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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. OBJECTION! It needs buffing, because they can't use all the cool loot that drops from the monsters they kill! Oh...oh wait, not that kind of drifter loot...
  2. I'm inclined to agree, but my observational experience suggests otherwise. I think it depends more heavily on the mentality of the player involved. I somewhat agree here, however, I think it's better to just offer the players more options, instead of presenting them two things that are absolutely critical to do and then only allowing them to pick one. Spending too much time on one particular task makes it become rather boring, whereas being able to have a choice of several to switch between helps keeps gameplay fresh and interesting. The player can simply switch to another project easily when they get bored with the current, and while it may slow their progress a bit they'll still be having fun and making progress. Yeah pretty much. As stated above, I don't think the answer is forcing the player to tend their farm or else lose out on any kind of decent harvest. It's better to give them plenty of other things to get distracted by, so that while farming itself might be "easy" the player can also just as easily get too distracted by other things to do well at farming that season(like planting crops too late for them to mature before frost). Honestly, if crops are taking 20-40 real life hours to grow to maturity even without mob/disease/blight interference...I'm probably not going to be playing Vintage Story at all and will go play something else instead. That's a lot of time to invest just for ONE crop harvest. It's also worth noting that the current design plan for VS seems to be that the main story(or maybe it's just progressing through the tech tree) will take around 100 hours of gameplay to complete. If half of that play time is chewed up just by farming, then it seems like the time requirements for other gameplay loops would have to be increased as well to keep things balanced. Which I don't think would be healthy for the game long-term. While I do think VS is a game better suited to a slower style of play, I also think the vanilla game should be flexible enough that a player could speed up their progress quite a bit, provided they have the knowledge and focus to do so.
  3. I'll second this, as it was something I was going to write too. Otherwise: Temporal storms are a well-balanced challenge in terms of both gameplay and lore, with good customization options. The only design tweak that's needed is more immersive warnings. Temporal stability is also a well-balanced challenge for both gameplay and lore, with decent customization options. Requiring a temporal gear to reset one's spawn, rather than a bed, is a great design choice. It makes sense from a lore standpoint, is more interesting than a bed, and balances a game mechanic that is very powerful.
  4. I'm guessing it's probably just some good RNG in this case.
  5. Trap a bunch in a small room with a glass ceiling. While standing on the ceiling, plunk down a resonator and play your favorite tuning cylinder for an awesome rave party. If you replace the floor of this arena with something frozen then you can also have the amazing show "Bowtorn on Ice".
  6. Welcome to the forums! You will need a quern, yes, but a copper chisel can be used to craft the quern, and a copper chisel can be forged on a copper anvil with a copper hammer. The forge only requires cobblestone to craft. You don't actually need fireclay until you get to iron working, steel refining, glass smelting, and baking things other than charred bread. Once you have a quern, you simply use it to grind calcined flint chunks into powdered calcined flint. That powder can then be mixed with red clay or blue clay to make fire clay(one unit of powder will make eight units of fire clay). To get calcined flint chunks, you will have to cook regular flint at a very high temperature in a firepit.
  7. In that case, maybe tweak the code so that the bee particles aren't blocked by leaves.
  8. Might I introduce you to this mod? https://mods.vintagestory.at/show/mod/25902 Very fun mod that adds this function, as well as other goodies to play with. There's also this mod as well: https://mods.vintagestory.at/ancienttools It adds an alternate leatherworking process based on Native American techniques, as well as several other useful little things. Pretty much. I've had a couple of maps that were missing a key resource for the late game, like borax or bauxite. It doesn't happen very often, but when it does I usually figure out a workaround involving stuff I don't typically use(like seashells and linen sacks). I'll also tend to go start the main story around that time as well, rather than keep looking for the missing material. Given how farflung the locations tend to be, there's a decent chance I'll find a lead on the material while charting a course to the story location.
  9. In fairness, quitting the game and doing something else for a while is sometimes the best option. It's a lot more difficult to think clearly when one is frustrated, which leads to the player making more mistakes than they normally would. Taking a break to go eat a meal, watch a movie, play another game, etc. gives the player time to decompress and come back to VS with a clear mind when they're ready. Just...don't ragequit immediately after dying--wait until you've retrieved your stuff, if it's stuff you care about. Doesn't matter if you do it legit or use some console commands to get it back, but if you log out before retrieving it, it WILL be gone when you return.
  10. This is the way. Welcome to the forums! I do somewhat disagree here, as I stumble across bees quite regularly and I don't think making them even more common is the answer. However, I do agree that it would be nice to have more bee particles in a wider range around the nest so players can have a good visual indicator instead of relying mostly on sound. I don't think the range even needs to be very big--something like bee particles in a five block radius from the nest should be sufficient.
  11. Jumping back here, but regarding the Tower, I can't help but wonder if Tobias's efforts were the reason it blew up, or whether it's actually the result of the player's tampering when they jump backward in time. The player can loot some of the chests in the past, and while that itself might be unintended part of the puzzle does require the player to mess with some things in the past in order to unlock the door in the present. I'm guessing that Tobias's plan was risky to start with and like I said before, he probably already knew about and accepted the consequences of such actions. However, I can't help but wonder if the player didn't potentially play a role in it by stealing his notes or disturbing tools and materials from where they should be in the past. A butterfly effect, if you will.
  12. Or wall a "friend" into the wine cellar, I suppose.
  13. I do agree that it would be really cool and open up a lot of options. However, I'm not sure how feasible it is to actually code, or how many system resources it would take to render a plethora of smooth surfaces like that. Lower end hardware might struggle quite a lot. Yeah, this too. I'm also thinking that while it's a neat idea, it's ultimately going to clash horribly with the game's artstyle. While there are some very detailed models, everything adheres to a blocky aesthetic. Smooth curves like this will look horribly out of place.
  14. Technically you just need one barrel, but the process works best if you have three(I prefer six so I can transfer leftover liquid to three of them for later use). One is for the limewater or diluted borax, one is for the weak tannin, and one is for the strong tannin. 1. Fill each barrel completely with water(50L). 2. On the first barrel, add 50 lime to create limewater, or 20 powdered borax to create diluted borax. It doesn't matter which one of these options you pick, you will just need one of them to process raw hides into scraped hides. 3. On the second and third barrels, add 5 oak logs each to create weak tannin. Once the weak tannin is created, add 5 more oak logs to the third barrel to create strong tannin. Make sure the oak logs still have their bark, as stripped logs will not work. 4. Once you're ready to process your hides into leather, stick the raw hides into the limewater/diluted borax solution to turn them into soaked hides after they have soaked in the solution for the appropriate amount of time. Place the soaked hides into the crafting grid with a knife to process them into scraped hides. 5. Stick the scraped hides into the weak tannin solution and let them soak for the appropriate time to turn them into prepared hides. 6. Stick prepared hides into the strong tannin solution and let them soak for the appropriate time to turn them into leather. That is the basic leatherworking process. Do keep in mind that sealing things into barrels does take time, so it's possible to take care of multiple steps at once in some cases(like making tannins while waiting for raw hides to soak in the limewater). Likewise, if the barrel doesn't have the appropriate item ratios, it won't give you an output text or let you seal it. If the ratios are correct though, the barrel will list the output of the item combination, as well as the sealing time required, and will allow you to seal the barrel once you click the seal button.
  15. Maybe? It depends on the mods you have. The fastest way to check is disable your mods and test the same scenario on a test world to see whether or not you can seal the barrels(if you can then it was a mod issue). However, before messing with your modlist, the first thing I would check here is to make sure that you have the correct item ratios in the barrel. If you do, the barrel text will tell you what the barrel's output will be after the required time of sealing. If there's no output text though, the item ratios are wrong and you won't be able to seal the barrel no matter how many times you click the seal button. For full barrels of water(50L), it should be 20 borax powder(not the solid chunks) to make 50 L of diluted borax, or 5 oak logs(the full unstripped logs) to make 50L of weak tannin.
  16. I don't know about that. Fishing rods aren't really a complicated concept--all one needs is a hook, a string, and a flexible stick. Fishing rods with reels seem to be a more modern concept, but just the basic rod itself goes back to ancient times. http://www.fishingmuseum.org.uk/rods_overview.html Which is fair, and I do think at least some of those options should be available in the game in addition to a fishing rod. I think the idea could be taken further by making different methods preferable for catching specific types of fish/aquatic life(like a crayfish pot if you want crayfish). That not only helps Vintage Story fishing stand out from other titles, but also gives the player a range of options to use, as well as reasons to vary their fishing strategy instead of sticking to just one.
  17. I know I mentioned noodling a while back mostly as a joke, BUT...if it was actually implemented as a way to fish I don't think this would be a downside. On the contrary, it makes picking Blackguard and messing around with the local wildlife a lot more interesting! This sounds like a good compromise. I'd like to see the visible fish be actually caught, which also means I'd like to see a lot more fish populating the water as what we have right now is just...sad. That being said, I do think that a "random catch" pool with a lower catch chance also makes sense to include, so that fishing is still viable even if the player can't see any fish. I'm not sure how feasible it would be to include in the code, but perhaps a check for the size of the water body being fished in? That way the player cannot just bucket a puddle of water into their house and get free food from that(which is easily done in the other block game).
  18. Considering I'm generally against mechanics like blight and weeds, that's saying quite a lot. However, the idea isn't really mine either. @MattyK suggested it first here, and the most I did was just tweak the concept a bit while mulling it over. I don't it really stops hyperoptimizing, as much as it just does shifts the meta on that to something else. I think the more accurate way to describe it is that it's a system that allows the player to hyperfocus on a specific crop(like flax or turnips) for a short time(a couple of plantings or so), but can't be relied on long term as it quickly leads to diminishing returns. Of course, the player could probably get around the mechanic by just making new farms or replacing the dirt. However, I'm not sure that's really a problem, as both of those options require a fair amount of time and effort invested. New farms take up space that could be used for other things, and nearby dirt sources eventually run out. I think it's also worth noting that while both options are technically viable for beating the game now, the "game" to beat is only two chapters thus far. It's quite easy to beat them within an in-game year or two. Once more story content is added, as well as other gameplay content in general, I expect the average game world to last a few in-game years instead of just one or two, which makes cheap tactics like replacing dirt less viable.
  19. I am thinking this is the case. Not sure if Lovecraft stories end happily or not, but I do get the impression that Vintage Story is angling for a happy ending for the main story...or at least, a relatively happy one. My guess is that after fixing whatever keeps causing the temporal mess and stopping the Rot once and for all, the seraphs either turn back to humans and live out the rest of their lives as normal, or else stay as seraphs and eventually do as Tolkien's elves: gradually fade from the world until they're nothing but mere legend. Both situations solve the potential problems that result from immortal beings just hanging around in mortal society, while still providing a plausible lore reason for the player to keep playing a world after completing the main story. I believe it was @ifoz that first suggested this, and I'm inclined to agree--Tobias probably knows good and well the consequences his actions could have, and went through with it anyway because he's very pragmatic. I doubt he's a fan of causing death and destruction, but he's probably willing to turn a blind eye to negative consequences if it's for "the greater good" and he sees no better alternative.
  20. Welcome to the forums! Yeah that's weird. Sounds like it's time for a bug report, as that doesn't seem like intended behavior. Just to make sure though, are you using mods that could affect that behavior? Whenever mods are involved, the first thing typically asked on the bug report is "does the issue occur without mods".
  21. It depends. If you're using mods, the answer is probably "yes", although it also depends on which mods you're using. Worst case scenario, a new update will add in something that makes a mod obsolete, in which case the mod may or may not be able to be safely removed(depends on what, and how much it changed). Either that, or you might have to wait a while longer before updating your game to give mods time to update. That being said, I don't think any big changes are slated for 1.21.6, so I don't expect mods to break or otherwise need updating if they already have a 1.21 version. However, do make sure you wait for a stable release before updating your game. RC candidates are likely to have issues, and may or may not contain changes that make it to a stable release. Edit: just noticed there was a stable release available.
  22. I don't recall the initial post being that bad, to be honest. Strange, yes, and at best a novel curiosity, at worst a novel curiosity that falls to the wayside pretty fast. At the time I checked, it had no replies, and I didn't bother leaving a reply since I didn't really have anything to say on the matter at the time. Oh it definitely is. However, it's also been discussed on the forums before, without too much issue. Not to really stir up a deleted thread, but the main issue I saw with what was proposed is that it's just not necessary. AI can be useful as a tool for looking up information, but it's also notorious for producing bad results. Vintage Story already has a handbook for looking up pretty much everything a player needs to know in the game, and one major component of the game design itself is that the player needs to become very good at thinking on their feet in order to solve whatever problems are being thrown at them at the time. AI integration is more likely to be a detriment there, than it is a help. The screenshot filter thingy looked cool and was the most useful one I saw of the bunch. Arguments about artistry and how such AI is trained aside, I think the plainer mark against that idea is...couldn't a player just pop a screenshot into any image AI(whatever the technical term for these things is) and get similar results? I am thinking the answer is "yes", so to me it seems like it would be better to spend the development time and resources on something else. Honestly nothing wrong with having a different opinion on the subject.
  23. Oof, it sounds like you might have managed to settle in a temperate chunk, despite the warmer start. As I recall from my foray into a warm start, the weather did get cold in the winter and dipped below freezing for a night or two, but the freezing threshold was pretty much the lower limit. Crops that tolerate cold would still grow just fine over the winter.
  24. Maybe? I don't recall it if he did. However, I wouldn't be against increasing crop growth times a bit either in order to have only one or two harvests per year. I wouldn't want to babysit the farm constantly to ensure the crops survive, but making the growth cycles take a bit longer feels pretty fair to me. It gives the player more incentive to invest in better farmland, or build more than just a tiny vegetable patch out back of the cabin. I like this, though increasing the P nutrient is...lackluster, really. Most players tend to care about the K nutrient, since that's what flax relies on. The others...eh...not really a big deal. I don't know that I agree with this one. Crops do fail in real life and it can't be helped sometimes, but from a gameplay perspective I don't think it's going to be fun if the player plants crops and then has them all die off because "blight". However, if it's a risk that occurs from planting the same crops too many times in the same areas, that seems a bit more fair. In that case, the player could probably plant multiple plantings of flax or turnips or whatever on good soil, and still get a few good yields with the help of fertilizer as well. After doing that for a few plantings though, then the crops could start failing unless they're rotated, since disease/pests for that crop type have been able to establish themselves.
  25. My take on it is that it's technically...both. That seems contradictory at first, but hear me out: The main story is intended to be completed in a linear fashion, in that the player is supposed to complete the treasure hunter quest, go to the Resonance Archive, and from there pick up the clues that ultimately lead them to completing the events of the second chapter. While the other chapters have yet to be implemented, I would wager they're intended to be completed in similar linear fashion. However, despite those intentions, it's very much possible to skip chapter one entirely and jump straight to chapter two, as well as complete the most of the events of chapter two in different orders(or skipping some entirely). While possible though, I wouldn't say it's probable for the player to do so, given how story locations are set up by default. That is, the player probably isn't going to go explore several thousand blocks in a radius around world spawn and stumble across it by accident, and at least one of those locations the player really has to know what to look for or they'll miss it without a map to aid them. No hard feelings. We all have our heated moments, and it seemed unusual for you given we've been pretty agreeable in the past. Oh yeah, now this I can definitely see being added. The ruined settlements would be a prime opportunity for "procedural dungeons" containing challenges and better loot than the average ruin the player runs across. On the flipside, given how tough it is to survive in the wilderness outside fortifications, one could argue that bandits are made of some pretty strong stuff in order to stay alive long enough to raid weak settlements or otherwise rob those who venture outside the safety of walls. Given that they would also possess intelligence levels and equipment that enemies like monsters and wildlife just don't have, they would make a very dangerous opponent for the player to stumble upon. I think if it's just dealing with bandits, it's probably fine. Help is valuable, especially if there aren't many in the settlement to begin with. If an individual got kicked out of polite society and forced to fend for themselves in the wild, there's probably a very good reason for such punishment. That being said, bandits are something I'd want to see as a fairly rare encounter if implemented, and not something that's frequently dealt with. Having a non-violent option of dealing with them would be nice. However, bandits are bandits for a reason. Most of the time, they're in it for quick riches and notoriety, and don't care who they hurt in the process. A dead target tends to be much easier to rob than a live one as well. In the case of seraphs, and given some of the rumors that seem to have been spread about what seraphs can do...I'm thinking bandits might be more inclined to shoot first and ask questions never, or otherwise do whatever else they can(lying included) to gain an advantage and murder the seraph in question. I suppose it's possible that bandits might also try to recruit a seraph into joining their ranks, however, so far seraphs have been made out to be benevolent entities, and like @ifoz already noted, becoming a criminal like that doesn't really mesh with the currently established theme of banding together with what's left of humanity to face the onslaught of eldritch horrors.
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