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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Ctrl + shift + right-click should add the entire item stack to the crate in question. You should be fine. Wintertime hasn't changed that much, as far as I can tell, however the smithing process is a lot more fun. To get really good tools and weapons, you'll need to spend quite a bit of time at the forge, and winter is the perfect time for that. The forge will keep you warm, and the smithing process will keep you occupied until the weather is better for other tasks.
  2. Potentially. The mod I have for Skyrim will absolutely stop the player from wielding weapons in the appropriate arm if the injuries are bad enough. The only way to get around it is to use magic, drink a potion to fix the injury, or otherwise brace the broken bones so your character can still function while the injury heals. It's rather brutal. Personally, I enjoy such things, but I don't know that Vintage Story would necessarily go that far. I do expect some potentially brutal consequences, but perhaps nothing to the extent that the player is prevented from doing safe things like forging and building back at their base. I more expect that injuries will significantly impact movement speed and attack strength for a few days, meaning that while the player can still function they won't be able to effectively fight enemies or explore until they recover. As for the medical kit, the reason the player would take one with them is to patch themselves up enough to get back to safety where they can make a full recovery. If the player falls in a hole and breaks a leg, they might be able to climb out just fine, but will probably want some painkiller to dull the pain, and probably won't be wanting to spend time searching for enough sticks to make a splint(especially if worried about enemies). Suffering a grievous flesh wound might result in a nasty bleed that will kill the player if not staunched. The tricky part of the balancing to me, is more deciding what happens to the negative effects if the player dies. I would assume injuries just up and vanish, so the player can start over fresh, but that could lead to some potential mechanic abuse if players decide to just eat the death rather than bother with healing themselves.
  3. I seem to recall there being part of the code commented out, that was meant to allow players to build up fat reserves that could be burned to avoid starvation. I think it was a 6:1 ratio, in that it took 6 days of fat accumulation to go one full day without any kind of food. It's a neat idea, but I'm more in @Thorfinn's camp on this one. The player isn't in good shape at the start of the game, thus they aren't going to have nutrition/fat to rely on to avoid starvation(nor does it make sense for them to have such given what they just woke up from). By the time the player accumulates nutrition/fat, they don't really need the reserves to stave off starvation anymore since they have food supply under control. Applying a debuff to a hungry player before starting to drain health could give the player a grace period before they starve, but it could also soft-lock the player into a slow death since it's difficult to hunt or cover territory if one's movement speed/attack strength have been dropped. The best case scenario that I've found so far, thanks to tinkering around with various iterations of the concept for a mod, is that fat reserves/nutrition only serves as a small grace period to delay a meal for a few minutes while the player finishes a task, rather than as a mechanism to allow the player to go for a day or two without food. That way the player can finish whatever they were doing without losing health and hearing their character whimper, but won't be able to do things like go all winter without food stores or complete the story without packing supplies.
  4. Sure, but I was thinking dogpile/zerg strategy, which as I understand it is a real balancing issue when it comes to PvP circumstances. One faction rises not because they have the best fighters or gear, but rather because they have the most bodies to throw at their enemies. From there things just kind of snowball. In fairness though, I'd rather see a bit more skill to the system too.
  5. The way it works in my modded Skyrim is that the injury applies penalties to movement or character stats until it's healed. Bandages and other medical attention may be needed to prevent the injury from getting infected, or to speed up the healing process, or if the injury is particularly nasty--to allow it to heal at all. Splinting broken bones helps them heal faster and restores some of the character's movement, and drinking painkiller would further dull the effects of injuries for a time.
  6. This is my general thoughts on it. Iron might need a bit of a nerf so that the player needs to quench/temper once to get the same base power it has now, but it should still be better than bronze for base stats so that the player feels like they're actually getting an upgrade. I wouldn't say the tempering/quenching process is terribly expensive, however, I do think that there will be a decent chunk of players that doesn't bother delving too deeply into the process for whatever reason, and opts for the "easy" route. Which I think in this case, should be allowed. The reward for really putting in the time and resources to quench and temper an item several times(and risk losing it in the process) is the "carrot" to get players to tinker around with their forges a little more to see what kinds of cool stuff they can make. What I would rather see, aside from keeping ironworking a bit simplified, is a way to smelt it for casting. That way the player can have more late game projects to work on aside from the blast furnace, and keep those old molds useful for longer. Plus I'd wager it will likely be easier to cast iron for train parts, if trains are added, than to have to forge every piece by hand.
  7. The delete button. I am actually serious here. I don't intend to delete the worlds immediately, and might hang on to one purely for story testing purposes. However, for me it's about time for a fresh start, and I'd like to take full advantage of the new trader huts and berry bushes and whatnot rather than need to explore for miles to find said stuff. Fresh starts are also fun because not only is the scenery different, but I have a chance to correct mistakes I made in the previous world, as well as make plenty of new ones while playing.
  8. There is, but as I understand it the rifts don't affect the player's stability when that option is enabled. I'm talking about having an option to make the rifts invisible and continue to allow them to affect player stability. Really? I could have sworn there were berry bushes in the south. Maybe the spawning has changed due to the new bushes that have yet to be added?
  9. Given my experiences in modded Skyrim with this kind of thing, I don't know that I would call combat easier, as much as I would more intense. It's easier in the sense that the player can end enemies or otherwise bully them into submission quickly with well-timed attacks or raw brute force, but the combat also ends up more lethal for the player since all it takes is one miscalculation to suffer an injury that changes the tide of battle entirely. I will note that usually such situations are survivable unless the opponent is very strong, but you are right in that it's critical to have some sort of first aid kit to treat injuries sustained in the fight. Said injuries also take a while to heal, so the player will likely need to take a couple days to recover before they go delving back into a dangerous situation again.
  10. Right, but in 1.22 it changes a bit. As for spear fishing in 1.21 it's more manageable than in 1.22 but I would also call it pretty janky given that it was usually necessary to chase the fish around in order to stab them with said spear. Which isn't particularly realistic. It'd be better if the player could wait patiently on the shore or in the shallows and strike with the spear once the fish gets close enough to obtain said fish.
  11. Welcome to the forums! Try using an iron door instead of the kiln door. To my knowledge kiln doors won't create valid charcoal pits.
  12. I think it could work, provided that the "drunk" system is tweaked a bit so the player can have a few drinks before they get roaring drunk, but blacking out is a fair tradeoff for being able to down a few stiff drinks to mitigate some damage. That being said, I think SlowTox's system is probably better; rather than blacking out, players that drink too much end up with alcohol poisoning and start taking damage until their body can properly process the alcohol. So the player remains conscious and able to react to threats, but they may or may not survive the poisoning.
  13. As @V1ncent already said, use a bowl. But for future reference, using a bucket to add water to the cookpot will add the water in 1 L amounts, avoiding issues like this when making soup.
  14. I don't really mind the longer forum thread. It keeps everything contained in one general thread rather than having the same conversation happening in multiple threads at once.
  15. Welcome to the game and forums! That is correct. It takes 1 L of water for each serving of soup, so that extra 0.1 L will throw off the entire recipe.
  16. The true test of skill, I think, will be figuring out how to smith a 4-way iron hub from three ingots instead of four.
  17. I don't disagree that hunting could be made better, however, I don't think we'll see significant changes to hunting until the status effect system arrives, since such a system is what's required to do things like cripple a target or inflict bleeds and other serious injury. I'll also note that if it's possible to drop large animals with a single shot, then it will be necessary for wildlife to become harder to find in order to keep things balanced and give players more incentive to invest in livestock. Same goes for increasing yields from hunted animals. Otherwise, hunting would end up too strong and fewer players would bother investing in livestock(of which there are already several players that don't bother with livestock due to hunting being an easier way to acquire most of the same products). The other issue is that with creatures being harder to find but more satisfying to hunt, the world may end up feeling emptier since there's not as much wildlife to encounter regularly. This too, with the change to windup time being the most significant, I feel. It changes the spear from the obvious "everytime" pick to a jack of all trades, but master of none. That is,t he spear is a solid general-purpose weapon, but it will be outclassed by the bow for ranged damage and outclassed by the falx for melee. The main strengths of the spear in 1.22 are the longer poke range in melee, and the ability to soften up a target at range before it can close the distance to engage in melee.
  18. Not possible. I don't stop time unless I'm messing around in creative(which I was not doing here), and time otherwise passed as normal. For whatever reason, the rift textures and sounds are just outright missing in 1.22. The stability drain is also much lower, and the gear spins clockwise when the player stands in one rather than counterclockwise as it should. Rifts will still spawn monsters. It's very bizarre behavior.
  19. Right, but in my opinion this is a case where it's better to opt for gameplay balance over realism. The main reason for the player to seek out better materials for their main tools and weapons is so that those tools and weapons will be more effective at their job, as well as being more durable. If progressing from stone to copper to bronze keeps resulting in durability and power increases, the player is reasonably going to assume that iron is going to be better than bronze for both durability and power. Getting some durability increase but no power increase will likely result in the player being confused, frustrated, or otherwise just disappointed to have put in the effort to get the iron and refine it, only to figure out that it doesn't really make them stronger until they go through another whole refinement process to increase the power. As it stands now, the current implementation might not be the most realistic, but it does mean the player will have the satisfaction of having some better equipment once they acquire iron, with the potential to make said equipment even better if they're willing to put in the time and effort required. It gives a little more flexibility to how the player chooses to play, I think. For the record, I'm probably a little biased here as well, as I don't really stone, copper, or bronze tiers that much and prefer to sink the extra effort in to get to iron. Iron has the durability needed to tackle more elaborate building projects, as well as the punch needed to start slapping monsters silly. Bronze is okay for basic protection, fighting, and building, but overall I don't find it very satisfying to use for anything other than pure basic survival or disposable tools. You'd be surprised. There's nothing beyond steel currently, but I'm expecting to see some steampunk contraptions and early steam power added someday. Steel is definitely the end game material, but overall I would say that iron and steel are mostly what opens up the game fully and switches the player from survival mode to actually thriving. Bronze I consider to be more of the transition point from surviving to thriving.
  20. I'd like to see spear fishing too, however, I'm not opposed to the current changes to spears in that regard, and here's why: Spear fishing was rather janky before, and while it's still technically possible now it's still very janky given that the player needs to throw the spear to kill the fish. I'd rather see spear fishing as a refined mechanic of its own later, perhaps in a more similar fashion to the kind of spear fishing that Primitive Survival implemented, than a method that works but feels half-baked.
  21. Probably about the same time they let pottery explode in the kiln if the clay wasn't properly conditioned and cured before firing.
  22. I'm a little surprised there's been no complaints about that. A small part of me also wonders if it's actually a bug or whether rifts received some sort of tweaks that maybe aren't quite working right. In any case, I'm starting to think that having the bug stick around as an optional feature would be a pretty good addition to the game. It's been pretty interesting to play with. The rifts are less hazardous and jarring, but a lot more likely to sneak up on you if you aren't paying very close attention.
  23. The Middle Ages did come after the Iron Age, however, my point remains that the game is set during the late medieval period. Thus the main focus should be the technology appropriate to the late Middle Ages, and not so much the tech level of earlier times. And my point is that bronze and iron tiers are overlapping more in 1.22 due to that extra processing time. Prior to that, it was very easy for the player to only invest in a bronze anvil and bronze pick, before replacing everything with iron. Copper tools would suffice for everything else, and bronze armor wasn't really worth it since gambeson is much better and it was much easier to farm flax in large quantities. Now flax requires more investment in farming, meaning that the player will probably want to save the linen for a windmill. Iron requires a bit more time and effort to refine, so if the player wants to do things like start the main story earlier, tackle procedural dungeons(supposed to be added in 1.22), or otherwise just be safer while out and about, they'll probably consider investing in some bronze lamellar and weapons while they work on iron. What I suggested is basically just giving the player more gameplay options at that stage of the game, acting as horizontal progression rather than linear. Iron is still better than bronze, but if the player is too busy investing time in things like livestock, herbalism, and other areas of gameplay then that's time they aren't investing into iron working...meaning that they will be reliant on bronze longer. However, the player still has the option to skip bronze and focus on iron if they so wish. That is not at all what I said. The game is set in the late Middle Ages, thus the focus is going to be on the technology appropriate to that era, with some early industrial/steampunk thrown in for the very late game. Stone, copper, and bronze aren't worthless by any means, but that's not the tech levels that the player is really intended to remain at for extended periods of time. The idea is for the players to use those as a stepping stone to get to iron, so that they can tackle things like the main story or machinery and whatnot. Pretty much this. The main reason to make higher tier materials more durable and powerful than lower tier, is to both encourage the player to improve their equipment, discourage them from relying on the cheaper, more convenient early game materials, as well as give them an actual sense of accomplishment when they acquire better materials to work with. Copper feels powerful compared to stone, while bronze feels powerful compared to copper. Same goes for iron. If iron was just a bit more durable but not packing the same punch as bronze, a lot of players would very likely feel that it wasn't really worth the effort to acquire. Some players currently ignore steel entirely for similar reasons, I believe--the durability of steel is better but there's no notable power increase, while the steel itself takes a lot of time and resources to acquire. Thus, those players just skip it and stick to meteoric iron, since it also is more durable than iron but requires less processing(it smelts directly into ingots). I'll post behind spoilers for those who don't want the story spoiled, but I do recommend playing the main story at least once, as well as digging into the lore. Basically, the game isn't really "caveman to cosmos". If it were, Homo Sapiens game mode would be the standard, and I would be more inclined to agree that each level of tech progression should be much more grindy than it already is. However, Homo Sapiens isn't the standard game mode that Vintage Story is balanced around, and there as an option for players who want a purely realistic survival experience only, with none of the lore and supernatural stuff. Edit: One thing I forgot to mention, is that the minimum equipment requirement for the first story chapter is tier 2, which is bronze/gambeson. Chapter 2 require tier 3, which is iron. For singleplayer games, iron tends to be the recommended minimum even for chapter 1, since it allows the player to make a few more mistakes in an area that can be rather punishing, and they don't have friends that can help them(multiplayer advantage). The story can certainly be completed with lower grade equipment, however, it requires a lot more skill and luck on the player's part.
  24. Sorry, I forgot. It gets hard to track what's been posted where sometimes, especially when threads have similar topics.
  25. Cheap as in it's not particularly rare or difficult to obtain in the game. Copper, tin, zinc, and bismuth are all quite easy to find in large quantities, and can also be purchased from traders. Raw iron can't be purchased from the typical trader, and while it occurs in large deposits those deposits can be tricky to find sometimes. Right, but what I'm trying to say is that the processing time seems to be increasing a bit in 1.22, meaning that the jump from bronze to iron isn't quite as fast as it was before. Thus to me, it already seems more worth investing in some extra bronze stuff that I wouldn't have bothered with before. I'll put it this way: I think a better solution to make bronze tier feel more meaningful, is to give players more stuff to do at that tier and give bronze other niches, rather than try to do something like "iron has more durability but bronze is more powerful". The latter really doesn't make much sense, at least to me, and I think in practice it's going to end up feeling like artificial progression gating to players. That is, if the player has more options in the earlier portions of the game for pottery, farming, livestock, herbalism, etc., they'll need to think about what goals they want to prioritize rather than just focus on jumping straight to iron every time(though they can still do this if they choose). Likewise, if bronze can be used to create things like bells(decorative, useful, or even the contraption kind) or diving gear(brass and copper could see more use here too) or even more advanced cookware, that gives it a special niche that iron perhaps cannot fill. Sure, but the gameplay still needs to match the story and setting the devs want the game to have, and the story makes it rather clear that the setting is the late Middle Ages. Stone, copper, and bronze are still important to the player's progression, but they're just stepping stones to get to the meat of the game, and not intended to be the main focus otherwise.
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