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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I doubt it. Vintage Story is rather grounded in realistic natural processes, with a little eldritch horror in the background for flavor. Having some kind of "magic" system would just be jarring with the tone of the game. Alchemy was on the roadmap at one point, but was later renamed to herbalism, which is another reason I don't really expect anything too fanciful. What I do expect to see is more whimsical steampunk gadgets in the form of Jonas tech. That is, stuff that's obviously not entirely realistic, but more grounded in naturalistic process and "science".
  2. Welcome to the forums! Posting underneath a spoiler tag to avoid spoiling the story for those who haven't reached that point: Добро пожаловать на форум! Публикую сообщение под тегом «спойлер», чтобы не испортить сюжет тем, кто ещё не дошёл до этого момента: Apologies for any translation errors--I used Google to translate. Приношу извинения за возможные ошибки перевода — я использовал Google Переводчик.
  3. In the event of a cave-in, you'd want something capable of sawing through support beams; the little drills might be good for digging but won't do much to thick wooden beams. Outside of that, it's probably handy to have a sawblade locust or two to cut new support beams as needed once the materials arrive at the mine.
  4. I've often thought this myself. It'd make searching for specific ores much easier.
  5. I think it depends on world generation, really. I've seen forests that had plenty of sticks, and forests that did not, across several versions. Eh...I dunno, stick crafting in Vintage Story just doesn't quite feel right, to me anyway. Stick crafting is more of a hallmark of the other block game, and sticks in general don't really feel like a resource that should be craftable. Certainly not with a axe--I would say if craftable they ought to at least require a saw. I also suspect that the lack of stick crafting is meant to gently push the player to acquire and use shears, and build a beehive kiln for pottery firing rather than rely on pit kilns throughout the game. Not that pit kilns are bad, but they get rather expensive to run for mass-firing pottery due to the stick demand, in addition to taking up more space.
  6. I wouldn't be surprised if they were. It's a little harder to place proper structures than it is to place wagons.
  7. I would say more like the rumble of an approaching vehicle on a dirt road, but yeah.
  8. I'd rather see something like Temporal Symphony. Fade out current music, introduce a brief rusty hue to everything, and shake the camera around with machine-like rumbling for a few seconds. Much more immersive than chat messages, though I think the chat messages should still available as an additional option.
  9. I dunno...get a few big reflector plates and attach them to some sort of Jonas beacon, and then the player has a floodlight they can use to light up areas. Expensive to build, requires temporal gears to power, but perhaps it covers several chunks of territory at once. Same. More gemstones in general, really, but there ought to be something to do with them first aside from just collecting and trading. Socketing them into weapons, armor, and jewelry would be nice. I think having some kind of metal leaf option for chiseling, instead of needing solid blocks, would be a great use, and likely encourage more players to use metal textures in their designs. As it is, one block of metal, I think, requires 5 plates to craft, which is going to be 10 ingots per block. Certainly a statement when using expensive blocks, but it does discourages players from using even the cheaper metals.
  10. Possibly, though I would argue that if the player is really struggling to survive in the early-mid game, dungeon crawling probably shouldn't be something they focus on as they'll likely struggle a lot more with that than the more mundane methods. I'd also be concerned about the loot for such dungeons being a little too strong as well. Yes, it might be stuff that really helps a struggling player in the earlier portions of the game, if they can manage to clear it. However, I do think it opens the door to being a convenient way for more experienced players to skip a lot of early gameplay loops with relatively little effort, which I'm not sure is ideal. It'd be the kind of thing that probably feels fun if you're experienced, a little unfair if inexperienced/underskilled, or otherwise makes the conventional progression methods feel pointless due to time/resource cost. Maybe, though I wouldn't really call copper, bronze, and steel all that similar when it comes to tech. Copper requires little effort to work, since it can be cast and does not require a bellows at the forge. Bronze requires a bellows to forge, it seems, but it's flexible enough to be cast. Steel...is a whole different beast, requiring several different refinement processes with the end product being highly durable as well as high damage/high efficiency for tools and weapons. At the very least, it could potentially be a toggle in the settings. However, I do think it's the kind of feature that everyone will be wanting to play with, so best to make sure it runs on lower end machines too, and not just the high end. Especially with what's going on with computer parts these days. I like the idea. I tend to rush a beehive kiln anyway, since I both like colored pottery and generally need to fire a lot of bricks as well. It's also a lot cheaper to keep a beehive kiln running than it is to keep pit kilns fueled. Not that sticks are hard to acquire, but pit kilns love to eat through sticks. Though I would say that beehive kilns are becoming a more attractive choice, perhaps, with the addition of the clay tiles.
  11. First off, welcome to the forums! Late game tech is still one area that needs more fleshing out. Steel is supposed to be the last tier of material, I believe, aside from the Jonas tech contraptions. There's a few Jonas tech devices that can be crafted already, such as the rift ward, nightvision helmet, and terminus teleporter. Automation I would expect to be similar to the helve hammer, Archimedes screw, and other machinery bits we have already. That is, the player can semi-automate the more tedious processes, as well as build some rather elaborate contraptions, but there's not really any fully automatic processes like one might be able to achieve in the other block game.
  12. Preventing mechanic abuse would be my guess. I remember taking advantage of similar mechanics with Create in Minecraft. Was incredibly easy to build watermills to power most basic machinery, and then get said mills running with a few water buckets. Definitely fun to do, but not a good fit for a game like Vintage Story at all.
  13. I look at it from the opposite angle; dungeon loot shouldn't be geared toward survival so much, but rather it should be rare stuff that's hard to acquire in the wild, expensive to trade for, or otherwise something that can't be obtained through crafting or trading. Stuff like gemstones, decorative clutter, larger amounts of rusty gears, gold and silver ingots, Jonas parts, etc. Perhaps the occasional bit of iron or steel as well. The main idea though is that the player will need to do the initial survival footwork themselves in the early game, since it is, well, a survival game in many ways. I suppose it's also where I draw a line between "surviving" and "thriving". Like I said, copper armor breaks too easily and doesn't mitigate enough damage to warrant the effort that it takes to craft. It's a similar case for bronze. Sure, the player could invest a lot of time and energy up front to craft a set so they can conquer an easy dungeon for some loot, however...if the enemies inside are weak enough to be countered by simple copper, it would probably be more resource efficient to craft bear armor and charge in with a copper falx and a few spears. Still, the player would likely be much better off if they sank the same amount of effort into planting flax fields or acquiring ore. It also doesn't seem like the player is meant to be able to rely purely on combat to progress either, so I doubt the loot for a "tier 1 dungeon" would be much better than a few pieces of bronze tier tech, at the very best. Basically, dungeon loot ought to be stuff that's more useful after the player has already established themselves in the world, and not something they worry about cracking open while still working toward bronze.
  14. There's also now an option to draw your own map: https://mods.vintagestory.at/show/mod/42149
  15. Hmmmm...maybe try positioning the wheel a little further down, where the water is flowing faster? It almost looks like still water there at the source. Also make sure that the water source in question is rapids, and not regular water. Rapids will be much louder, as well as having a slightly brighter, more animated overlay.
  16. Welcome to the forums! You could try chiseling the blocks, and see if that allows them to be placed without taking gravity into account. Support beams are supposed to prevent cave-ins as well, when placed underneath blocks, so you might want to incorporate some support beams into the structure and see if that solves the problem. Otherwise, I'm not sure. I play with cave-ins turned off myself, mostly because I like digging random holes without worrying about whether or not doing so will cause collapse.
  17. That's the same general inkling I've gotten as well, just from watching a bit of footage and looking at the marketing and price packages. To be fair, I don't have anything against offering special rewards for early supporters, but...most of the packages were rather pricey, especially for a game that has a controversial history to go with it. I've heard rumors both good and bad about Hytale's devs, which I take with a grain of salt since talk is rather cheap. The real tell there will be their actions throughout the game's development, and I could honestly see it going either good or bad, though "mixed" would be my expectation.
  18. Interesting. The polearms should still function just fine against drifters and other targets though, since monsters and wildlife don't have armor stats. Against players though it's a lot more of an issue, since players can use shields and other armor to counter attacks. I'm guessing that's also why spears are listed as tier 0 attacks; it's to allow those heavy ranged shots to be effectively mitigated. Bowtorn are designed around similar logic, if I'm not mistaken, in that their ranged shots qualify as tier 0 attacks, meaning that players can mitigate high level bowtorn shots with lower quality equipment(which is rather useful). Basically, when fighting NPCs, all you really need to worry about in terms of which weapon to use is the raw damage numbers. The procedural dungeons is what I would more expect here, in terms of more reasons to make and wear armor. But even then, I think early armor will still suffer for the reasons I already laid out earlier: it breaks quite easily and isn't that protective, and thus doesn't really justify the effort needed to acquire it. Just my opinion here, but I think the early game should be focused more on just surviving, with the combat and other things becoming a focus in the later portions of the game when the player starts thriving, and thus has more options. An injury system would most likely be part of the status effect system that's supposed to be getting added, though it will probably be 1.23 or later before it arrives. Not really. I've already thrown a few out there, and otherwise most of my nitpicks are just things that are obviously rough edges of gameplay or otherwise things that are on the roadmap but not yet implemented. Thus it doesn't really feel productive to harp on most of them, in many cases. At least some of them I report over on the bug tracker, if it's something that seems to be unintended game behavior or grammatical error. The only real nitpick that comes to mind otherwise is related to the first boss fight, in that it would have been much better to have broken glass or iron bars lining the arena alcoves to prevent the player from getting catapulted to safety, rather than the invisible walls that currently exist now.
  19. I was thinking less along the lines of building and more along the lines of being able to create rawhide strips for braiding into cords, or using rawhide as another option for early game shields. It'd need some sort of basic processing to keep the hide from rotting, of course, but it could help reduce some of the reliance on reeds.
  20. At the very least, some kind of warning for trying to boot a save file that is missing a mod that it had before.
  21. Interesting. I'm not sure, in that case. It always seems like shearing the leaves yields more seeds on average.
  22. Some of that may be due to being in development limbo for so long. When the trailer first dropped, the hype was enormous, partly because Minecraft wasn't in the best of spots at the time, and I don't recall there being as much competition in the genre. Since that original trailer drop, other voxel survival-RPG games have released to varying degrees of succss, one of them being Valheim(though still early access I think). That's not to say that Hytale is bad, just that it doesn't feel as groundbreaking as it once did since the market has had time to become more saturated and innovate between the initial trailer drop and the game's actual release.
  23. You're not. Shears provide more than enough sticks, in my experience, plus they're great for clearing out shrubland and thick forest. Shearing leaves also increases the drop rate of tree seeds, I do believe, which is very important if one wants to replant the forest after they cut it down.
  24. Welcome to the forums! It's a known issue https://github.com/anegostudios/VintageStory-Issues/issues/8099
  25. I'll sometimes turn a larger ruin into an early base, but more often than not I loot any bony soil/cracked vessels/chests and then leave them be. Sometimes I'll break a ruin down for materials, but it's not that often.
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