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Everything posted by LadyWYT
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Just in case you haven't seen it: https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ It doesn't exactly explain much about what seraphs are or how they came to be in the world, but it's still a great read! It's an encounter with both a seraph and drifters, as told from the perspective of the human survivors(that don't currently exist in the game yet, aside from the traders).
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Not a mod, but a built-in recording system! https://wiki.vintagestory.at/index.php/Adjustable_FPS_Video_Recording I've never used it, so I can't really help any further than that. However, that link should be able to at least get you started. The only other convenient option I can think of is that if you play on Windows, I believe Windows has an option to record your screen. However, I would recommend Vintage Story's recording system rather than Windows recording; Windows is fairly basic and you're likely to get a better result with Vintage Story's system.
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If I had to guess, the biggest chunk of the game to complete, in regards to development, is probably the story and lore. Once that's been finished and the player is able to play through the entire story, then it's just a matter of further refining graphics and tweaking gameplay as needed(adding ambient mobs, balancing recipes, etc). That's my assumption, anyway. I could be wrong!
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What about having both options available? That way you can sail without constantly holding W, which would be great for long distances and looking around without changing direction. The other mode(hold W to move forward) would be more useful for fine-tuning the boat's movement. Sounds a lot like how Valheim handles sailing. I think a similar system would be interesting for Vintage Story and fit well with the other challenges the game offers, however, it's also not something I would overcomplicate. I'd say let wind direction make a difference in how fast the player sails, with additional speed control being added by how much sail you have open. To go at full speed, you'd need to go full sail with wind direction, which should be fairly intuitive. To slow down, you need less sail, and of course sailing into the wind will slow you down as well. In regards to capsizing...this should probably be an option in the world settings to begin with, on whether boats can be capsized. That way players who don't want to deal with that hazard potential can avoid it entirely. Otherwise, I would say make the boat capsize after taking enough of a beating. Going too fast in rough water? The loud creaking of wood under strain should warn the player to slow down lest they risk the boat breaking apart. Impatient to get to land and intent on ramming the boat onto the beach at full speed? That's fine, but now you've ripped a huge hole in the bottom that you'll need to fix before it'll be a seaworthy vessel again. I think both of those mechanics would probably be interesting enough to engage players without frustrating them. They'd also be easy enough to add an option for, so that the players who really don't like it can turn it off, similar to the option for cave-ins.
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Thanks! I figure even if my ideas aren't that good, they're at least marking things off the "bad idea" list! Or serving as raw material to be refined into a good idea through discussion.
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I've never seen vines grow--either ones you break and place, or ones you leave alone. I also don't believe new ones will spawn on newly matured trees. What I do know for sure is that if you don't break them by hand and pick them up before cutting down the tree/shearing the leaves, then they will disappear without dropping anything. It is something I would expect to see changed in a later update though.
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Some little desktop action figures would be awesome! As well as a plush or two. However, those are also things I'd rather see when the game is much closer to being considered complete. That way developing and ensuring quality merchandise is less likely to pull resources away from the game itself, or give the appearance of a cash grab(as so many companies seem to love to do of late).
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I don't know about more valuable, as their value seems to stem from the craftsmanship itself, and not the condition that the gear itself is in. However, I could see a possibility of rusty gears needing to be cleaned off before they can be used as currency, if for no other reason than to make it a bit more difficult for players to get their hands on early bronze tools. That way you could still earn the tradable gears from selling various goods to the traders over time, or you could get lucky with looting ruins and find a small hoard of gears quickly, but need to clean them off before you can actually use them. I think the clean gears would be useful for more than just currency though. If I recall correctly, there's a recipe or two that utilizes rusty gears instead of temporal gears. The black/gray dyes could still use rusty gears, as dissolving those is what creates the pigment. However, for machinery and delicate gizmos, it's probably a better idea to clean the gears up before you go tinkering with them. I'd actually be inclined to stick to the rusty scraps. The rust probably won't affect monsters that much, but living targets are another story. Wounds left by a rusty weapon are much more likely to become infected--perhaps a small damage over time effect? Then you can have a choice in whether you clean the scraps for a weapon that will last a bit longer, or leave them rusty to cause nastier wounds. I'd also wager that's a mechanic that would probably be more useful in PvP scenarios, however, I could see it being an option for dealing with large predators like bears and wolves.
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Or on the flipside--give them a bonus to ranged damage and accuracy while they're mounted. That would also come with the built-in drawback of needing to wear light armor in order to take full advantage of the bonus. Live out your inner steppe warrior! In regards to bonus mount speed...I'd make the potential penalty that they move a little bit slower unmounted. After all, why walk anywhere when you can ride?
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I love this idea too, although I'm not sure how one would calculate the weight added. Maybe it's just calculated based on how many of the boat's inventory slots are filled? I think we'll probably get this ability, or something very similar, either in the update or in the near future. If I recall correctly, players used to be able to tie ropes to various things but the code was a bit...buggy, leaving it mostly on the backburner for now.
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Darn it, you beat me to it! Hmmmm, I'll have to think on it for a while, but otherwise here are some that come to mind: Oceanic sunfish Paddlefish Sawfish Sturgeon Gar Oarfish Opah Sailfish/swordfish/marlin Amazonian pink dolphin Catfish! Grouper Barreleye Mahi mahi Tuna Herring/sardines/mackerel Whales Now I know some of those aren't fish(dolphins and whales), however they are aquatic creatures and from a medieval context they do count as fish, I think. Beluga, narwhal, and other whales would really help add life to the arctic regions. Edit: Also not a fish, but--spider crabs.
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Additional Astronomical Events besides Eclipses?!
LadyWYT replied to WanderingStoryteller's topic in Suggestions
Shooting stars is definitely something I would expect to see sometime in the future. I also like the idea of being able to find a small chunk of meteoric iron on the ground every once in a while. The other idea I'd throw on the table is constellations, although I'm not sure how this would be calculated with the world generation. It would definitely make for more immersive nighttime navigation though. The main concern I would have is the game's calculation of hemispheres and latitudes potentially throwing things off. However, having latitude, hemisphere, and even seasons affect which constellations can be seen would be awesome. Lunar eclipses would be another candidate to add to the list. There's probably more things that could be potentially added, but they aren't coming to mind at the moment. Also, welcome to the forums! -
It's possible there could be another class or two added to the game, provided that the new addition(s) fit the lore and don't overshadow the classes we have already. After all, what's the point of picking a class if there's a different class that does the same thing, but better? We already have this in the Malefactor and Hunter, although each one handles the concept in a different way. The Malefactor focuses a lot more on foraging and scavenging materials for survival, as well as avoiding combat with an innate boost to stealth. The drawback is that Malefactors have less health overall and are weaker in melee combat, and the positive benefits that the class does have tend to be strong early-game and weaken significantly in the late-game. In contrast, the Hunter is the best at its namesake--hunting animals and reaping the rewards of said hunt. They also do the most ranged damage of any class, and are able to move faster as well, making them better at traversing the world. The drawback to hunters though is that they aren't as effective in melee combat, and they have a slower mining speed while also receiving less ore for their mining efforts. In regards to a class having a bonus against environment temperature...that does sound cool(no pun intended), but in the game's current state only cold temperatures will negatively affect your character. Hot temperatures have no drawbacks--you can wear full fur gear next to a roaring campfire in a tropical jungle and suffer no penalties. As far as starting with no gear, that's essentially how the player starts out currently. The clothes that the player spawns with are in terrible condition, so unless you're in a climate that doesn't get very cold or otherwise find a way to acquire new clothes/repair your old ones, you're likely to have a rough time when winter comes. For my own class suggestion, I posted this idea a while back, since we don't have a dedicated healer/support class at the moment:
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My dissapointment is immeasurable and my day is ruined
LadyWYT replied to Alder's topic in Discussion
Look on the bright side--the helve hammer may not function properly anymore, but you may have discovered a nifty new decorating option by accident! I'm not really sure how one would use this to decorate, but it does look like it might make for a cool switch design. Non-functional, of course, but if it's just for show, it doesn't need to be operational.- 3 replies
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This one actually exists in the game already, though it only works for the stone knife and the stone axe. Using a bone for the handle instead of a stick adds about 20 extra points of durability. Useful in the early game, but not so much later on when you have access to good metal.
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It might be an oversight. If I'm understanding you correctly, it sounds like you're playing on a Macbook rather than a desktop, left the game at the "You Died" screen, and closed the laptop instead of exiting the game and then closing the laptop. As far as I'm aware, the game does not pause on the death screen--only on the escape menu or the handbook, assuming you have it set to pause while the handbook is open. Now why the game kept running after you closed the laptop, I do not know. I play on a desktop(Windows), and I'm not terribly familiar with how Macs operate. If the computer went to sleep though, it seems that most open programs should have been shut down automatically. You might check the settings to make sure it didn't hibernate instead of sleep; I don't know if that's a thing Macs can do, but the difference between the modes is that hibernate essentially lets you return to whatever you were doing upon waking the computer. Sleep mode simply saves power, but you'll have to reopen the programs that you wish to use. In any case, I would make sure that you at least exit to the title screen next time, before closing your computer. I'm guessing that if it's not intended behavior, it'll be fixed sooner or later, but it's better to make sure that you're at a safe stopping point with your programs before closing the computer, in order to avoid potential issues.
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Looks interesting--may end up giving it a try at some point. I'm curious about the iron nugget spawns though, as I'm not sure I'm fully understanding the description on the mod page--do those spawn mainly in caves, if there is a vein of that type nearby? Or is it strictly a tiny chance for the nuggets to spawn on the surface, like surface deposits have? I'm assuming they spawn in caves near associated ore veins, which if I'm correct in that assumption, that's a really cool way to make cave exploration a lot more useful.
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The real question is, does it stay open during temporal storms?
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Welcome to the forums! I'm honestly not sure if there are male and female rabbits in the game, or rather if there are, I'm not sure they actually breed like the other animals do. I'm fairly certain that they just spawn wherever there is tall grass, both adults and babies, and that it doesn't actually matter if you have two adults of opposite sex. For actually farming rabbits in a realistic fashion, you might give this mod a try: https://mods.vintagestory.at/show/mod/4921 Otherwise, to farm them in the vanilla game, I'm fairly certain most players simply dig a two-block deep trench around their crops and kill whatever falls in once there are enough trapped creatures.
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My guess is that it would be more of nifty toy to play with in a multiplayer setting, serving no purpose other than to entertain or annoy your friends. Although I could see musical instruments being used in some ruin/story puzzles, potentially, or perhaps as a way to calm down cranky farm animals. Since we're getting proper mounts next update, I could also see a whistle or something being used to call your mount to you, provided the animal is within a certain range.
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Given what I've seen of the new wolf model/animation, I'm inclined to think that wolves and other aggressive wildlife might be giving the player some kind of warning to back-off before attacking. It does depend on the lore though, which in my opinion is a bit ambiguous on why certain animals are so aggressive all of a sudden. I'm thinking that either there is something they dislike about seraphs specifically, or that the heightened aggression was due to the animals getting infected with the Rot and turning into monsters. Of course, it could just be that animals have adapted to be extra-wary of anything that looks remotely human, but I doubt this is the case as you never see animals and drifters fighting each other unprovoked. I mostly agree, although I do think that drifters should be aggressive the moment that they notice a seraph. There may be a lore reason that they don't attack animals, so it's not too immersion-breaking if they're prevented from attacking animals unprovoked and it prevents players from getting frustrated by drifters wiping out the nearby animal populations. In regards to drifters attacking humans(like the traders), or rather their current lack of aggression...I don't think that's particularly lore-accurate or immersive, but I can understand the design decision there--it's to help ensure that traders and other NPCs are actually there for the player to talk to and trade with. In regards to how drifters currently spawn and operate, I also think the ones we have now are fine, although they could be a little better at finding their way around obstacles. And while they don't seem meant to be an intelligent enemy, I'd make them fall back after a short time if they're unable to physically reach a player, and either attack at range or wait for the player to exit cover. Otherwise, they're a solid basic threat for players, especially new ones, to contend with. They're not so challenging that they can't be dealt with, but their strength in numbers means that bullrushing them is typically a bad idea. Their ranged attack also makes it more difficult to do things like build a short dirt pillar and stab them with spears; allowing the drifters to fall back if they can't reach you also means that in that scenario, they have a much better chance of hitting you with rocks without being attacked themselves. The higher tier drifters improve on the "standard model" by adding an additional attack type, as well as extra damage and hitpoints. So while they're a familiar-enough enemy for a new player to already have an idea of how to fight, they're going to require a bit more effort to kill. The knockback on their attacks also means that even veteran players shouldn't be complacent, as being sent flying in the wrong direction could easily prove fatal.
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It's probably not in the cards, but I also wouldn't be too shocked if some sort of story mode were added. Not all games have it, of course, but a couple of decent examples I can think of are Divinity: Original Sin and Skyrim(as well as Elder Scrolls titles in general). I've not played the story mode in DOS, as I wanted a bit of challenge, but judging by the description it greatly reduces the damage that enemies do, as well as puts them in less ideal positions in combat while making them focus on less optimal attack options. Skyrim handles it differently, in that the positions of enemies don't change, but setting the difficulty to the easiest setting ensures that enemies will do less damage to you, while taking more damage from your attacks. Both options are decent for players who are more interested in an interactive storybook rather than challenging gameplay, as they keep core gameplay intact(the combat) but make it very difficult for the player to actually die. You basically have to be making a deliberate effort for your character(s) to die in that case. Now I don't see that being a popular game mode in Vintage Story if it does get added, as one of the major draws of the game is the challenge it presents to its players. I also don't think it quite fits with the lore, and while I wouldn't quite brand Vintage Story a horror game itself, it is meant to have a serious, unnerving threat that is present most of the time. That being said, I don't think completely neutral large wildlife really fits either, but there's still an option for it, just as there are options that pretty much make a world that's impossible to survive in. And sometimes you just want to turn down the difficulty and steamroll everything too, hah! But you are probably correct; it'll likely remain in the modding domain.
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It's already a mechanic, actually, with the exception of transporting fish. You can make a basket trap out of a reed basket and a stick, which has a chance to capture small animals(especially if you bait the trap). Small domesticated animals can be picked up and transported at will in a reed basket, provided it's at least a 5th generation animal. Do note though that the animals can only survive for 24 hours in the basket; they will die if held for too long, although you will still be able to salvage whatever loot they drop. In regards to fish, it would be nice to transport them via bucket and start a fish farm somehow. However, the spawn mechanics of creatures would need a major rework in order to account for an area being over-hunted or over-fished. The way it currently works, I believe, is that wild animals will respawn at certain set spawn points whenever that particular chunk is reloaded. It's why wild animals will respawn after enough time has passed, or after you reload the world. Já é mecânico, na verdade, com exceção do transporte de peixes. Você pode fazer uma armadilha com uma cesta de junco e um pedaço de pau, que tem a chance de capturar pequenos animais (especialmente se você usar isca na armadilha). Pequenos animais domesticados podem ser recolhidos e transportados à vontade num cesto de junco, desde que sejam animais de pelo menos 5ª geração. Observe, porém, que os animais só podem sobreviver 24 horas na cesta; eles morrerão se forem mantidos por muito tempo, embora você ainda possa recuperar qualquer saque que eles derrubarem. No que diz respeito aos peixes, seria bom transportá-los em balde e iniciar de alguma forma uma piscicultura. No entanto, a mecânica de desova das criaturas precisaria de uma grande reformulação para dar conta de uma área que está sendo caçada ou pescada em excesso. Acredito que a maneira como funciona atualmente é que os animais selvagens reaparecerão em determinados pontos de desova sempre que aquele pedaço específico for recarregado. É por isso que os animais selvagens reaparecerão depois de passar um tempo suficiente ou depois que você recarregar o mundo. Don't worry, it reads very well! Ironically, it's better than some things I've seen from native English speakers. Não se preocupe, ele lê muito bem! Ironicamente, é melhor do que algumas coisas que vi de falantes nativos de inglês. Também não falo português, então usei o Google para traduzir o que escrevi aqui também.
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I don't usually have inventory issues unless I've been unable to acquire handbaskets somehow. However, this could be a good way to make hunting more interesting(as some have suggested) without adding a lot of frustration to go with it. That being said, I'm typically roasting whatever meat I acquire in the early game and wolfing it down, unless I have a good place to store it. That could just be due to playing Blackguard though--it's a bit harder to keep them fed, heh heh.
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I would argue that it's a setting catering mostly to players that still want to experience the game's story content, but absolutely hate combat. Regarding new players, one of the charms of Vintage Story, is that it absolutely will not pull its punches on the default settings. It gives new players just enough direction to be able to survive and advance themselves, but leaves the "how" up to them to figure out. It makes for a very steep learning curve, that can make for punishing gameplay at times, but once you figure out the key to doing a particular thing it is oh so satisfying! The game also has a handy setting already for those who find the monsters a bit overwhelming. I'd forgotten about it last night when I wrote up my original post, but it is possible to set a grace period at the start of the game that will prevent monsters from spawning entirely until it ends(which in most cases, is a day or two prior to the first temporal storm). I played with the ten day grace period when I first started, as I found that it allowed me to more easily focus on figuring out early game mechanics while not needing to worry about getting swamped by drifters. I also played with "keep inventory" turned on to avoid some of the frustration that comes with death. Once I was more confident in what I was doing, I eventually started increasing the difficulty until I was satisfied with the level of challenge presented(which currently, is close to the default Balanced settings). Possibly, though I think it hinges somewhat on what the maximum spawn limit is, regarding the rate and the distance from spawn. The travel demands of story locations are quite hefty--I think the Resonance Archive typically spawns around 3000-7000 blocks away or so. I don't know if the potential distance to any of the new locations has been stated, but I'm expecting those distances to be in the 10k+ range(especially wince we're getting mounts). If the maximum monster spawn rate is the same general rate that we have in the game now, it might work, but I'm not sure that it would satisfy the preferences of players that detest combat and just want to enjoy the story(which is how I tend to view the goal of a passive+ mode).