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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. 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.
  2. 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.
  3. 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).
  4. 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.
  5. 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?
  6. 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.
  7. 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.
  8. 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!
  9. 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:
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. The real question is, does it stay open during temporal storms?
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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).
  22. I dunno, there's already a "passive gameplay" mode in the form of Homo Sapiens, if you set animal aggression to neutral. The drawback is that you'll miss all of the lore content playing that mode. In regards to the game's story, having animals be neutral isn't much of a stretch, but the lore and NPCs make a point of warning how unnatural and dangerous the monsters are. It would be rather immersion-breaking to keep hearing accounts of all of these supernatural, bloodthirsty monstrosities that go bump in the dark...only to have those you encounter ignore you completely until you decide you want to engage in combat. Now I am aware that not everyone cares about story immersion, and not everyone likes combat either. However, I think a better option for a "passive mode", outside of mods that is, is perhaps heavily restricting monster spawns instead. Perhaps drifters would only spawn one or two at a time, and only during temporal storms or periods of high rift activity(minimum) if conditions allow. Likewise, the locust spawners could have their spawn rate slowed, to the point that the player is very unlikely to be overwhelmed. As for bells...they still make noise, but that's all they do in this case. I think with a system like this, it keeps immersion intact by keeping supernatural enemies aggressive, but it pushes combat into the background as story flavor, for the most part. You'll still need to deal with the occasional monster, but with the exception of a boss fight, it's not going to be challenging or something that you'll need to do very often.
  23. Would it not be five sticks, four grass, and three flint? One flint and stick for a knife, one flint and stick for an axe. Two sticks and a grass for a firestarter and one stick and two grass for a torch. One grass for a firepit. Not that one needs a firepit, but if you have raw meat, nighttime is a decent time for cooking it.
  24. I'm guessing they'll conflict, but I also think the mod that you posted will likely work better than the one I posted. Of course, you can always create a test world and try them both out to see what happens; worst case scenario is that you'll crash the game. Don't sweat it, we all start somewhere! When I first started playing, I set a grace period and rare temporal storms so I could focus more on learning the gameplay and be less worried about dealing with monsters. Once I was more confident in what I was doing, I started forgoing the grace period and shortening the interval between storms.
  25. There's a mod that does this specific thing already, though without the cosmetic changes: https://mods.vintagestory.at/show/mod/10343 It's been a while since I used it, and while it was interesting to toy with, I don't think it adds much to gameplay. While going several days without food before dying is certainly more realistic, I found that it significantly detracted from the overall challenge of the game. Under most circumstances, it's not particularly difficult to keep yourself fed(at least enough to avoid starving) in the game, so unless you're deliberately going without or otherwise decided to stack the deck against yourself, the mod provides less challenge. In contrast, while the vanilla system of starvation might not be the most realistic, it does provide a good motivation to keep your hunger bar full, as letting it run out will kill you rather quickly if you're not careful. A buff/debuff system is the route I would go, if adding functionality to the design and not making it purely cosmetic. More muscle mass could probably provide a small boost to block-breaking speed and melee attack damage, possibly even an extra point of health or two. Having a more lean build could boost movement speed instead, as well as perhaps slow down the rate of hunger a bit as well as provide a bit of a boost to stealthiness. Or perhaps a leaner character takes a bit less fall damage. Overweight characters could have a penalty to movement speed and stealth, and block-breaking speed as well if they don't have enough muscle. I think the only positive for an overweight character, outside of roleplaying potential and quickly filling up the nutrition bars, would be some way to significantly delay death by starvation, as you suggested. "Overcharging" the hunger meter could be a simple way to do it; perhaps a certain percentage of a food's satiation value could be added to a "fat reserve", provided that the food is eaten while the hunger bar is 100% full. The fat reserve that your character currently has could be indicated either by an outline around the hunger bar, or a smaller meter underneath the hunger bar. The maximum possible value of this reserve would be the same as your maximum hunger, although the reserve should probably be harder to fill/drain than the hunger bar. Adding on to the reasoning behind that last thought--it probably shouldn't be too easy to change character weight/muscle mass outside of whatever you set in character creation, because otherwise you risk a situation similar to the Sims. Your character shouldn't immediately become overweight because you decided to celebrate an achievement with a couple of pies and a lot of alcohol. Likewise, an overweight character shouldn't become in-shape overnight just because they went entirely without food and/or mined a couple hundred blocks. That applies to character muscle mass as well--you shouldn't go from lean to muscular just from a mining trip or two, or vice versa from a lack of mining. Another drawback to changing weight too easily--it enables the player to quickly fill all of their empty nutrition bars, without needing to actually deal with the consequences of that level of indulgence. The best example I can think of for how this type of system can work is a couple of mods from Skyrim--Pumping Iron(Gopher), and Stay in Shape - A Pumping Iron Addon(jayserpa). Pumping Iron enables your character to gain muscle mass over time(up to the maximum the slider will go) as they increase their skills in physical combat. The addon mod develops the idea a bit more by requiring the player to get enough physical exercise to maintain their muscle mass, or they will slim back down. The more I consider the idea, the more intriguing it gets, as well as more complicated. It'd be cool, but possibly difficult to implement efficiently as a fun, engaging mechanic.
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