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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Well...TIL this is a word. I think it's a decent idea for smaller birds like songbirds and things. Larger birds such as crows, falcons, eagles, and vultures I'd rather be able to somewhat interact with(falconry please?). One issue I see though, is not all birds build nests, or what we would think of as a proper nest, anyway. Killdeer will lay their eggs among gravel for camouflage, and for doves...a couple of sticks will do. Not that all the birds have to be 100% accurate...
  2. It's not that one can't dodge while wearing heavy armor, because it's definitely possible. But the timing is a lot tighter in heavy armor than it is for lighter armors. Definitely agree here though, especially with the "hit and get hit" mentality. Even though heavy armor is good at soaking up damage, it's still a good idea for the user to dodge hits when possible, or otherwise block with a shield. Pretty much my experience as a new player as well. Some of the more experienced players that I had seen play argued against copper lamellar, improvised armors, and anything short of a bronze anvil, but I mean...I didn't have the experience or confidence required to skip that many steps or take that many risks and get away with it. Improvised armor helped keep me alive while I developed reflexes, and the copper lamellar was a big deal because it meant I could start fighting back against some enemies and actually live. Plus I mean...given some of the stories I've seen, all that's really needed to defeat anything in the game is a handful of stone spears--no armor, no fancy weaponry. Of course, that's not what the average player is going to be capable of, or going to want to do.
  3. I'll also note that if you go around the big mountain, you'll just have the smaller foothills to dig tunnels through...and digging several small tunnels is significantly easier than digging one tunnel through a big mountain.
  4. I dunno, man, I'm still not sold on it The numbers might technically be there, but I think it probably boils down to the individual player in question, and how well they can manage their class and equipment. Assuming that a Blackguard and Hunter have equal skill, and the absolute best equipment they can possibly have for their class(in terms of number crunching), the Hunter should win over the Blackguard assuming both have equal skill and the area is decent to fight in(that is, the Hunter can keep distance from the Blackguard). If the Hunter can't keep the distance, however, then I would expect the Hunter to get absolutely thrashed. Of course, that could just be World of Warcraft experience talking on my part. I used to play death knight, and that class tended to be very durable and very capable of absolutely wrecking a target...provided the death knight could get close. Hunter was very good for sniping things at range, and was a class that was a pretty hard counter to death knights as a result...provided the hunter was able to use their abilities to keep the death knight at a distance. In the ideal scenario, the hunter wins every time, but in reality it depended heavily on which player used which abilities at which time. For Vintage Story in particular though, I think most of the classes are balanced well enough, though Clockmaker could probably use a bit of love. I would keep passive block protection--I think the main idea there is that the incoming shot hit the shield area, instead of your actual body. But you should still need to be facing the target for the passive block to take effect. In my case, I opt for iron brigandine because I don't want to hammer out that many chains, even with a helve hammer. The material saved on it I can use for tools, or just shove into one of my refractories to turn into steel. Once I have steel, then I'll think about a set of chain, scale, or plate. Generally it's plate, just because that's what I like and it's very good for base defense in a temporal storm, but for actual adventuring chain is handier...especially for chapter 2. That is just me though. I've been thinking on this for a good chunk of the day, and I'm not sure that it's as much a numbers problem as it is a material cost issue. Low tier metal armors like copper and bronze seem sufficiently protective for their tier, but the amount of effort you'd have to sink into actually making one of those tier sets is very expensive for both material and labor cost, when compared to iron tier armors and above. If it were cheaper/easier to craft those armors then they might be a more attractive option, but as it stands now by the time you're finishing the crafting of one set, you've probably already got access to iron or enough flax for gambeson. In which case, I wonder if it would work to split the chest and leg armor slots into two different slots, for a grand total of five armor slots instead of the three we have currently. Might look something like this: Head: This slot is pretty much unchanged from what it is now. However, I would add an accuracy penalty to helmets that obstruct vision(plate helmets, Blackguard helmet, etc). Shoulders: This slot helps mitigate damage from hits to the head and torso areas. However, equipping armor in this slot will penalize accuracy and firing rate. Torso: Functions pretty much the same as the chest slot does now, but these armor pieces will no longer impact accuracy or firing rate. This slot will affect movement speed. Legs: Similar to the current legs slot, and like the torso slot will not impact fire rate or accuracy. It will affect movement speed. Feet: Helps mitigate hits to the legs area. Doesn't penalize accuracy or fire rate, but will affect movement speed. Overall, I'd expect a change like this to make a complete set of armor more expensive to craft and maintain. However, it would allow players to obtain some better pieces of protection earlier in the game for a more reasonable amount of materials and effort(such as a bronze chestplate). Likewise, it also allows players to specialize their gear a bit more. A melee specialist will probably opt for heavy armor in all slots in order to mitigate the most amount of damage, while a ranged specialist might opt for just a chestplate and helmet in order to maintain maximum mobility and shot effectiveness. An adventuring loadout might use heavy armor in the torso and head slots, while using lighter armor in the other slots to maintain more speed and a lower hunger rate. I've also heard a status effect system floated, and having some basic negative effects that could occur from combat would also help flesh out armor choice a bit more. Wearing no armor leaves the player open to the entire range of injuries. Light armors like leather and gambeson might not be that protective, but they could be the difference between getting a major injury, or just suffering something minor. Heavier armors like scale and plate might render the player immune to most injuries, but won't stop the player from suffering bruises or broken bones. The injuries, of course, could penalize movement speed or health temporarily, and take a few days to actually heal(perhaps aided by herbal medicine)--the player can't just slap a few bandaids on and expect to be back in fighting shape. I've played with similar concepts in Skyrim, and while Skyrim is a different game, that kind of system did make armor choices a lot more interesting than just "pick whatever's the strongest in terms of numbers". Once I got to the better late game armors, injuries pretty much quit being a concern at all, outside of getting pummeled by something really strong.
  5. Or I mean...wine glasses and coffee cups both serve the same general purpose--drinking vessels. However, coffee cups probably aren't going to be the choice of drinkware when one hosts a banquet, same as wine glasses aren't the choice when drinking hot beverages.
  6. Welcome to the forums! Honestly, I would play the game as-is for a while first, before you go adding mods. That way, you'll get a better grasp of core game concepts and the gameplay in general, and be able to more easily figure out which parts of the game you'd most like to change and how. Edit: Playing unmodded also makes it much easier to troubleshoot problems should they occur, and also makes reporting the issue to the developers so they can fix it. Mods, on the other hand, can often have unintended consequences, and make reporting problems harder as it may be a problem with the mod specifically and not the base game.
  7. So maybe just give enemies damage resistance, depending on their tier, or overall type? For example, surface monsters should be easy to dispatch with most any weapon, but tier 2 monsters should require bronze equipment minimum before you can seriously deal with them. Tougher animals like bears and moose might be more resilient against stone weapons, which means a player will want to invest in metal weapons to deal with them more effectively. Players still have the option of using low tier weapons against high tier opponents, of course, since a stone weapon is better than nothing. But the idea is it'll be a less attractive choice to rely on the "cheap" route instead of investing a bit more into weaponry. Yeah, I can't really agree here when it comes to armor. Vintage Story has a lot more nuance when it comes to armor, since it matters what type you pick and what material you make it from. In Minecraft there is no reason not to obtain and wear the best armor(netherite) all the time. What I would agree on though, is perhaps the stats need a bit more tuning in certain cases--plate armor is probably the worst offender there. I would also point out that there's a difference between how one equips themself for singleplayer versus multiplayer; in multiplayer it's a lot more viable to specialize for a particular role(plate for tanking, gambeson for even more accuracy for the ranged DPS). There's also a case to be made for just picking a set you like and making it work, even if it doesn't have "the best" stats. Min-maxing will get the player the most bang for the buck in terms of cost versus performance, but also shoehorns the player into very specific choices, which isn't necessarily fun. Ideally, the player should be able to pick pretty much any option(of the appropriate tier for what they're dealing with) and be able to make it work easily enough. Some choices might be "subpar" to others if you crunch the numbers, but that doesn't mean they aren't viable or aren't fun. This I'm honestly not sure about. It would be interesting if they expanded on the idea, with a "rock, paper, scissors" style of balance when it comes to damage types. However, that kind of complexity might also be better suited for mods. Hard to say for sure. It could be something that gets fleshed out more in the future, or it could just be the lingering remnants of an early combat concept, that has since been discarded and not yet patched out. Agree with the clubs bit, but I'm not sure about increasing melee damage across the board. To me, melee is already pretty strong, especially for specialists like Blackguard, so increasing the base damage by default only makes that class more of a monster than it is currently. Now this one I can agree with; it's more intuitive, and Minecraft handles this kind of concept well. The one change I would include here, is that if you have a shield equipped, you shouldn't be allowed to use a bow unless you unequip the shield first. Or perhaps allow the player to fire the bow, but make that action take priority so that you cannot block while using a ranged weapon...in addition to penalizing accuracy if you're firing with a shield equipped. Given how bulky shields are, players really shouldn't be able to use them and bow effectively at the same time. I can agree with this one too, though I would note that the player should be actively blocking with the shield in order to fully block the incoming attack. I don't think I would apply quite the same logic to armor, as there should be at least a bit of damage leaking through. It should be possible to die to low tier damage even with good equipment; it shouldn't be likely, of course, but it should be possible if one gets careless. I don't think I would reduce the penalty for all armor sets, as most feel pretty balanced in that regard; however, I do agree that once again plate is the worst offender here. The movement penalty for plate could be reduced quite a bit, while still keeping it balanced, due to the expense of obtaining it and the healing penalty it applies. Honestly, could probably steal a page from the Age of Empires 2 playbook and tweak armor stats to accommodate something like this, without getting overly complex. Essentially, there were two different armor stats for units in AoE2--plain armor and pierce armor. Plain armor applied to attacks in general, and mitigated a certain amount of incoming damage. Pierce armor was similar, but applied specifically to ranged attacks, so you could have a unit that was highly resistant to ranged damage but susceptible to melee(huskarls are notorious for this). Of course, anything can die to ranged if you shoot it enough times, but the idea is that it's not efficient to do so. In any case, when applied to VS armor, chainmail(for example) could have good stopping power against attacks in general while retaining good accuracy stats, making it a solid choice for ranged characters. However, it might not be very good against piercing attacks, which means it's not a great choice for melee when compared to plate, and leaved ranged characters vulnerable to bowtorn(or an enemy with a pierce attack specialized to close distances quickly). Plate, on the other hand, would be great against piercing and general damage types, but wouldn't be ideal for ranged characters due to the movement and accuracy penalties.
  8. The biggest difference between the two is that Bedrock makes you pay real money for extra content(which, it's not unusual for said content to be low effort, or outright stolen from Java creators); extra content includes things like skins and resource packs, not just extra gameplay goodies like items and maps. Java is different, in that mods, skins, resource packs, and other content are all free, with very few exceptions. Of course, with Java, you can also play any version of the game you wish, whereas Bedrock locks you to the most recent version only.
  9. This is my general suspicion, especially if you keep an eye on the "closed tickets" section of the github bug reports. There are quite a few tickets that roll through completely unrelated to bug reports(asking for help, offering suggestions/criticism, etc), and there's also several bug reports too that end up being mod-related problems(that's not to say that the devs don't pay attention to these, but many of them aren't something the devs are responsible for). Granted, you could probably just allow mods, along with displaying a bold disclaimer that modded clients aren't guaranteed to work and the user assumes all risk when going the modded route. Granted...that doesn't stop people from just submitting tickets anyway, or getting upset when things break because they weren't being careful about what they installed.
  10. I could swear I saw it listed as a planned feature somewhere, but I haven't been able to find any official statement on it. As far as it being "strange" to not allow mods on servers hosted by Anego...I'm not sure it's that strange, really. I want to say that Minecraft operates on a somewhat similar principle with their "realms", in that I don't think those allow mods either(unless it's Bedrock Marketplace stuff, maybe). I could be wrong though.
  11. A lot of options boil down to...it depends. What is the player doing, and what are the player preferences? If one favors melee, they will probably want something more protective like scale or plate, especially if they are venturing underground where ranged combat isn't as useful. If traveling the surface, gambeson is better, but one might want to use bear hide armor for the looks or for the extra warmth in cold weather. Wooden lamellar can be useful early on, especially if one is accident prone. It wouldn't stop a wolf or bear from mauling you, or let you tank a hoard of rust monsters, but it will soak up enough damage to allow you to survive situations you otherwise might not. I forget scrap weapons exist, and the club is probably the only thing I would absolutely agree is a trap. Looking at the wiki, some of the scrap weapons are Tier 2, which could be useful since weaker creatures will have a harder time shrugging off that damage. Make them all tier 2, and maybe boost the damage a bit on a scrap weapon or two, and now one has some great early game offense options, if they can get ahold of those scraps, that is. For the club, just give it a chance to stun opponents for a moment. That gives it a useful niche early on, in that you can smack an opponent and have a better chance of escape, or have an easier time dispatching it if you can stun it enough. Another situation of "it depends". A sufficiently skilled player can just rush bronze and iron, yes...that is also min-maxing and not everyone finds that fun. Additionally, a copper falx makes fighting off most surface threats much easier, and a copper spear has both more durability and a bit more attack than its stone age counterparts. Yes, one could just throw a bunch of stone spears, but spears take inventory, and you're doing no damage if you can't land your shots. Likewise, not everyone likes ranged combat. Bronze is also good for weapons, for similar reasons as stated for copper. A bronze falx will make pretty short work of most every threat on the surface, and quite a few in the underground as well. Bronze spears are the best you can possibly get for that weapon type. When it comes to armor, bronze lamellar is cheap and protective, so it's worth crafting a set if one needs protection and is struggling to acquire iron or flax in quantity. Yeah, I'm inclined to agree here. I've played Minecraft for a looooong time(think I got my start when endermen and the hunger meter were first introduced), and while it has gotten some tweaks over the years to make it a bit more complex than it was before...it's by no means a complex system. There's really no choice between armor types when it comes to combat--you always want the most protective option available, as there is no penalty for wearing it. There's no penalty for equipping things in your off-hand either, so if you don't have food there you have a shield. When it comes to melee weapons, swords have a sweep attack and faster attack speed, axes do more damage with a slower attack speed and can go through shields, and maces...I've not experimented with them, really, but I think the idea is to drop from a high place and use the momentum of gravity to smack a target silly(just don't miss or you take the fall damage instead of your target). Tridents are more of a novelty weapon. Ranged weapons...the bow is king and does exactly as expected. The crossbow can do more damage, to an extent, depending on what you load it with, but can't be fired nearly as quickly. Mix in things like potions and whatnot for status effects...in any case, there is some complexity there, but overall it's a very simple system that boils down to a couple of different choices and that's it. Vintage Story is very similar in that regard, but with a bit more nuance when it comes to gear type and material. There's room for some improvements in VS combat, but I don't get the impression that combat is meant to be a focus, hence why the system is more similar to the other block game and not something like Mount and Blade or Valheim(which honestly is something of a joke in some ways, despite "complexity"). It's simple enough that pretty much anyone can understand what's going on, jump right in, and start having fun. There's no need to learn complex moves or train skills to use particular items. There is some difference between gear types, so the player does have some choices to make regarding what's appropriate for their particular situation. I will also point out that by overhauling the combat and making it much more complex, that shifts the balance of gameplay rather significantly and makes combat the focus instead of everything else. That might be enjoyable for players who absolutely love combat and don't care about other gameplay, but it's likely to be a turn-off for everyone else. Currently, the game is balanced around a variety of player types, and has something for pretty much everyone. For things not covered by the built-in game settings, there are mods(like Combat Overhaul) to provide the specific flavor of game someone might be looking for, without changing the experience for everyone else.
  12. He's got some great stuff on his YouTube as well--this is a favorite of mine:
  13. These are already slated for the near future(1.22?), along with hippos. Stingrays shouldn't drop bones, since they are not bony fish. They would, however, be an interesting hazard for shallow water, in that they can sting a player should they get stepped on or otherwise be disturbed. Big cats in general, really. Would offer some variety from the standard bears and wolves. Turkeys and pheasants and other game birds as well, though we really ought to have a flight system for birds before too many more get added. Emus and ostrich and rhea and dodos don't really need such flight though. I will note that geese should be aggressive, particularly if they have a nest or goslings nearby. Same for ostrich and emus--aggressive if you get too close to their space. Only if there's eucalyptus trees added. Otherwise these poor creatures will have nothing to eat. I'm also not sure that they should be completely passive; I think it would make a bit more sense to have them act like foxes and avoid the player when possible, but attack when provoked.
  14. Or I mean...could just check the credits Apparently Luke Young(tagwin) is currently responsible for sound design, with Colter Hendrickson and Rythillian as former contributors for sound design. Andrey Vinogradov was responsible for the Hurdy Gurdy music that plays in a certain location. If you check the credits.txt file in your Vintage Story folder, there's a list of various sounds and where they originated.
  15. Welcome to Vintage Story! Torch holders keep torches placed within them from being extinguished, whether it be by rain, wind, or simple burn time. They're a better option than oil lamps since they offer better light, but are easily outclassed by lanterns(cheaper and more light).
  16. I'm not entirely sure. It seems roughly similar to the other block game, for the most part. However, I think fall damage may also be somewhat bugged, in that it's possible to fall quite a distance and take no damage, depending on how one moves. Basically, if you're not actively touching any movement keys while falling, you have a higher chance of avoiding the damage...but I wouldn't go trying to rely on that, as it seems inconsistent. Additionally, it's not wise to rely too heavily on exploits/bugs like that, given the increased risk of accidents once the exploit/bug is fixed.
  17. Pretty much, although it somewhat depends on the weather. Player inventory is 100% spoilage rate by default, I think, which will be worse than other storage options in cooler weather, but better than ground/open storage in hot weather. Could just be longer than normal month length, possibly. But colder weather is the more likely factor.
  18. For the most part, stability values are random, and the instability gets worse the deeper underground you venture. The only exception to the rule that I've found is story locations--these seem to have specific stability values, presumably for narrative reasons. IE, a location full of monsters will be pretty unstable, while an inhabited area will be stable.
  19. Tagging on to what @CastIronFabric and @Thorfinn said, I'd wager it's also for security reasons. While I'm not sure that it's been a problem with the VS modding community, there have been scandals in other games in which certain mod authors had added malicious code to their mods(some of them popular mods, at that). By excluding mods from the official servers, that does keep the servers more basic, but it also means that users won't need to worry about malicious code.
  20. If it's a decorative piece, it should be marked 0% durability and may shatter if broken, in which case you can use glue to repair it fully and make it safe to collect. If it doesn't have that description, it will just break and drop nothing when you break it. However! You can always pan rib cages from bony soil, or just use the creative menu to uh...redecorate. Depending on what angle you want to go with this, I'd recommend keeping your eyes peeled in chapter 2 locations.
  21. Very true! Although I wasn't thinking just for wood--I was thinking for stone as well.
  22. Welcome to the forums! I'm not sure exactly who does the sound design...I'm guessing it's a team effort. Some of the sounds, like the angry bee noise, Tyron made himself. Lo-Phi is responsible for the music.
  23. Welcome to the forums! I'm thinking it's currently bugged in 1.21 stable, but should be fixed next patch, given the patch notes for the unstable candidate.
  24. Hmmm. Did you reload the world after running the command? Some commands require a world reload before they take effect.
  25. Welcome to the forums! The vault should be on your right, if you're looking at the eidolon. If you visited Tobias prior to 1.21 though, you may need to regenerate the location in order for the vault to actually be there.
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