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Everything posted by LadyWYT
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For those who want injuries to drain satiety faster though, there is this mod: https://mods.vintagestory.at/hungerpatcher
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Personally I wouldn't recommend sharpening it beyond the bare minimum for show. When it's purely for display/cosplay purposes, it doesn't need to be sharp and making it so increases risk of accidental injury when handling it.
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Shouldn't tier 1 shovels be wood instead of stone or flint?
LadyWYT replied to DeanF's topic in Suggestions
It doesn't make a lot of logical sense, but I'm guessing that it might be strictly for non-cosmetic gameplay purposes. A bone handle adds +20 durability, as I recall, which is a pretty nice bonus early in the game since stone tools don't last all that long. For a metal knife though, +20 is practically nothing, especially once the player reaches iron or better since those knife blades can be quenched for far better stats. -
I think that could be said of both sides of the argument in this thread. Not everyone is going to place the same value on the same things, but the thing is most suggested changes are things that change the game for everyone, and not simply a toggle in the settings that someone can enable if they want to play that way. Extremely niche things are typically better suited for mods, especially if the niche thing is easily overridden by existing game mechanics(like the knife that every player will have). In that case, the player can have what they want, without changing the game for everyone else or otherwise chewing up development time and resources that could have been spent on better things. Incidentally, I searched the database to see if there was any existing mod that allows players to harvest grass by hand, and couldn't find anything. I think if players really wanted this feature, there'd be at least one mod for it.
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balance Instability should be significantly more dangerous
LadyWYT replied to Byrnorthil's topic in Suggestions
I don't entirely disagree, but I think it's also important to keep in mind that players, especially newer players, need a chance to figure out what the problem is and how to fix it. Once a player learns how to manage the mechanic it's not all that dangerous, but I've also read plenty of posts on the forums about players who didn't have a clue about the mechanic, ran low on stability, and got frustrated because they didn't know how to solve it. Also worth noting that low stability can spawn higher tier monsters that can more easily kill a player as well; that might not be an issue if the player has enough space to kite/run away from the monsters, but it can turn deadly very fast in cramped conditions like the underground. I also recall reporting a bug that monsters didn't seem to be spawning correctly at low stability, so if that bug hasn't been fixed yet that could also be contributing to why it doesn't feel as dangerous as it should. Personally, I think a status effect system will likely introduce some more serious consequences for remaining at low stability for too long and other temporal effects. Agreed. And the fact that players can turn off the mechanics entirely makes them difficult to balance as it is, because whatever gets added to flesh out those mechanics has to be something the player can turn off without hurting their progression or locking themselves out of entire portions of the game. It's one thing if they pick Homo Sapiens, because that's a deliberate choice to play only the realistic survival part, but if they're playing with lore enabled then they're gonna want to use all the cool gadgets and stuff. -
Maple seeds are a favorite because of the detail put into them. They will actually spin when dropped like they do in real life.
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I would actually like to see at least some damage reworked once status effects arrive, since that kind of system opens up more interesting options than "player did bad thing, takes damage as result". Some, like death caps and funeral bells, should obviously kill or seriously hurt the player, but others could simply be rather unpleasant and give the player the runs for a few days or something(drains nutrition faster but not satiety?) I'm pretty sure they're working on this a bit, given that some mushrooms now send the player on trips when eaten.
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Some berries keep longer than others, but the way they're supposed to be stored for the long-term is either pressed into juice for fermenting, baked into pies/cooked into meals, or otherwise cooked down into jam.
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I mean, the only bit of world gen I can think of that outright isn't realistic, is the floating islands. Those don't exist in real life, though they are pretty fun to find in the game, in my opinion. Every other biome/land feature? Sometimes I look at features and think "Wow, this looks really goofy and doesn't feel at all realistic"...and then remember that there are places like the Devil's Tower, Great Sand Dunes, Ayer's Rock/Uluru, the Grand Canyon, Gobi desert, Siberia, the rainforests of the Pacific Northwest, Texas caprock country, etc. Basically, there are a lot of real life places that defy what might seem "normal", and what seems "normal" I think depends heavily on where one lives and what kind of media they interact with. Honestly, I think this is probably just the drawback of videogame worlds in general. Everything has to be scaled down at least somewhat, partly due to hardware limitations but also so that players don't feel that the world is empty or too big to explore in a satisfying manner. Likewise, a flat world with subtle land features isn't terribly interesting to explore either(there's a reason most people don't like driving across Kansas), and doesn't leave much room for hiding secrets and points of interest. In contrast, a world that has a lot of smaller-scale vertical terrain creates visual interest by having different "levels" of the world, as well as providing lots of nooks and crannies for the player to explore for secrets. Now I'm not saying it can't be overdone, just that I'm not sure that that particular quality could be removed or toned down much more without the world starting to feel pretty bland.
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Depends...do you want it to look exactly like it does in the game, or do you want it to look like the game's namesake weapon but in a realistic style? I'd probably lean towards making it a more realistic replica rather trying to recreate the in-game model exactly. It might be a voxel game, but the fact that it tries to remain rooted in reality means it's easier to take creative liberties when it comes to real world fan crafts. Games like Minecraft you can't really do that since the artstyle is pretty critical to associating the object with the game.
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Should a melee spear really do less damage than a thrown spear?
LadyWYT replied to DeanF's topic in Suggestions
Really depends on the sword. For the most part swords are sidearms and status symbols, but if you want to get really technical you have cases like the zweihander, which were meant for creating openings in pike formations in addition to just being a handy way to control space against multiple opponents. The main advantage of a spear is the reach, but once the opponent gets past the pointy end the weapon loses a lot of effectiveness. -
Isn't moss supposed to grow on the north side of trees though? As I recall, that's supposed to be a way to determine direction in certain areas. Bedding. It probably depends on the type of moss used, but moss doesn't have pokey bits like grass does, and is quite springy. Incidentally, if alternatives for bedding and firestarters/pit kilns are being added, I think it's worth considering altering grass drops. Currently, the player can get grass tufts from any grass that hasn't been harvested, however, grass that is very short probably shouldn't yield a good handful like it currently does. I think if the grass drops were restricted to taller grass(or otherwise reduced for short grass), it could shift the balance slightly and make alternatives feel more valuable in some cases, without necessarily making things much harder.
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Oh, I like this too! Though I would say maybe use nails/strips rather than chisels in this case to offset the cost a bit. The inspiration for the main idea though was the pueblo ruins of the American Southwest. Not that I expect players to be building pueblos, but the idea of taking the time to create a dedicated climbing path seemed pretty cool, and would be a little less obvious than ladders. Probably good for designing cool parkour courses in a build too. Realistically, no, but players can already sprint around and climb ladders without any limits, so realism wasn't really a concern. I don't think the speed needs to be slower than climbing a ladder either since the concept itself is basically creating and climbing a stone ladder. Of course, the player will want to be careful as faster movements make it easier to fall, especially if they aren't paying attention to what they're doing. For sure, but I don't think that's possible with this suggestion, unless the walls there are cracked or something. In the event the walls have cracked rocked though, it'd be a case of minor edits potentially getting made to stop unintended actions. As for the chiseled climbing, it would only be the "stone ladders" that are climbable; the player isn't going to be able to use a hammer and chisel in a story location to climb wherever they want as altering blocks like that isn't allowed. They'd need to looked for pre-existing climbing paths, whether that's ladders, swaths of cracked rock, or hand/toeholds, but even then there's no guarantee that those climbing routes have to go anywhere useful. A grappling hook could work as well, but it's also a common suggestion when climbing gets brought up, hence why I didn't mention it here. I was trying to come up with something different, that didn't involve using a completely new item.
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Realistically yes, however, the game doesn't really take the laws of physics into account too much when the player is chiseling. Or placing rope ladders, for that matter. A stable surface is definitely more ideal for fine chiselwork, but sometimes you have to pull off some "mountain-goating", so to speak, to get certain details in. By and large I don't think this is really an issue. Trying to fix it would require changing how ladders work and probably make general chiseling and other actions more clunky than fun. I also don't really expect the player will want to carry a hammer and chisel with them everywhere they go, especially not when rope ladders can accomplish the same thing with less inventory space in addition to being reusable and useful for climbing down into holes. I think this is a fair risk for the player if they decide they want to scale a cliff, no matter how they choose to climb. Trying to place ladders, cling to cracked rock, or otherwise trying to chisel out a climbing path just happens to be a bit more risky than traditional parkour. Scaffolding I see being more useful for larger, more detailed build projects in general. Climbable like a ladder, but stable on top like a regular block, giving the player a nice little platform to work on. Dirt pillars are clunky and ladders are easy to use but can easily cause accidents since they're a little awkward to scoot around on when building.
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You know, I forgot that's a thing. Just goes to show that the devs already had a contingency plan for when players respawn in the dark!
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Incidentally, this is also why I don't really view the knife requirement as a big deal. It's a vital survival tool, and players that don't have one aren't going to last very long. Other tools have more specific uses and aren't really things that the player will want/need to have on them at all times, aside from maybe the weapons in order to effectively deal with threats.
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Climbing up very specific blocks is a bit different than being able to jump up just any block. Allowing the player to climb any two-three block heights breaks at least two major story locations, and reworking entire location designs is a lot of work. By limiting the player to climbing specific blocks like ladders, or in this case cracked rock/chiseled handholds, more minor edits can be made to those locations to allow the player limited climbing or block unintended player movements.
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I didn't miss it. But I don't think "it's super slow" is a very good argument for going to the effort of adding it considering the player is going to have a knife, and on the off-chance they don't(or their knife is about to break), it's easy to make a new one. Not really. If a player is going to the effort of building a firepit, that probably means they intend to actually use the firepit for something. In which case, they're going to want something that actually serves as fuel--ie, burns a while. Makes more sense to me from a gameplay standpoint to lock firepits behind proper fuel, and not just anything burnable.
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Should a melee spear really do less damage than a thrown spear?
LadyWYT replied to DeanF's topic in Suggestions
Not just that, but you'd also have to account for wind speed and direction, the physical attributes of the thrower and target, angle of impact, movement of target versus attacker, etc... Ultimately, it's just a game. It doesn't need to be an exact replica of reality. What it does need to be, is a realistic enough simulation that the player can get immersed in the world and have fun escaping from reality for a while. Honestly, have you considered getting into modding? Good, bad, or otherwise, it's worth throwing ideas out into Suggestions box, as there's usually something useful to be learned. But creating a mod is a great way to not only get exactly what you want and let others play that way too, but also serves as a great way to see how well the idea holds up in practice. It's also not unusual at all for concepts from popular mods to find their way into the vanilla game, provided that the concept fits the devs' vision. In any case, if you want to give it a try, you'll want to start here: https://wiki.vintagestory.at/Modding:Getting_Started -
Welcome to the forums! I'd like this too. I don't really care if they're functional though, as I just want them for aesthetics. I think drastically lowering the drops from creatures killed in this fashion would probably be deterrent enough. I dunno that I'd want them to be expensive to craft though, given that one of the main advantages to palisade is that it's fairly cheap and quick to construct. As for a durability value...I can see why that might be necessary if it's the type of fortified stake meant to impale creatures that run into it, but otherwise I'm not really a fan of durability as I tend to want to use stuff like this for decoration rather than actual function. Valheim used that mechanic and I always found it rather annoying to deal with.
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Should a melee spear really do less damage than a thrown spear?
LadyWYT replied to DeanF's topic in Suggestions
Do keep in mind that the thrown spear damage only matters if the player actually hits the target. If the player misses, not only do they do no damage, but they're down a valuable weapon as well in most cases. I think if it's really a dealbreaker though, it should be easy enough to figure out which .json file governs spear damage values, and then modify them to your liking. Mods that edit values like that tend to be some of the easier ones to make. -
It's a definite oversight, but in case you didn't know, you can use a knife to turn excess roofing back into thatch, which you can then burn. In an effort to keep it simple, I think it's fair to say that the opposite applies as well when suggesting a change--sure, things could be done that way, but if the reasoning for the suggestion isn't a very compelling one then why say "sure, okay, let's do it that way instead"? Changing the way the firepit works requires changing to the code, which likely isn't as simple as just swapping textures/models or adjusting a numerical value. Since it requires a change in controls, essentially(at least that's how I see it), it seems likely that such changes could cause unforseen issues elsewhere. Does it really hurt to let the player make firepits before they have tools(and thus can do anything with the firepit)? No, but it doesn't seem very useful either, especially given that stone tools and firestarters are incredibly easy to craft in most cases, and the player should have a knife on them at all times anyway. The more compelling argument I see is to relax the firewood requirement for firepit creation so that the player can craft one from scratch from other reasonable fuel sources, like peat. Peat is readily available, and has a decent burn time making it a practical fuel choice; I don't always want to go raid my woodpile to create a new firepit, nor do I necessarily want to go make an axe and chop down a tree for firewood. I think the better question is why would the player ever bother with picking grass by hand when it's much faster to use a knife? Knives are perhaps the most useful/important tools in the entire game, and easy to make. There's really no reason not to carry a knife, thus I don't see a point to adding a mechanic like this one. To be frank, if the player dies in the middle of the night and respawns out in the dark somewhere, they're pretty much straight out of luck until daylight arrives or unless they had "keep inventory" enabled. However, I would also point out that if they can manage to find sticks and grass without dying to a creature or falling in a hole, then they should be able to find rocks as well. In which case, they can make a knife(nighttime doesn't hide the wire frame for knapping, last I checked), collect a bit of grass, and then use the firestarter to either light a torch or set the local plant life on fire while they collect more stuff. At the very best, it seems a very marginal beneficial option for a very specific scenario. I still don't think it's worth the effort to code.
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Should a melee spear really do less damage than a thrown spear?
LadyWYT replied to DeanF's topic in Suggestions
Games aren't reality though, and real life "balance" doesn't necessarily translate well to fun, balanced gameplay. The stakes between the two are also drastically different. Reach is a pretty big advantage, since that extra reach can allow the player to poke at things from a safe vantage point(like from a ledge in a cave), or more easily kite enemies who have a short attack range(like drifters and some aggressive wildlife). Fast enemies like shivers though make reach a little less useful, since fast enemies are difficult to kite. Shivers specifically can also climb up to two block heights, so they aren't easily trapped in holes. To go into more detail on my earlier point: if spears are given the same melee attack value as their ranged value, they're going to easily outclass the falx, since they have more reach and the ranged damage value tends to be at least a point or two higher than the falx. Spears can't be sharpened, sure, but critical hits are a bit hit-or-miss, and why take the risk of getting punched in the gut by a rust monster if you can just keep them at arm's length with a spear and safely poke them to death? As for lowering the ranged damage of the spear to match the melee damage, that's a bad idea since then the spear is going to feel too weak and clunky to be of real use as a ranged weapon. Spears already don't stack, and they don't have the range that arrows do, nor can they be fired as fast. As it currently stands, unquenched steel spears do slightly more damage than the recurve bow with steel arrows, but can be quenched to output more damage at the risk of breaking the spearpoint and wasting the material in the process. Many players probably won't be keen on needing to quench a spear a handful of times to bring it to the same damage level of the bow, and it's also worth noting that the initial spear rebalance had lower values for spear ranged damage and received a lot of criticism as a result since many players felt they were too weak. Nah, if spears are hitting for the same damage as throwing them, I'm not using a falx at that point, I'm gonna use a spear so the bad guys don't get close enough to hit me. Of course, if the throwing damage is nerfed to match their melee damage, I'm just not going to bother with spears at all unless I have no other option. -
Beats me. Some of the reasoning behind removing the tool requirement for firepits seemed to be so that the player could do some sort of special challenge or otherwise play without needing tools, hence why I pointed out that if that's the case, the firepit is still going to be pretty useless because the player needs tools to do most everything in the game. It might be a fun challenge for a player to attempt just to see how long they can survive, but it's also a very niche challenge better covered by mods, as like you and others have said...it doesn't add value for most players.
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I've been mulling this over the past couple days and finally got something decently workable in my head. Most suggestions I've seen for climbing tend to fall into two categories: free climbing, or special climbing gear. I think there's perhaps a different method it could be implemented though, that reuses stuff we already have in the game. 1. Cracked rock should be climbable As far as I know, cracked rock is mainly just cosmetic, or more at risk of cave-ins if one plays with that mechanic turned on. When it comes to climbing though, a rough rock surface offers more handholds, so allowing cracked rocks to be climbable would allow the player some interesting ways to interact with the natural world, as well as some interesting options for building ruins and story locations. Exploring and need to cross a chasm? Cracked rocks usually generate in bands, so if there's some nearby the player could carefully cling to the surface and inch their way along to the other side. In story locations, there could be damaged walls to scale to reach secrets, or from a world gen standpoint cracked rocks could generate sometimes in vertical patterns on cliffs/mountainsides to allow special climbing routes. 2. Hammer and chisel could have a mode to chisel out hand/toe-holds in appropriate surfaces This could either be a decal applied to the surface, or a preset chisel pattern that gets applied, but either way the idea is these allow the player to climb around on those areas as if there were a ladder there. This would also be useful for making interesting challenges and secrets in ruins and story locations, as well as serve as an interesting way for players to add decorations or hidden pathways on their buildings.