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Everything posted by LadyWYT
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While I do agree with most of this, they are actually kinda useful if you're waiting until iron or better for crafting arrows, and don't otherwise want to buy ammunition. Bone arrows do have a higher break chance than flint arrows, but they also do a bit more damage. If you need something cheap, that you don't care about finding after shooting, bone arrows are fairly useful in that regard. That being said... This is a good enough reason not to use them, in my book.
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Very possibly. The main reason I make that guess is that it's not uncommon to release things around that time to boost sales/let players enjoy the new content over the holidays while they presumably have more time. I'd wager it's also a little easier to relax a bit as a dev if there's not a nearly finished update pending, but a newly released update does come with its own set of problems.
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RE: 1.22 - Berry bush rework (i.e. add greater mechanical depth to them)
LadyWYT replied to Phantom72's topic in Suggestions
It also means that if you go planting a berry patch, you actually need to trim it every once in a while in order to get the full harvest. Otherwise, you'll end up with bush segments that are impossible to reach. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
LadyWYT replied to jerjerje's topic in Discussion
That's when you use the steel axe to chop down the trees due to its speed, and the bronze axe to chop the resulting logs into firewood. -
It appears to be. If the player throws the boot back in the water after fishing it up, it could in theory be the same boot they catch every time.
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Why Most Blackguards Are Nearsighted There I was, hanging out with my hunter friend at the end of a long day, and discussing the finer points of combat. Specifically, ranged combat, in this case. I'm not entirely sure why, but for some reason I'm the better shot of the two of us, and often hit my targets at range while the hunter...erm...struggles a bit even on a good day. Perhaps it has something to do with the hunter's affinity for raiding the wine cellar, but it could also be the hunter's strange snacking habits, as I saw him munching on some pickled turnips the other day that were quite clearly well past their expiration date. In any case, there we were, discussing archery techniques, specifically, whether bows were better than spears. That lead to discussing how much faster the bow draws, with very little shot drift, and of course quite a bit of goofing around with drawing mock shots to test, but never actually firing them. Of course, this was about the time I glanced over at my hunter friend, only to witness the man standing there with a silly grin, giggling like a schoolgirl while aiming his bow in my general direction. And of course...this is also about the time his fingers slipped... Now I know I said earlier that his aim leaves a lot to be desired, however, this is one time he unfortunately didn't miss. Because the shot definitely hit the target he was aiming at. Unfortunately, that target also happened to be my face. I had always chalked up the saying "Watch out for the hunters, they'll shoot your eye out!" to be just standard Blackguard humor, but in hindsight, it seems perhaps the saying was rooted in truth.
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To paraphrase a comment I read recently: Hytale covers high fantasy. Minecraft covers low fantasy. Vintage Story covers dark fantasy. So basically, all three are somewhat in the same genre, but have very distinct flavors. What the player is in the mood for at the time determines which one they'll want to be playing.
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Welcome to the forums! This video in question, for those wondering: It's still in development, but we should be getting very close to having a release candidate sometime in the near future. Which means an unstable release, but something playable. As for a stable release, my guess is that the team is angling(hur hur) for a stable release by Christmas, but depending on how many bugs they have to swat it could be shortly after New Year's that there's a proper stable release.
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Iron bloom didnt spawn with enough voxels to finish the thing
LadyWYT replied to NastyFlytrap's topic in Discussion
Overall I do agree here, however, I would note that if it's intended to be a feature, it would be a good idea to make a note of it in the handbook somewhere. That way, the player not only knows that's an intended outcome, but they also know how to address the issue(helve hammer, or break down into bits and resmelt). -
Possibly--it'd mostly be a concern for lower end hardware, hence why I suggested included a toggle in the Graphics for such a thing. That being said, I also wouldn't want to chew up a lot of processing power making leaves look a little prettier, when those same system resources could be put to use elsewhere.
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I dig it. Though I would say that it's something the player should have access to only after actually integrating themselves into Nadiyan society...which means doing a lot of trade, or helping out the village in some fashion, as well as not otherwise being a jerk. That being said...I'd also say it's better to have a small guest room in a certain other location, rather than have a plot in the village. It doesn't really make sense to have unused space within the village like that, and the villagers make it clear that it's too dangerous to expand outside the village walls. Likewise, it's also a bit dangerous for the player to settle amongst the villagers, given certain connections that the player has. In any case, the player should be able to spend the night at the local inn...at least once whoever is renting the available room leaves!
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I'm also thinking potential performance issues. Forests are already a bit rough on performance, and I imagine it'd be much worse if all the leaf blocks had to be seasonally accounted for, even if it's just a texture. It could probably work, but it should also likely have some sort of a toggle in the Graphics menu, so that it doesn't crater performance on lower-end hardware to the extent that the game is unplayable. Yeah, I dunno about this one. I think it's better to just stick to the forest floor textures in the places where there's a lot of trees, and not worry about it otherwise. If there's actually leaf piles whenever the trees shed leaves, that is realistic, but that's also something that would need to be accounted for every single autumn. In which case, what happens when it's winter, or even spring/summer? Do all the dead leaves just disappear?
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How to get an Elk and Book back? (Mild spoilers. Chapter 2)
LadyWYT replied to Professor Dragon's topic in Questions
Honestly, I have no idea. You've already opened a report for it, so that base is already covered. The only other thing I can think of is perhaps try backtracking the ridden route, and see if he's somewhere along it. Given you mentioned a server crash, it's possible that the server reset the elk to a previous point in time and he's just chilling back at the other location(you know the one) or something. You could also try spawning in another via creative, though I'm not sure this will work. Or rather, you'll certainly have an elk you can ride, but you may not be able to claim it if you had the original equipped with a medallion. -
It's a little hard to tell sometimes, but it can at least appear to rock gently back and forth in stable areas due to the teal fluid texture filling the gear itself. That being said, if the gear appears to be full and isn't spinning, it's most likely a stable area that you're standing in. At worst, it's a neutral area, where stability won't recharge, but it won't drain either. Ah yeah, if you notice the gear start to spin, it's a good idea to slow down and poke around the area more carefully. Sprinting is good for covering distance quickly, but sprinting also makes it much easier to miss details like stability borders, surface ore bits, and other things. It's also worth noting that temporal stability, while a simple mechanic, is a bit of an odd one, and it does take a little while to get used to it. After a while it starts to be second nature to casually glance at the gear every now and then to check your own status, as well as the local stability.
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This is probably what you're looking for. At least I'm fairly certain that Project Glint is what adventure mode is, but I could be wrong. In any case, to my knowledge, the Anego teams are still very much exploring the concept, and I've not seen any good reason for them to stop work on it. While I've seen the news as well, it's also something I would take with caution. From what I've seen, Hytale is still very much unfinished, and at best likely has some sort of early alpha prototype. I didn't watch the entire video they released the other day showcasing some of the gameplay currently implemented, but from the looks of it...it is very basic and mostly centered on RPG style action-focused combat. That's not a bad thing, but it may disappoint those looking to go wild in Hytale like they currently can in Minecraft and Vintage Story. It's also worth bearing in mind that Hytale still needs to actually release something playable, otherwise it's still just talk. That being said...I do think it's very promising that the Hytale's creator(Simon, I think his name is?) was able to buy back the rights from Riot. I'm not sure how much he had to pay to do so(maybe there was a loophole in the original sale contract?), but it's no small feat to get a large corporate entity to release the rights instead of just sitting on them to avoid competition.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
LadyWYT replied to jerjerje's topic in Discussion
Time management is also one reason I tend to advocate just adding more interesting things for players to do at various levels of gameplay, instead of making the game loops themselves more difficult. Essentially, weaponize the player's own attention span! Which I mean...is also really dangerous if you have the playstyle of a caffeinated squirrel, like me. -
It's probably something best handled by a status effect system. That is, when your character actually gets chilled down, they get slapped with a debuff that will take a bit of time to recover from. No more just lighting a fire and waiting a few seconds to warm up before going back to whatever you were doing!
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And here I was expecting something involving hobbits...
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Help with understanding elk spawn conditions, biomes/regions and commands
LadyWYT replied to SmidgeCake's topic in Questions
Welcome to the forums! Finding elk in the wild is possible, as I've done it a few times, but they aren't a creature I would really consider a common find. The best place to start searching is the Cool climate zone, given they prefer taiga as habitat. For a temperate start location though, you'll be wanting to search high altitude plateaus, as these are the only places that are cool enough to their liking. It's also better to stick to open grasslands, shrubland, or sparse forest, as I don't believe they will spawn in deserts or dense forests(in this case though, if they do spawn, they'll be difficult to spot). Basically, if the climate is cool enough to qualify as a taiga, and it's a grassy area or sparse forest, it's a prime elk hunting location. However, it's easier to find a climate they could spawn in, than it is to find the actual elk themselves. Also keep in mind that you need a baby elk specifically to capture and raise in order to tame your mount, and since I don't think it's possible to breed deer like you can with livestock(I could be wrong), that means you'll be relying on a baby elk spawn specifically. Honestly, unless you're playing Homo Sapiens or just incredibly intent on taming your own elk, it's much less hassle to just fork over some gears to your friendly local treasure hunter for a trusty mount instead. If you do try to tame your own, the best strategy once you've found them, is probably to try breeding them first(I'm pretty sure this doesn't work, but just in case!), or otherwise barbecue them and wait for them to respawn(rinse and repeat if there are no baby elk when they respawn). -
I mean...medieval Europe knew what pineapples were, and had access to them. Same for pumpkins, although what they considered a pumpkin back then versus what's considered a pumpkin isn't necessarily the same thing. For real though, pineapples were THE thing to have at a party, if you were anyone of status. Not for eating, just to have, because it was so difficult to actually acquire one(to the point pineapple rentals were apparently a business). Although in fairness, I didn't go dig through all the sources on this, but it does seem to be legit. In any case, welcome to the forums! While tomatoes and potatoes are a New World crop, I don't think they'd be particularly out of place in the game, especially since things kind of got...scrambled...thanks to certain events. We already have some other fauna native to the Americas, such as raccoons and bighorn sheep, so it's not that much of a stretch.
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Five, actually. Barren, Low Fertility, Medium Fertility, High Fertility, and Terra Preta. Although I suppose it's technically six if you count Bony Soil. I wouldn't mind a way to improve poor dirt over time as an option, however...I do think you've overcomplicated it here, and that's my general complaint about most farming overhaul suggestions. To me, the current system is balanced just fine in relation to other parts of gameplay. I can't recall having seen many complaints about it, most players seem to enjoy it, so it seems to be working as intended, for the most part. The only thing I can really pick out as feeling off, is how berry bushes work. Currently, they're quite prolific in regards to crop production, and while they can't be propagated, there is no penalty for relocating bushes back to one's base. As a result, berry bushes heavily overshadow fruit trees, and are a cheap means of mass producing compost as well. Curbing the yields to once per year for specific seasons, and requiring the player to actually propagate new bushes at their base if they want to have a berry patch, would be a much better farming change, in my opinion. Likewise, when it comes to modded territory, I've seen at least a handful of mods that tried to make farming more in-depth by adding weeds or mulch or similar complications. However, I can't really recall any of those mods being popular, and many seem to have fallen to the wayside. The farming mods that I do recall actually being popular, are the ones that add more crops(like Wildcraft). And I think that would also be a great way to improve farming, without overcomplicating gameplay that's already solid. Players like variety, but having more options available means they'll need to either be pickier about what they plant, or else put in the effort to make much bigger farms in order to accommodate the variety. Some crops, such as grapevines, may even need specialized care with trellis.
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Iron bloom didnt spawn with enough voxels to finish the thing
LadyWYT replied to NastyFlytrap's topic in Discussion
Honestly the rare time or two it happens to me, and I don't have a helve hammer to fix it...I just smite it with the console and go on with the rest of my day. -
On the contrary...if the soil is barren, why on earth would you even try to start farming there to begin with? The only exception I can think of is if you're playing in an extreme environment and that's literally your only option, but still... Likewise, lowering the nutrients of the soil after it's been tilled doesn't make logical sense, unless it's a case like the Oklahoma Dust Bowl where the dirt is getting blown away, or the land is otherwise being poisoned somehow to inhibit plant growth. Tilling doesn't cause dirt to lose nutrients; growing certain crops over and over again without fertilizing, changing crop type, or otherwise giving the land a break will drain the land of nutrients. Incidentally, I'm not sure that artificially lowering nutrients of fresh farmland discourages players from just ditching old dirt in favor of new either. If anything, it's going to aggravate the average reasonable farmer player, since now they're being punished for even trying to farm, and needing to overall work harder to get the same results as before. Ideally, you want to be planting seeds right after you till the ground, given that's the whole reason to even till the ground to begin with. As for replacing old dirt with new...sure, the whole process is more tedious if the nutrients are artificially lowered for fresh farmland, but all the player has to do in this case is just...make bigger farms and wait for nutrients to replenish. Apologies for the overly pedantic farmland rant, but now that that's out of the way... I think the main underlying issue here is that it's a very aggressive solution to a pretty minor problem. I do agree that "dirt ditching" isn't ideal gameplay, but replacing farmland in that fashion wrecks the countryside(who really cares when it's a singleplayer world though) and takes a fair amount of effort in itself, especially for larger farms. Overall, I think dirt ditching is a fairly rare occurrence, and not something to worry about given that most players seem to enjoy farming as intended. I will note there's already mechanics in place for abused soil. If the player doesn't vary their crops, and doesn't otherwise use fertilizer or give the land a rest, the nutrients will end up plummeting and the plants just stop growing. Now this I do like, though there ought to be a way to account for the recipe that doesn't involve high fertility soil as well. Not that high fertility soil is incredibly rare or anything, but unless you happen to see the sides of the block, or otherwise mouseover the block and notice it has a different name, or install a mod that makes the blocks emit particles, they can be hard to find.
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Because the setting is primarily focused on late medieval Europe, and the areas neighboring it(North Africa, the Middle East, the Far East). In the case of the game's setting, there's essentially been an early industrial revolution, that connected much of the known world better...and also kinda messed everything up. But anyway, my point is that tech and culture from the early Americas is going to feel out of place, since there's not been any indication that direct contact with the Americas was actually made and maintained. Thus I think it's better to focus on tech from the regions relevant to the story, and leave the Americas to the modded realm. Handling it via mods also ensures that more tech from both sides can be explored more in-depth, instead of trying to cover everything in the base game and getting a more shallow experience as a result. In short, I'd rather explore the European tech tree in-depth for the vanilla game, since that's the region most relevant to the story, and go super in-depth with other cultural tech via mods, so I can tailor the experience to more exact settings. Maybe. Of course this is also where I'll somewhat contradict myself and point out that adding a canoe alongside the other watercraft options we already have certainly isn't going to be the end of the world. I just wouldn't want that to be the precedent for getting carried away with adding too many similar options, and having the game overall suffer as a result.
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First off, welcome to the forums! If the cog was spinning clockwise(that is, it's charging), it will eventually stop once the gauge is full. However, it won't start spinning counterclockwise(draining) unless you enter an unstable area, or otherwise deal with something that lowers stability(a temporal storm or close proximity to a rift). Did you stay completely still while the cog was spinning clockwise, or did you keep moving? We can rule out a temporal storm being the culprit, as that would be obvious, and it doesn't sound like you stood too close to a rift, as that would also be noticeable(and not result in smooth, slow cog changes as described). I'm guessing what happened is that you walked into the edge of a stable area, kept walking around albeit in a smaller area, and ended up walking out of the stable area and into an unstable one as a result. Outside of starting a new save, I would try to fill in more of the current map, instead of just wandering in a single direction. Snakey paths as pictured on your map are a great way to get from point A to point B, but leave you in the dark on much of the surrounding terrain. Food, or lack thereof, does not affect the player's temporal stability, unless there is a mod involved(or some weird bug).