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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I think it's both, really. Vintage Story has realistic mechanics that are also satisfying, in part because they are realistic. Eating a variety of food makes you stronger, wildlife will flee or fight back, monsters will flatten targets that don't take them seriously, etc. Essentially, the player has to earn their spot in the world, rather than the world bending to accommodate the player. I also suspect this may be due, in part, to many players having a background in Minecraft, or otherwise comparing Vintage Story to Minecraft when it comes to realism and overall gameplay. It's understandable why such comparisons happen, but the two really aren't the same kind of game. Overall, I think many players mistakenly equate realism and fun as the same thing. In some cases, that's true, but as you've already noted, there comes a point when the game is no longer worth playing because it's just a copy of reality without the tangible benefits. As for hardcore realism as a challenge, there is a time and place for it, but I think that most players don't really enjoy that level of challenge all the time. For me, the current game balance on Standard feels pretty good. It's fairly challenging and I can easily push my limits if I so choose, or play it safe. I've never really gotten the impression that I've been forced to play very specific ways to avoid punishment.
  2. Not just their behaviors...the models could use a bit of tweaking too, I think. A lot of them seemed to be just tweaks of the salmon model, which is fine for some fish but not for fish like barracuda and triggerfish, which have some more unique silhouettes. Even the poor salmon doesn't really look like a salmon--it doesn't have a pointy snout! Not that the models we have currently are bad...they just aren't very good matches for the fish they're supposed to be in some cases.
  3. I've been thinking about that lately. It seems like flowers could be tweaked so that instead of breaking the plant and getting said plant, perhaps breaking the plant yields seeds/flowers, at most, and the plants themselves actually have to be cultivated by seed. The plants could probably despawn when it's too cold and then respawn in the same general area once the weather warms enough, similar to how mushrooms will respawn after being harvested. The bloom texture itself could probably just be set to invisible whenever the flowers have been harvested or aren't actively blooming. But I'm also not sure how feasible any of that is.
  4. Not so much exclusively oceanfish, but: Mola mola Opah Swordfish/sailfish Humboldt squid Arapaima Tigerfish Giant clams Spider crabs Arowana Koi Sardines/other small fish Basking shark Whale shark Frill shark Cookie-cutter shark Coelacanth Sea snakes
  5. Welcome to the forums! I do like the idea, as it adds some extra flavor to the world, at least for multiplayer. However, I don't think the player actually becomes part of the Rust World when they hit zero stability; they just lose enough grip on reality that they slip between dimensions and get stuck there. I think instead, just let players who are at very low stability become somewhat transparent, but allow them to interact with items, objects, and creatures/NPCs as normal. That way other players have a visual indication for what's going on, but the affected player won't become too confused/frustrated by what's going on or otherwise be able to potentially cheese PvP. Unless I'm mistaken, the monsters that spawn near low stability players can be seen by high stability players, and can hit/be hit by those players as well. So making low stability players completely invisible is probably a bad idea for that reason as well.
  6. The main flaw with the "surface instability isn't fun and should be removed" arguments is that the option to turn it off already exists in the game. "Surface instability isn't fun and should be changed" is a much better argument. In my case though, I often disagree with those arguments simply because I think the current implementation of surface stability is fun, and the proposed changes sound much less fun. An immediately noticeable overlay when I enter an unstable area or noticeably distorted sounds similar to temporal storm effects would certainly make the areas more noticeable, but much less fun to explore since now the warning can't be ignored. Draining stability faster would also be more noticeable, but also make me just avoid those areas entirely(or turn the mechanic off) since the world no longer feels approachable. As it stands currently, the gear gives me enough feedback about what's going on, without being shoved directly in my face. It's entirely possible for me to forget about as well, which can make things rather interesting. The drain rate in unstable surface areas is a minor annoyance, yes, but that's also what keeps the exploration approachable; I can venture into an unstable area and hunt/forage/do whatever for a day or two before actually needing to leave. Granted, that's all just my opinion. I suppose the best summary of my thoughts is "Why does something I like have to change because someone else doesn't like it", if the general argument presented is "I didn't like this, so I think it should change this way"(and the one presenting the argument isn't one of the devs). Honestly, I'm not really sure that there's a good answer here, given the divisive nature of temporal mechanics in general. They strike me as being very difficult to change in a way that won't prompt as many players to just turn them off as players who turn them on. The most I can really say otherwise is that there's been enough complaints about the mechanics and VS is still early enough in development that I wouldn't really be surprised to see some adjustments to them in the future. If/when changes happen, I'll generally try them at least once and then figure out a workaround if it ends up being a change I really don't like.
  7. Valheim has the weight system. Which...kind of works, but is also one reason of many I don't like to play Valheim very much. I'm of a similar mindset as Zane here, in that I don't think mass and weight restrictions really fit well with semi-fantastical block games. The main reason I don't think it's a good idea is that such mechanics can easily bog the player down in busywork and stop them from enjoying other gameplay loops, since inventory is involved with practically everything. The games I've seen where mass/weight mechanics work well as a challenge without dragging down the overall gameplay, are games that utilize weight/mass as one of the few primary challenges the player has to contend with regularly. While Vintage Story is a survival game, it's also got a significant focus on building, as evidenced by the chiseling system and wide variety of aesthetic blocks that have been added. One quick way to kill enthusiasm for building is requiring the player to make many, many trips just to restock their supplies while building, let alone how many trips it's going to take to collect the raw materials for those supplies. Stack limits are a much better way to handle things here, especially since there are already other survival challenges the player needs to deal with on top of already limited inventory space.
  8. Pretty much my initial thoughts on it after watching some gameplay footage, though it seems more of a hybrid of Valheim and Minecraft to me. The focus seems to be heavy on combat and exploration, and not so much building. Survival elements seem to be nonexistent and more akin to old Minecraft mixed with Valheim, where food only buffs you or heals you and isn't something actually required under most circumstances. The artstyle is very nice and the models are more detailed than Minecraft, but I suspect the building options may actually end up more limited than Minecraft due to those detailed models. To my knowledge, Hytale doesn't have a chiseling system like Vintage Story, though I could be wrong. Also agree here. Younger target audience, though I'm sure the overall age range will be pretty broad. A great game for whimsical adventures and lots of action, as well as minigames, but likely lacking in the realism or story grit. That's not a bad thing, just quite different. I'm guessing that may be the reason why Tyron left the Hytale team to create Vintage Story.
  9. It is a niche game, but I'm not sure it's that niche. I'm thinking it may be more a factor of artists not wanting to risk copyright issues regarding merchandise, despite the fact that Anego is pretty clear about what they do and don't allow. Unofficial merchandise also isn't quite the same as the official thing either. Dave would probably be easier to get since the design is more open to interpretation. The tree logo though probably isn't going to happen unless there's official merchandise released, as it's the trademark logo of Vintage Story. From the homepage: For the tree logo, I'm guessing someone could probably draw it in their own style and it would be okay as long as it was marked unofficial, but it definitely wouldn't be the same as having the actual logo as a sticker.
  10. One potential flaw I see here is placing a marker like this, forgetting how I marked it, and then wondering where the marker went some time later after I've left the location.
  11. I think when the world is first generated, or otherwise first loaded in a new game version, the loading will be a bit longer than average since the world is actively being generated and whatnot. Otherwise, the average load time for a vanilla game shouldn't take all that long. Mods will definitely affect load times, especially mods that add lots of items or alter world generation. Large modlists will slow things down as well. I think the average vanilla load time for me is around 10 seconds, but the modded load times can easily be a minute or two, depending on what mods I picked. Low RAM will definitely affect things, and I'm inclined to think it may be the culprit here. You might try restarting your pc and see if that improves performance a bit.
  12. They serve as some pretty good immersive worldbuilding, in my opinion, as well as a more unique survival challenge. It doesn't really feel like there were catastrophic world-altering events in the past if there's nothing wrong in the present aside from a few monsters. Of course, it's not everyone's cup of tea, hence where there are options to turn off mechanics like temporal instability and temporal storms. /worldconfig temporalStability false /worldconfig temporalStorms off You should be able to run these commands at any time after world generation; just reload the world for them to take effect. For the Standard game mode, temporal stability is enabled by default, and temporal storms are set to occur "sometimes"(with the full list of options being off | veryrare | rare | sometimes | often | veryoften).
  13. Hence why I said it'd be a good mod. That way the extra challenge is there, but it's optional since it's not baked into the base game itself. I could be wrong, but I don't think inventory changes are something that could just have a toggle in the settings. I think this is a better solution. I don't think that world storage options would even need buffs; a special stockpile that can only store large things like logs or stones would be more attractive to a player by default, since it could hold a lot of raw material in an aesthetically pleasing fashion rather than just shoving it all into yet another crate. With the new shelf storage that's been teased, I'm thinking there's also going to be a lot more storage space becoming available in players' chests.
  14. Honestly, it's not the bears I would be worried about. It's the more unnatural things.
  15. Having sat on a cactus before, I can confirm that it does indeed hurt! It's a little strange that the cacti in VS don't hurt, but I suspect that will likely change in a future update.
  16. I think it would be interesting as a specific mod challenge, but otherwise be pure torture when it comes to base game mechanics. Many stack sizes are already nerfed compared to the other block game, and limiting useful storage for the player even more is most likely going to result in players throwing items away and getting very frustrated overall, especially for items that are gathered in bulk. Stones, ore, cattails, beeswax, rusty gears, wood, etc. Temporal gears are a decent example, as they don't stack at all and thus while valuable, are difficult to store and end up being a hassle. While these sorts of changes might make the game more realistic, I don't think most players want to spend most of their time in the game managing storage. Storage space is already at a premium early in the game, which is part of what makes unlocking chests and crates so very satisfying--now the player can actually have somewhere to put all the stuff they collect! One of Vintage Story's draws is its realism, but the game itself doesn't need to be an exact replica of real life.
  17. You'll want to start here: https://wiki.vintagestory.at/Modding:Getting_Started Honestly, if you've never modded before, you may want to start out with something simpler before tackling a project like this. A tech mod will likely require some code writing, and while it's certainly possible to jump right into code mods those are the toughest mods to create.
  18. Make sure to test on a fresh world and not your played world. Unfortunately if it does turn out to be a mod issue I'm not sure there's much to be done other than disable the mod or try to find a workaround for the issue.
  19. You can save builds as blueprints with the worldedit tool, and then place the blueprint into a new world in order to spawn the structure. Since you place the structure manually, that ensures you can pick the best spot to place it, but you may need to do a little cleanup after placement depending on how it blends into the surrounding terrain. To my knowledge, only the structure gets saved, not items stored in chests and whatnot, so if you want to port your full collection of everything then you'll probably want to make a paper list and spawn the stuff in via creative after placing your structures. As for how to do that via worldedit...that I don't know. I know that it's possible, but I've not played around with that tool.
  20. Try disabling all your mods and verify that the vanilla game works as intended. If the issue isn't present in vanilla, then it's a mod issue. Mods that are up to date for the current game version usually work correctly, but not always.
  21. In theory, yes. But in reality, probably not, since the more major changes that the world has to be put through, the more likely it is for something to eventually break. Looking at the roadmap will give you some idea: https://www.vintagestory.at/roadmap.html/ But otherwise it's pretty much impossible to say for sure, as there are just too many variables to account for. So far, the developers have done their best to make sure that old worlds can be updated without issue when a new update drops, but there's also no guarantee that a future update won't break old worlds either.
  22. Gotcha. Hopefully you can figure out what the exact cause is. If it's server issues, I would think someone would have noticed rubberbanding or other laggy behavior. In any case, turning the keep inventory rule on is probably the best solution in the short term.
  23. Welcome to the forums(and the game)! No, it's not normal. Your stuff should be at your death point, unless there was a water stream to carry it away, and shouldn't despawn unless the timer is up or you quit the game. If you're playing with mods, it's most likely mod interference, but if it's the vanilla game then it's more likely a bug of some kind. Are you playing singleplayer or multiplayer? I'm not sure how likely it is, but if the client/server is struggling to keep up with the game's demands that could be causing some odd behavior to occur.
  24. Welcome to the forums(and the game)! The best advice I can really offer here is make sure that you are using the correct login information, since your game account is different from your forum account(despite the fact that you can't have one without the other). Aside from that, also make sure to check the usual troubleshooting list: caps lock, number lock, etc. If I recall correctly, there are also limits to how many times you can change your passwords within a short time, as well as limits to how many consecutive login attempts you can fail before getting locked out for a time as a safety precaution. If you've already tried basic troubleshooting and are still having troubles with your account, I recommend submitting a support ticket about the issue so Anego staff can assist. Most tickets are resolved in a day or two, in my experience.
  25. It's possible, but most predators don't seem to attack prey animals unless they're hungry, though I could be mistaken. I am pretty sure though that predators immediately eat part of whatever they kill, probably to help give the player more incentive to do their own hunting instead of letting other creatures do the dirty work for them. And if the carcass has been eaten, it should say as much.
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