Jump to content

LadyWYT

Vintarian
  • Posts

    6161
  • Joined

  • Last visited

  • Days Won

    291

Everything posted by LadyWYT

  1. Oak is a solid default choice, but I like walnut and maple quite a lot, since walnut has a nice dark grey coloring to it, and maple...I dunno, there's something about the greenish brown color that's very nice. Birch I tend to prefer for chiseled highlights and furniture, though I do like to use it for spaces that need to look more open and airy. Larch and tropical woods I usually don't get around to messing with, but larch falls into the same general category as birch though a bit pink for my general taste. Ironically, pine I don't enjoy that much because it's a bright red-orange, but it tends to be a wood I use a lot for some reason. I suppose it's grown on me a bit over the course of playing the game, and it does make for a nice cabin. But generally speaking, I prefer more muted colors for the backdrop so that brightly colored decorations and accents pop.
  2. Adding to the hunting pile, I would really like to see traders buy pelts, horns, antlers, and other miscellaneous trophies(if added). Or at least, some of the nicer or harder to acquire hunting byproducts, since most settlements are going to have hunters producing a steady supply of hides. But I do enjoy hunting in this game, and it would be nice to have an option to sell stuff like raccoon, fox, and bear pelts, as well as the nicer sets of antlers and horns(it seems a shame to always grind them into bonemeal).
  3. LadyWYT

    Pit Kiln

    Welcome to the game and forums! Have you added all 10 pieces of grass? Once the pit kiln is ready to accept sticks and fuel, it should prompt you for whichever comes next, provided you have the interface help enabled. Aside from that, knowing your game version and whether or not you are using any mods would be useful--the latter especially, since mods are often the cause of a lot of unintended game behavior.
  4. To be fair, the game lets us eat boiling hot stew and soup without issue, so I think the same rules would apply to hot water as well. IE, it shouldn't be an issue. That's not to say that couldn't change in the future, considering that the player used to be able to handle hot crucibles and metal without tongs, but I think in the case of consumables it makes more design sense to favor player convenience over realism when it comes to temperature of said consumables.
  5. That's a ballista, which is similar, but still a different kind of weapon. If it applies to crossbows, it should apply to bows as well, since both require bowstrings and those don't function very well when wet. Not necessarily. Crossbows would be more expensive than regular bows, so cost could be a factor. Likewise, inventory space is prime real estate, and in order to use a crossbow it also needs to be on the hotbar. There's only so many hotbar slots, and juggling crossbows is going to very awkward in combat. The best "cheese" scenario I can think of is if the crossbow is hitting hard enough to make it worth investing the resources and inventory space into, such as killing/nearly killing a boss with a hotbar's worth of crossbows, or being able to snipe the highest tier drifters.shivers with a couple of crossbows. Plus I mean...one of the main features of a crossbow is that it can be carried around loaded. It would be very strange to add them to the game but not allow the player to use a core feature of the weapon. It depends entirely on how a game implements it. Realistically, I'm not sure crossbows are really any stronger than standard bows. Their main strength is being much easier to learn how to use effectively, as well as their ability to be carried around loaded, with their main drawback being a slow reload time. However, it's not uncommon for videogames to give them more power per shot and/or better armor-piercing in order to balance them against the standard bow options.
  6. For hunting exclusively, single killshots would be fine for most animals for the reasons DarkGold mentioned, though larger, more dangerous animals like bears, moose, and the like shouldn't be dropped in a single shot because those are very tough creatures and should pose a serious threat to the player. If I'm not mistaken, this is also why killing a creature like a bear in the pre-firearm era was quite the feat of strength. That being said, for killshots to work without unbalancing the game entirely, I think you'd need to alter animal AI and make them much harder to sneak up on. This is why I throw the "Skyrim stealth archer" bit out. We can exclude monsters from the killshot pool, and solve part of the issue, yes. But the problem still remains that with the current AI state, it will be extremely easy for the player to quickly acquire and store a lot of food, without needing to invest in livestock or devote much time at all to hunting. Not that hunting is particularly difficult now, but needing to track down wounded animals burns up time, and sometimes the animal can escape, so hunting isn't really something you can wait until the last minute on to get a meal or otherwise spend a day getting everything you need for the winter. Sure, but I don't think telling players "just use another ranged weapon" or "just skip hunting and use another meat source" is a very good answer if the aiming system of one is absolutely insufferable. Especially for a common weapon like a bow. And I'm sorry, but I've yet to see someone present "crosshair drift" in a way that doesn't sound like a massive irritation to play with in Vintage Story, so I'm not inclined to accept this as a suitable answer for that reason as well. I really like the way Mount & Blade: Warband handled it, where the projectile drift would decrease as your character's skill with that weapon increased. You could tell how bad the drift was going to be by how far away the outer part of the target reticle was from the crosshairs--the shot would always be somewhere in that area. It's been a while since I played, but as I recall, the bow's reticle worked the same as VS, where there was a certain "sweet spot" for firing. The crossbow didn't have that nuance, simply being a "point-and-shoot" weapon that gave you a good idea of where your shot would go. The drawbacks to the crossbow were that it had a slow rate-of-fire, and most versions couldn't be used while mounted. Personally, I still think the vanilla aiming system is fine. It's possible to be fairly accurate with some practice, but you will need to practice and you're not going to be Legolas/Robin Hood and nail every single shot. There's a method to the timing on drawing, aiming, and firing in one clean motion to get the shot to go where you want, which is my opinion is very enjoyable, and it's easy to use for both hunting and combat. Having a crosshair that floats around showing exactly where the shot is going to go doesn't feel like it takes any skill, as much as it does feel like a system where you just sit there and wait for the crosshair to be over what you want to shoot. And that's not a system that feels very useful at all for snapping off several shots with accuracy, since it intuitively sets the expectation that you're supposed to sit there and wait for the shot to line up. Missing a shot in this system is also going to feel a lot worse simply for the fact that there's little excuse for missing a shot--you knew exactly where it was going to go. Overall, if it has to change, I'd rather the system be tweaked to be more akin to Warband, with perhaps some archery gadgets or NPC training that the player can utilize to increase their accuracy, since character skills don't seem to be on the table for VS design. Failing that, maybe some kind of "stance" that the player can take a few moments to enter in exchange for having greatly increased accuracy and some extra damage with whatever ranged weapon they're using, provided that they don't move or switch weapons. It could be further balanced(if needed) by restricting the player's field of aim to a frontal cone, requiring them to move if they wish to cover a different area. In this case, the player has a useful option for hunting, as well as the option of playing a sniper role, but will also need to be careful about how and when they use that ability since it leaves them vulnerable to ambush.
  7. The fishing rod doesn't currently use any durability though? What game version are you playing, and are you using any mods? Aside from that, left-click the rod with bait to bait it, then right-click to cast. Scrolling off the rod while the hook is cast, tossing the rod, or otherwise removing it from your hand will interrupt the fishing process. Likewise, left-clicking while the hook is cast will break the line, and you'll need to rebait the hook and cast it again. To reel in the hook, you need to right-click.
  8. Well like you said--it's a matter of preference. If you enjoy this kind of gameplay, then yeah, you're not gonna see any reason to avoid such mechanics. But if you're like me, and don't enjoy mechanics like this, then such a mechanic just is not going to come across as "better", "more immersive", or anything of the other things that you stated, and is rather something to be avoided. The mechanic makes sense for a game like The Hunter or other similar hunting games, where the core gameplay is based upon finding a target, stalking said target, and taking your time to set up the perfect kill shot. And in fairness, that would probably make hunting more immersive in Vintage Story as well. However, Vintage Story isn't solely about hunting. There are plenty of times where you absolutely will not have a chance to set up a killing shot(if one shot is even enough for the target), and will need to make several rapid shots with decent accuracy in order to dish out significant damage before you have to either retreat or engage in melee. I don't see how a moving crosshair/target reticle makes for a good experience at all in this case, whereas the current system allows the player to easily fire off several shots in quick succession with a rather reasonable accuracy. Likewise, I think it's also fair to note that it's not ideal to set up the player expectation of dropping most targets with a single shot, since that is a problem that Skyrim is notorious for with the "stealth archer" build. It's very fun to play, sure, but it's also so strong to the point that it easily overshadows all the other options. In any case, to me this kind of mechanic, in terms of Vintage Story, seems more likely to be an incredibly annoying minigame rather than something fun to partake in regularly. If it became the vanilla standard, I'd at least give it a fair shot to see how it plays, but ultimately I see myself stripping out as much of that system as possible with mods. Gotcha. This mostly makes sense to me, and was generally what I was thinking of, save for the camera/crosshair/reticle/whatever-you-want-to-call-it drift on standard bows. In my opinion, that's not needed, since the current projectile spread is balance enough, and in my experience, does take a fair measure of skill to properly account for that spread. At close range, it's mostly negligible, but at long distances the player needs to be a lot more aware of their shot timing and how far the average spread on their shots is, so they can adjust their aim as needed. For me, a lot of my shots tend to stray to the right, so I tend to aim slightly to the left of a target, and I hit what I'm shooting at more often than not even at long distances. Regarding the crossbow specifically, I don't think the projectile drift is the right answer here to make it a poor choice for long distance shooting. Rather, I think the shots should fly a shorter distance instead(or perhaps just lower the damage significantly after a certain distance), with the crossbow itself having very little, if any, projectile drift at all. That should make it a tool that players can use for "easy mode" hunting at medium-short ranges, with the true distance shooting or rapid-fire strategies being reserved for the standard bow. Or to put it another way, the crossbow ought to shoot the projectile exactly where the player is aiming the crosshairs, but be much slower to reload and not be able to shoot as far as the standard bow.
  9. I can kinda see what you're going for here regarding projectile drift, but it feels backwards to me. The bow's projectile drift makes more sense to me because, well, it's difficult to aim one and requires a lot of practice to use one well. It's not so much a weapon that you can just sit there and line up the perfect shot before firing, but it can output quite a lot of damage...provided the player takes the time necessary to learn to use it effectively. In contrast, the crossbow allows the player to take as much time as they like to line up a shot, which is part of what makes it easier to use. However, one of the main drawbacks of using it is the slow rate of fire, so it's not going to be outputting the same overall damage as other ranged weapons. Coupling that slow fire rate with a lot of projectile drift is likely to render the weapon more frustrating than fun to use, especially if shortening the range in addition to that. You could boost the damage significantly to try to even it out, I suppose, but that runs into the issue of players carrying multiple crossbows to dispatch tough enemies, getting frustrated because the shots feel too unreliable even at close range, or otherwise turning exclusively to the crossbow because the damage is just that good and it's easy to land shots consistently at close range. Incidentally, I say projectile drift for a reason: crosshair drift is just not something I want to see in the game. Combat Overhaul has that feature, as I recall, and that feature is one of the major reasons I've never cared to try that mod out. Projectile drift I can deal with, as it's fairly realistic and not terribly hard to work around. But sitting there watching a crosshair float around my screen, hoping that it hovers over what I'm actually wanting to shoot at, sounds like an awful thing to deal with.
  10. Personally, I don't think a class restriction for crossbows makes much sense, unless classes in general get more special items to play with. While it does make sense for a clockmaker to have the smarts to make more mechanically intricate devices like a crossbow, they're also quite clearly not a class that's meant for combat, outside of dealing with mechanical creatures specifically. As for balancing, leaving it as a simple wooden crossbow that is a early game version of the better iron/steel varieties that come better is fine. The damage for an individual shot could be about the same as the regular bow, though the crossbow will have a lower DPS rating due to the slow rate of fire. The crossbow's main strengths ought to be that it can be pre-loaded, and that it lacks projectile drift(that is, the arrow will always go exactly where the crosshair is aiming). The latter isn't super realistic, however, I do think it's a good translation of the "easy to learn and use" nature of crossbows. The regular bow will still be the best option for doing damage primarily at range, and the spear will be a close second, but the crossbow would be a decent option for easier hunting or snapping off a more powerful shot to soften up a target before engaging it in melee.
  11. Are you playing with mods? I've seen some funky trades in the village, and it was when I was playing with mods. I'm not saying that the vanilla game couldn't be bugged, but the trades on a vanilla game, as I recall, are what you'd expect the villagers to actually be selling, with a reasonable refresh rate.
  12. I think this is already a feature, at least when it comes to hot food warming you up. The problem though is that you have to be hungry enough to actually eat it in order for it to do any good, and if the food is hot that means there's a fire nearby, which will warm you up faster than eating food. Drinks would be a better way to handle it since a beverage can be consumed at any time, but the concept overall probably needs the temperature system to be reworked before it becomes particularly useful. I like this idea. It would make the storage process more interesting, as opposed to the "shove it all in the cellar and forget it" strategy that exists currently. I'm not sure about this one--macronutrients seem better suited for a mod, since it otherwise feels like too much micromanagement for the vanilla game. I think the nutrition categories we have already are enough, and all the player should really need to worry about is keeping those full and otherwise just staying fed. That doesn't mean that the nutrition bars themselves couldn't be a little more interesting when it comes to gameplay though, especially if certain debuffs are added with the status effect system. Fruit nutrition could affect the player's disease resistance, with a low fruit nutrition making them more susceptible to illness. It shouldn't be enough to make the game too aggravating to play if the bar drops low for a while, but it should help push players to place more priority on preserving fruit for the winter rather than just ignoring that nutrition group. Dairy nutrition could make injuries from falls a little less serious, and help speed the healing process of broken bones. The player isn't punished for having low nutrition in this category(important since it's the most difficult to acquire), but now they have more incentive to buy dairy products from traders or acquire dairy stock earlier. Protein nutrition could help speed the healing of flesh wounds. It could potentially affect damage and work speed, however, I think this is more appropriately handled by tool/weapon choice instead. Vegetable and grain I'm unsure about, since both are easily farmed en masse and keep for a long time even without any special preservation. Maybe they could affect stamina, if stamina were a thing, but otherwise the basic health bonus that already exists feels like enough. The player could technically just rely on these categories to survive and be fine, but if they never really put effort into maintaining the other categories they may find themselves needing to spend a little extra time and resources on the medical loops to keep themselves in good condition.
  13. Ah yeah, that mod is still very much a work-in-progress and changes a lot about how the temperature system works. Probably. One thing that the mod seems to change is how insulated spaces work--they'll need heat sources in order to stay warm, and opening/closing doors and windows seems to affect the interior temperature as well.
  14. Knowing the room dimensions would help tremendously, as well as whether or not you've done any chiselwork in the area. Screenshots would also help, since pictures sometimes explain things better than words alone. It may also be useful to provide your game version and modlist; the latter especially, since mods can easily cause troublesome little issues.
  15. Welcome to the forums! It depends on the server settings. I don't know which setting it is, but there is one to prevent time from passing while no players are online. Do keep in mind though that one player playing more often than the rest, or players playing at staggered times, can pass the time rather quickly, so perishables may still spoil and harvest windows be missed if there are players who don't play as often.
  16. I like the nutrition bar idea, though I'm not sure how well it would really work. But I do wonder though what would happen if staying hydrated yielded nothing, while being dehydrated produced no penalty itself but amplified penalties from other mistakes. That is, the player isn't going to feel pressured to be constantly drinking or feel punished if they forgot to pack beverages on a trip or had other things to do. But if they're slacking off in other areas of the game, such as keeping up with nutrition/remembering to actually eat food, then they're going to feel the negative effects of those things a bit more if they happen to be sufficiently dehydrated. Injuries and illness, if implemented, might also take longer to heal(which would give the player more incentive to make tea and soup during these times).
  17. Yes, but...what "correctly" looks like is going to vary heavily depending on who you ask. A thirst mechanic makes sense for a survival game, and lends some unique challenge to hot environments since there's currently not much environmental survival pressure in those areas. However, the main drawback of thirst is that, in essence, it's the same thing as the hunger mechanic, just something that you'll need to take care of more frequently, with bigger repercussions if you don't(Hydrate or Diedrate, anyone?). And I'm not so sure it's a good idea to add yet another meter that the player will need to micromanage into the game. There could be an option to turn it off, of course, but it seems a waste to implement an entire system like that(a system that will likely affect several other gameplay systems) only to allow the player to ignore it entirely. I think if a thirst mechanic were added though, it'd need to be after status effects are added, so that there's a penalty for drinking dirty water. Additionally, world generation would probably need a rework, since there's water everywhere and thus no need to really worry that much about hydration outside of a couple of story locations where water is practically non-existent.
  18. You may want to post in the Multiplayer section too, as well as check the Discord if you use that app, anyway.
  19. Speaking of which, I got a tin bronze falx and a copper pickaxe out of a tool vessel the other day. Very lucky find. And to think I almost didn't bother with it.
  20. Welcome to the game and forums! Out of curiosity, have you tried rebooting your computer between testing with mods and testing without? When trying to troubleshoot memory issues, sometimes that's necessary. Knowing what game version you're playing and what your modlist is might also help as well. Sometimes there are known issues with certain mods or game versions, but it's hard to say for sure without having those details. Likewise, knowing what graphical settings you're running could also help, since higher settings will be more demanding on performance. You may also wish to list your OS and hardware specs, just to make sure all the bases are covered. Correct me if wrong @MKMoose, but I think what he was trying to ask is whether there are actual performance issues with playing the game and what those issues are(aside from the mentioned screenshot delay, there's not much else described), or whether it's just some funky looking numbers but the game itself is running fine.
  21. As @Vratislav already noted, you may want to decrease the story location distances in the world settings at world creation in order to make this kind of challenge easier. Some of the locations aren't difficult to find without a map, but some of them can be incredibly difficult to spot since the entrances are well hidden. Chapter One Location One: It will always be somewhere to the north or south of the world spawn, between 4-6k block distance by default. The entrance is always hidden on top of a mountain/plateau, however, the entrance can be located in a cleft of rock instead of being an obvious little hill on the surface, so finding it without a map can sometimes be very difficult. It can occasionally spawn buried under dirt and rock as well, so if this happens pretty much the only way to find it is switch to spectator mode and take a peek underneath the surface to see if you're somewhere near the entrance. Chapter Two Note: I'm not sure the wiki numbers are accurate for Chapter Two locations, since they still seem to be the same as they were at the chapter's launch, and I know some of the numbers have been changed since. So I'm using my own estimates. Location One: It will always be somewhere to the east or west of the world spawn, around 10k blocks by default. It always spawns in a flat area, but can be difficult to spot since not much is visible from the surface and it can spawn in a forested area/shrubland, making it difficult to spot via minimap. Location Two: Always spawns further in the same cardinal direction as location one spawned in, and is roughly 7-10k blocks from location one. Always spawns in a clear plain, and is very easy to spot from a distance. Location Three: Always spawns somewhere to the north or south of location two, roughly 7k blocks away. This location is perhaps the easiest to find without a map, since it is easily visible from around 2k blocks away. Location Four: Always spawns somewhere near location two, usually to the NW/SW/NE/SE, and is roughly 2.5k blocks away. This location can be difficult to spot since it looks remarkably like a natural land feature--a small mountain. However, it is smaller than the natural mountains and peakier than most natural hills, and also contains a few pieces of visible structure(although somewhat hidden). It is possible to skip locations. The only two that can't be skipped are locations three and four in Chapter Two, since three is where the macguffin is and four is where the macguffin needs to go. Incidentally, I do think it would be cool to have some Morrowind-style directions and navigate via landmarks rather than NPCs just handing you a map and deadheading to a map waypoint. Paper isn't exactly cheap, and having to keep an eye out for minor landmarks would make traveling a bit more interesting as well as challenging, especially if you aren't playing with the minimap enabled.
  22. In fairness, it's not the opinions that are the problem. It's the game of telephone that keeps happening with the actual facts, the wild speculation, and the treatment of opinion as hard fact that causes the problems. Well that, and the blatant barbs getting thrown out at whoever is supposed to be on the opposite side of the fence. I think for the most part, the community has probably settled down and quit having as much of a knee-jerk reaction to it all. Or at least, this part of the community, anyway. Of course it could be too that a chunk of them split back off into Reddit and Discord, since it seems like that's where several of them came from to begin with, and are having a different conversation about it, so...idk.
  23. Welcome to the forums! Anego servers are vanilla only and do not support mods at this time. You'll need to purchase a server via a third-party site like the ones listed here, if you wish to use mods: https://wiki.vintagestory.at/index.php/List_of_server_hosting_providers You can also open up a singleplayer world to your friends via LAN, but it can be tricky sometimes. More general information on game servers: https://www.vintagestory.at/selfhosting/
  24. Welcome to the game and forums! Is this issue happening in the vanilla game, or are you playing with mods? In vanilla, filleting fish works the same way as harvesting a carcass, save for the fact that you're placing the fish down yourself and the fillets are automatically deposited into your inventory rather than retrieved from a loot window.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.