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Everything posted by LadyWYT
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As I said before, it works if it's something you do every once in a while, and not daily. Keep in mind that you need to spend a decent chunk of time away from your base when completing the main story, which means no farming for an extended time if you travel during warm weather, in addition to all the other tasks you're going to fall behind on. Currently, you can simply plant a field of crops, leave, and have it ready to harvest(or close to it) by the time you return, which keeps players from feeling like they're sacrificing too much progress and needed resources to pursue story content. I would also say that we have a decent weed mechanic in the current game. If you leave farmland fallow, it can grow grass and horsetails, which you will need to remove before planting. Immersive, but doesn't hurt anything, and isn't a hassle to remove when you're ready to use your farm again. Mulching would pair nicely with a weeding mechanic, however, it's not the solution for allowing players to pursue story content without feeling like they're being punished, if you make the weeding mechanic too time intensive. I would also note that the more time the player has to sink into a specific gameplay loop to get a desirable outcome, the less time they'll have to devote to other gameplay that they may enjoy more. With all due respect, this is a terrible idea. Imagine your farm animals just dying due to complications from disease or pregnancy. Realistically, it happens, and sometimes there's nothing you can do except put the poor creature out of its misery. Does that make for fun gameplay? No, absolutely not, because the player had no opportunity to prevent that loss. Likewise, imagine having to feed and water your animals daily to avoid having them starve/thirst to death--it's realistic, but you'd essentially have no time to do any kind of exploring lest you lose your livestock. Farming crops may not take as much time and resources as animal husbandry, but if you take rewards away from the player arbitrarily after they put in the work, then it's not a fun challenge to overcome but a frustrating mechanic that makes the game feel like a punishing chore. And like I said before, to complete the main story, the player needs to be able to confidently leave their base for extended periods of time, without having an absolute mess to recover from when they get back. The current implementation of farming accomplishes that, although I will note that if the player plants their farm without irrigation or the wrong crops at the current time of year, their crops could die from drought or temperature stress by the time the player returns home. It is an uncompromising survival game, yes, however that does not mean that everything has to 100% realistic. Realism does not always equal fun in a videogame, and to paraphrase @Thorfinn, if the game itself insists on adding every tedious chore with 100% realism...why play the game? I can go outside and tend my own garden, and lose all my crops anyway because of bugs or bad weather; it happens, but that's life. Most people play videogames to escape that kind of drudgery. It doesn't mean that players need to be handed everything on a silver platter, but they do at least need to have clear rewards for the effort they put in, as well as be able to complete the main story the game wishes to tell without getting so frustrated that they quit. Vintage Story is a tough game and doesn't pull its punches, but one major reason it's so satisfying to play is that it gets a lot easier once you learn how to tackle those challenges. And yes, you are right in that if someone wants to skip certain parts of the game, they'll miss out on certain benefits(such as players skipping steel and sticking to iron). However, the reason the systems currently work is that they're balanced well. The gameplay loops have clear reasons and rewards for putting in the time to complete them, and they complement each other well without any overshadowing the other. They're also balanced in such a way that while they'll cover the majority of a player's time in Vintage Story, they aren't so intensive that a player can't set them to the wayside from a bit to go explore or work on the main story. Honestly, if Vintage Story was going to double down on being brutally realistic...players aren't going to be going on some grand world-spanning adventure at all, not if they want to actually have a base of operations. Running a homestead is a lot of work, even moreso in a medieval setting. In a brutally realistic scenario, one simply won't have time to leave for an extended period without losing most, if not all, they've worked for.
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Ah yeah, I somehow missed that detail when I first read the post. Oops!
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And I'm stealing that technique next time I do stained glass in the game, as I've not thought of layering like that to get different colors. I love it!
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I would assume the shell sizes would be on par with the seashells we currently have in game. However, those are still very small and difficult to spot unless you're deliberately keeping an eye out for them, even if the shell is brightly colored. If one was a living creature capable of quickly killing a player if stepped on, that's likely going to be frustrating to deal with for most players. Not that most players really spend much time in the water, but when players do wade/swim around I doubt most of them are going to pay that much attention to where they're going. It's also why I think that if it were added, it needs to either be nonlethal damage, or give enough of a grace period that the player can treat the injury somehow and avoid death. If it were an almost immediately lethal injury, one could argue that players could just learn to be more careful about where they step...however, small creatures like that can easily hide in the aquatic plants and rocks, and I don't really expect most players to be that careful.
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Music boxes could play music-box covers of tuning cylinders.
LadyWYT replied to Your_Fellow_Fern's topic in Discussion
I think OP meant making the music box clutter items play a different version of the tuning cylinder tunes--a simpler music as opposed to the more complex music the resonator can produce. It's a neat idea, and would make intact music boxes a more exciting treasure item since they have some interaction and aren't just decoration. -
Welcome to the forums! If you haven't already, you might consider checking out From Golden Combs to scratch that beekeeping itch. As for whether or not we'll see more complex beekeeping than we already have in the vanilla game...I'm not sure. It's possible that a bit more complexity could be added, but keep in mind that the setting is the late Middle Ages(with a general focus on Europe and the nearby regions), so implemented technology and agricultural techniques should fit that particular time frame. As for proper fishing and wolf taming, both of those are on the roadmap.
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Abandoned villages and failed farmsteads already exist in the game, as well as ruined forts, monasteries, cathedrals, markets, and other various relics of civilization. Some of those ruin types are more rare than others; remains of villages are semi-common, while cathedrals, castles, or other large buildings are much more rare. You can also install a mod like Better Ruins that adds much larger, more detailed ruins, but keep in mind that such mods tend to be performance heavy. Do note though that if you are playing the Homo Sapiens game mode, all lore content is disabled, so you won't be finding anything related to any kind of civilization aside from what you build yourself.
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Honestly, I forgot Hytale was even trying to exist until I saw the news about the shutdown. I think a handful of people may be trying to salvage it, but I couldn't say for certain. In any case, I'm not sure that I would call all the hype about the news "a bit much". A lot of influencers are jumping on that news bandwagon right now for clicks since it's the hot new thing, sure, but a lot of people were also really excited about the potential that Hytale was trying to offer. It's rather understandable that when the game is canceled seemingly out of nowhere, that those who were looking forward to it will be incredibly disappointed, especially those who contributed to the development. As for Vintage Story getting offered as a "free game engine"...I have no idea where that notion came, and agree with what @FlareUKCS said on that matter. Someone ambitious could probably make a mod or modlist for Vintage Story that closely mimics what Hytale was supposed to be, but I really doubt Tyron would just give away his own creation. Hytale may never be a game, but I wouldn't write off the idea as "dead". Ideas are difficult to kill, and I'm sure someone will take inspiration from what Hytale was trying to do and try to bring their version of it to life, though likely not under the name "Hytale".
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Welcome to the forums! It depends on how much content is slated to be added, what kind of content it is, and how much trouble there is in implementing it. I would say that generally it's only a few weeks from a pre-release to a stable release, but the mileage varies depending on many issues the devs have to sort out. The current pre-release for 1.21 is still unstable, as far as I'm aware. It is playable, but updating old worlds or creating new permanent worlds isn't recommended, as it's very likely you will encounter major bugs and that some major changes may occur that may not translate well to a newer version. I would say no, what you see teased in the 1.21 pre-release news is the content that is slated for that update. Aside from bug fixes and particularly troublesome content being potentially pushed back to a later update, there shouldn't be any changes to what's planned for the release.
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Make sure you're baiting the traps with grain. Otherwise, I don't think the chickens will be tempted to mess with the trap. If you're baiting the traps and they're still not biting, then it sounds like there may be a bug.
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I would somewhat disagree. I don't know that Homo Sapiens players don't want to see things like villages; at least a few of them do or this thread wouldn't exist. However, Homo Sapiens was created so those who don't like the supernatural stuff at all can still have fun with the game's natural world and survival loops. Outside of mods, I don't expect to see villages or any NPC content for Homo Sapiens, as there is quite a lot of lore behind those things in Vintage Story, and adding them to HS to the same standards as the default game modes would essentially be developing an entirely new game. Not that it couldn't be done, but that's a LOT of extra work for something with not nearly as high of demand, that can just as easily be accomplished via a modlist.
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Leafcutter ants would be a neat addition for tropical areas...as would fire ants as a hazard, heh heh. Little lines of ants here and there elsewhere in appropriate climates would be nice ambience, however, I think they should be cosmetic only if added. Players are already penalized if they store food in the open, since the food won't last nearly as long, and it's also practically impossible to keep ants completely out of a space if they insist on entering. Keep in mind that the setting is the late Middle Ages, so pesticides and bug sprays aren't really an option, to my knowledge. The other reason letting ants destroy stored food is that completing the main story requires the player to leave home for extended periods of time. That means long periods of time where animal husbandry or farming will fall to the wayside, though currently it's not enough to feel like you can never travel. If you're allowing the stored food to be potentially wiped out though, then what you're doing is putting more pressure on the player to stay home and avoid long trips lest they have too much of their progress wiped out when they return. Not really ideal in a game where long trips are sometimes required. Agreed. I'm not sure about adding venomous ones though; yes it would be realistic, but unless the creature is easy to spot or has a chance for an antidote to be applied in time, then it's going to feel like an unfair death. Deaths in Vintage Story can be frustrating, but rarely do they feel unfair as the player almost always had at least one chance to prevent their demise. Octopi would be a great addition for sea life though, and adding other mollusks could result in clam/mussel beds as decoration and a food source. Agreed. If you're not already playing with this mod, I recommend checking out Salty's Bark Beetles. You can't collect them, but it adds great ambience and an immersive way to spot the resin trees. He's already taken. But I do think it's adorable that he added things like butterflies for his wife. If I'm recalling correctly, I think she is also the one that designed Vintage Story's logo, as well as did other artwork for the game.
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First off, welcome to the forums! A village was added in 1.20 as part of the second chapter of the story. Whether or not more settlements are added, and how many, remains to be seen. I would expect at least another settlement or two, however, according to the lore most of humanity was wiped out, and the settlements that remain are very few and far between. There are vendors that offer various goods and services in the village, though the village itself is self-sufficient and has no dependence upon the player. Aside from that, there are trader carts scattered across the world that also buy and sell various things. As for stealing from NPCs/NPCs stealing from you...NPC stuff is protected from player tampering, and I get the general impression that the devs are angling for a cooperative existence with NPCs. So I don't expect NPCs to be able to steal from you, although you could probably get that kind of experience in multiplayer depending on the server. Here is the crux of the issue though. Homo Sapiens--the human only game mode--removes all of the lore and reduces the game to a pure realistic survival simulator. It's there as a nice addition for those seeking that kind of experience, but not what the game itself is developed around. You'll miss out on a major chunk of the game if you only play this mode.
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Welcome to the forums! That doesn't sound like intended behavior. I recommend checking the bug tracker and reporting it, if it hasn't been reported already.
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I mean there kind of was. It was so bad the whole timeline is messed up now!
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My general understanding is that it's his wife that has the butterfly fascination, though I'm sure Tyron likes them as well.
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There is already a village in the game. Whether or not more settlements are added in the future, I'm not sure, though I would expect to see at least one or two more. It's important to note that according to Vintage Story's lore, most of humanity was wiped out, and the surviving settlements are very rare. I'll also note that unlike the villages from the other block game, the village in Vintage Story is much more detailed, and I would expect any future settlements to include that same high level of detail. It's also the reason that Vintage Story's settlements are unique locations rather than randomly generated points of interest that you can find anywhere. As for other major points of interest, I would recommend playing through the main story. There's a handful already implemented that are quite interesting(and sometimes dangerous!) to poke around in. Do note though that only two out of eight planned chapters are implemented, so not all planned locations are yet available. As for randomly generated points of interest like dungeons...I know the idea has been floated around a few times, but it may or may not be implemented into the game. In the meantime, you might try out a mod like Better Ruins to have more interesting things to explore, though keep in mind that such mods tend to be a little more demanding on performance.
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Hardcore Modded Roleplay Server Brainstorming
LadyWYT replied to PallasAthena's topic in Multiplayer
My suggestion here is to figure out what style of RP you're looking for, draft a set of rules and expectations, and then curate the experience around that. Not all roleplayers play nicely together, and if the experience you advertise yourself to be isn't consistent with what actually transpires in gameplay, your players will lose interest. The two main RP types, I would say, are as follows: Casual Roleplay Casual roleplaying experiences tend not to cover serious topics, require serious characters, or require frequent active participation from the players. That's not to say it can't be high-quality or serious at times, however, the main goal is just to have fun goofing around with friends rather than exploring stories and characters in-depth. This style of roleplay is best suited for those who don't like to take things too seriously, and will most likely be a turn-off for players seeking a more consistent, serious experience. Serious Roleplay Serious roleplaying experiences tend to put a lot more effort into story and character quality, as well as place higher expectations upon participating players. Like casual RP, the main goal is to have fun, however, there is much greater emphasis placed upon exploring stories and characters in-depth. As a result, rules tend to be a bit stricter in order to ensure higher quality experiences, which will most likely be a turn-off for those just wanting to goof around. Communication It's a good idea to have separate channels for in-character(IC) and out-of-character(OOC) chatter. Keeping communication well-organized will result in much less confusion and frustration, as well as yield a more pleasant experience. How players communicate OOC isn't a big deal, but you will probably want to set rules for what kind of communication channels are allowed for IC chatter. That is, you need to decide if IC voice chat is allowed/expected and whether there is space for play-by-posts outside of the game(via Discord or similar platform). Regarding voice chat, I would recommend deciding up front whether you want the roleplaying to take place via voice chat, or in text, as it's somewhat difficult to mix the two(in my opinion). Personally, I would recommend sticking to text for RP and leave voice chat as an optional OOC communication channel. Not everyone likes to speak in voice, not everyone has a quality mic or quiet background, and text leaves evidence of events that's easy to review in case an incident occurs. As play-by-post opportunities outside of the game, that's up to you on whether you wish to allow it. Curating an official space for it is a bit more work, but allows the more chatty players a place to further develop their characters outside of in-game events. Enforce the Rules It kind of goes without saying, but once you set the rules, you need to make sure that you enforce them in order to make sure you're curating the kind of experience you're advertising. Otherwise, you're going to end up driving away the kind of players you want to attract, and attracting the kind of players you didn't intend to deal with. If you aren't getting the kind of players you wish to have, you may want to review what kind of rules you have in place and how you're enforcing them, as there's something that needs improving. On Non-Roleplaying Players It's fine to allow non-roleplayers to join a roleplaying server, though the choice is up to you. If allowed to join, it needs to be clear that the primary focus is roleplaying, and those who disrupt roleplaying events need to be dealt with. I would caution against letting too many non-RPers join, however, since if they outnumber RPers the server can start to feel less like a roleplaying server and more like a standard gameplay server with a few RP elements as set dressing.- 5 replies
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Still broken bears (before 1.20 and after) [deprecated]
LadyWYT replied to Ven's topic in Suggestions
Depends on the bear. Black bears, sun bears, and panda bears you can outrun. Brown bears you can outrun IF you react quickly enough and it gets stuck in the brush/terrain. I think polar bears are supposed to be a bit faster than brown bears, though I can't say for certain, but if it's white you'll probably say goodnight quickly. Fauna of the Stone Age has a module that adds tigers, lions, and other big cats. They don't hide in the trees, but they're very fast and will stalk you. You won't be outrunning one of them if it decides to attack. Not with the FotSA mod you won't, unless maybe you move to the arctic or otherwise disable certain spawns. Steppe and American lions(extinct in the present day) will spawn in colder climates. Tigers will spawn in colder climates as well, though I'm not sure if they spawn in the arctic or not. Siberian tigers are built for the cold, though the mod doesn't make a distinction between tiger species currently(to my knowledge), so the mod may or may not spawn them in extremely cold regions as well. -
Welcome to the forums(and the game as well)! I think this kind of idea is best suited to the sailboat, or a larger ship. I recall seeing an idea floated a while back for larger ships that had a proper interior cargo hold/living quarters as a sort of pocket dimension, but I don't know if that will ever be implemented into the game or not. A raft is better suited as the small, somewhat crude watercraft that we have already; convenient for exploration, but not something you want to be relying on long-term for serious water transportation.
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I think players posting about their inexperience, whether it be through asking questions or just sharing stories about what they learned and how, adds quite a lot of substance to the forums. What those posts do is leave behind a set of footprints that all the new players that come after can follow in order to help them understand the game better themselves. As a more veteran player, those kinds of posts also tend to be fairly fun to read as a reminder of my own days learning the ropes.
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Spoiler alert! It's already a thing in the game, as it's pretty much what the temporal storms are. Something of this caliber isn't the same as your typical rift, which are just fine as they are. In any case, it's a neat idea, but I don't think it work well with the rifts that we already have. Something like this is better suited for specific locations, in my opinion, much like have already been implemented in the game. In regards to large, dangerous monsters...I'm sure we'll see a bit more variety as more content is added to the game, but for now shivers serve to fill that particularly niche. Unfortunately, I don't think the shiver model really does them justice for how big they're actually suppose to be. As for a monster that's big and tough enough to be a miniboss...that's something better suited for a ruin deep underground, a temporal storm, or story-specific side location. If a miniboss can just randomly appear anywhere, that tends to be more frustrating than fun. In the other block game, I played with a mod that implemented such a concept, and while it was interesting hunting down the special monsters for special loot, it was also very frustrating because they would sometimes be a little too strong and/or spawn in the worst possible location for dealing with them.
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I would assume it's as simple as deleting the new code and replacing it with the old code.
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For what it's worth, it seems to tie back to this thread: I know I've talked quite a bit on the forums about the Mad Crow, but I don't know why it decided my little dragon avatar needed to be the proverbial postcard picture. Of course, Google algorithms aren't really known to utilize stellar logic.
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It made me giggle. Also now I kinda want to see a mod that make the bowtorn shoot toilet plungers instead of spears.