to build a lot of infrastructure, due to the movement bonus they get when traveling on roads. Of course, it could also be a more appealing pick on servers where there are already a lot of roads paved. As for the First Aid Kit, I'm not entirely sure of the details other than it should include Alcohol Bandages as an ingredient(perhaps leather and a regular linen bandage as well?). Ideally, it heals for 10 HP baseline(which would be 15 HP for a Monk), and while it could be used by any class it's best used by Monks due to the healing bonus. My initial thoughts is that it should be an item that can only be used on another living entity in order to avoid the situation of the Monk healing themselves when they meant to heal an ally. However, it could probably also work with rightclick to heal oneself, and shift + rightclick to heal a different target instead.
  12. If nothing else, it could be stuff that the traders sell. Then it acts as a currency sink for players to spend gears on.
  13. So what you're saying is...we seraphs need to go do some goofy poses nearby to mess with Dave! Dave's "body" module also reminds me of the Apollo space capsules used back in the day. I doubt that's what's going on with Dave, of course, but you never know!
  14. I'd say if Jonas didn't build him, someone familiar with Jonas tech did. None of it looks organic like the drifters, so I don't think it's a mutation of anything, exactly. More likely it's either a "friendly" machine with an unknown/forgotten purpose, or it's a machine gone rogue. If Dave is a communication device, my guess is he might be the "microphone" end of the Resonator in the Resonance Archive. I heard someone threw a spear at Dave once and managed to hit him, resulting in a horrific scream that the entire server heard...right before it crashed. Granted, I heard this tale in the strange lands of YouTube comment section, so I'd say Crazy Pete's stories are more likely to be true. I've been wondering if Dave isn't the Salvation Engine gone rogue. Some of the shapes are similar, though that could just be a result of sharing a designer with other tech. That being said, if you folded him up just right...I think the silhouettes could match. Not to mention that if the Salvation Engine could turn humans into seraphs, it could just as easily turn the infected into monsters and continue to do so, especially if it went rogue shortly after activation. If this is the case, perhaps it got sealed away in a different reality, which in turn destabilized the flow of time. That would certainly explain why Dave only shows up during a temporal storm or others periods of low temporal stability.
  15. Shapeless crafting is what crossed my mind. I'm not entirely sure how it all works on the code side of things, but I think the way shapeless crafting typically works is checking for a keyword or two to make sure the materials are correct(like "stone" or "wood"), but otherwise doesn't care exactly where you put it in the crafting grid when crafting the item.
  16. I'm a little on the fence about this one. On the one hand, it's kind of cool having some materials be more difficult to acquire, thus giving them added value when building with them. At the same time, it's also frustrating when you really want to use that material and have to spend hours upon hours trying to get ahold of it. I don't remember how many stone types there are in the game, but I'm pretty sure there's more than 8-9, so making the recipe craftable as long as each one is unique seems fair. If nothing else, make the bauxite required(since it's the only bright orange one and you'll need to find bauxite for other things anyway) and let the rest be random uniques. Alternatively, the recipe could be left as-is and a couple of variants added instead--light and dark mixed stone. They could each utilize the lighter stones and darker stones respectively, giving players both more building options as well as a slightly easier time hunting down one of the variants to build with. It doesn't seem like something that would be too difficult to add on the coding end of things either.
  17. I love it! I do this in my worlds as well, even if I'm the only player there Although I'm pretty sure if I was going the multiplayer route I'd end up as that rough mercenary type that only ventures into town once in a blue moon. What I need to do though is create a world that I actually hold onto for a while. I had a couple that had a couple hundred hours of playtime each, but they both got wiped when I was trying to figure out hardware issues The world I'm on currently...the resources feel okay but I am not loving the bright orange rocks that are everywhere. Back on the subject of hoods though--I'm really not sure how easy or difficult this would be to implement, but if you could "disguise" your seraph identity by wearing certain headgear and covering clothing...I don't really know what purpose it would serve outside of roleplaying with other people. It depends a lot on how NPCs are further implemented. If there are NPCs that are wary of or otherwise antagonistic towards seraphs, I could see it serving as a way to deal with some of them. Or perhaps just existing as an option to get a bit of extra flavor in some interactions, but achieving the same end goal as talking to them without a disguise effort.
  18. Subterranean sauna time? I'm okay with filled barrels being unaffected(unless they just contain water), as it would be otherwise annoying to deal with in gameplay and a potential mess to have to code. Rain barrels though would be incredibly useful for drier regions, as well as a nice slice of realism.
  19. I'd wager stuff like this(and other cold weather gear) would be more likely to come with an update to the colder zones, as those are currently lacking right now. I also never thought of wearing a straw hat in the winter to keep my ears warm! It doesn't really make a lot of sense, and I typically go hatless anyway because I like the look better(in wintertime I explain the logic with either the hood on the fur coat, or the character in question having enough hair to keep most of the cold out). The irony is that depending on the individual's playstyle, odd combinations of attire might be worn anyway no matter what the ambient weather is or how weird it looks, provided the stats on it are good enough. It tends to be a min-maxer thing and is typically a humorous thing to witness when it occurs. Edit: Because I completely forgot to note this--raccoonskin cap please! I don't know how you'd craft one, exactly, given that we don't have animal-specific pelts, but already have the raccoons for it. We just need the hat!
  20. It's such a little thing, but I love this idea. Roleplaying isn't everyone's cup of tea, but everyone likes customizing their character. And when it comes to roleplaying Vintage Story has a very strong foundation for that kind of gameplay as well. I used to roleplay a lot back when I still played WoW, enjoying the adventure of exploring the world and whatnot, but there just wasn't a game to really fill those particular niches after I quit. Oddly enough, Vintage Story managed to fill that void though, even better than WoW ever could. I'm not sure how the coding would work though; it feels like an action that may require the head slot to be free(at least on for the cosmetic slot). Some of the hats available could probably be worn under a hood just fine(like the gem-encrusted fur hat), but others just don't make any sense at all(looking at you, bamboo and straw hats!). Of course, that could just be left up to the player to decide for simplicity's sake, no matter how goofy it might look. And some players do prefer goofy rather than serious.
  21. Precisely the reason I didn't touch Clockmaker in that regard Hilarious mental imagery and it'd likely be a whole lot of fun to do! Possibly, although they do already fill that niche with the general boost to all ranged damage. If they needed a bit more to help even out their playing style though having a small advantage to hunting animals would work. It would also make them a bit more beginner friendly given that they could deal with aggressive animals much more easily, and it would be an attractive pick for veteran players that have issues with aggressive animals. Underground is where they run into more difficulties than most other classes to balance them out; the majority of fighting will be melee, which isn't their specialty, and they'll need to speed a bit more time underground in order to gather the same amount of ore as other classes. It also fits nicely with the lore we have to work with. I think Bardo from the "Ghosts" short story is meant to be a hunter, and while he's not shown hunting any animals the story treats him as an experienced ranger type. He also had trouble dealing with drifters, as they didn't seem to play by the laws of nature.
  22. Just target the bed, press and hold left-click until it breaks. It will drop as an item that you can pick up and place elsewhere. The only exceptions are beds that are in claimed spaces(like the trader beds--you won't be able to swipe those), and the beds that are decorative clutter in the ruins(you'll need to repair these with glue before breaking them in order to get a decorative item--they don't work like normal beds).
  23. That's either got to be the best hot spring due to the meteoric iron, or the worst hot spring due to there being no actual spring. I suppose it depends on whether you want resources, or utility. I've seen a few cases similar to this. I expect that water physics will probably receive an update at some point in the future. At least empty barrels that fill with water when it rains--that would be nice.
  24. Jonas Falx seems to be the guy responsible for all the temporal technology and how the player came to exist in the world as we know it. As I understand, he was either a prominent alchemist, or an accomplished engineer from the lower class(perhaps even both!). He may have also been at least partly responsible for the calamity that befell humanity and destroyed the Old World, but there's not yet enough information to determine that for certain. Whether he's still alive or not is also unknown, although there are a few clues that strongly suggest he is indeed still alive somewhere and we may meet him at some point. What's also worth noting is that many of the Old World eventually elevated Falx to god-like status due to his technical prowess, and humanity's survivors may still revere him as a mythical figure(especially given the prevalence of rusty gears as a trade currency). It's hard to say for certain on the latter until villages and other NPCs are added though. Given the level of "real world" technology available in the game and mentioned in the lore, I think the Old World was meant to be set in the Late Middle Ages. The player is not human, hence the oddly colored skin. The traders are human, and if you'll notice that when you stand next to them, you're a bit taller as well. According to the lore, we are entities called "seraphs", although what exactly a seraph is and how much they differ from humans is somewhat vague, at least for now. As I understand it, seraphs were human once, likely ones that allied with Falx in his endeavors to save humanity from the Rot plague. They seem to have been sent forward in time somehow by a Falxian creation, and became seraphs in the process. I expect this subject may be explored a bit more with the next update, though it remains to be seen.
  25. https://us.etrade.com/e/t/user/login?TARGET=https%3A%2F%2Fus.etrade.com%2Fetx%2Fhw%2Fwelcomecenter%253FsubSeq%253DY Does it look like this? Maximized Borderless only removes the white border from the box the game runs in if you have it windowed. If you run a two monitor setup and want to click off the game screen for a moment without the game minimizing, but don't want to see the Windows taskbar either, try Fullscreen + Always On Top. That should keep the game running fullscreen on one monitor without minimizing if you click on the other screen for a moment, without the taskbar getting in the way of the game screen. Now if you do that and the Windows taskbar still insists on including itself in the game screen, I would check your settings on Windows taskbar to make sure there's not something there causing an issue.
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