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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! As @Maelstrom said, the library will only open once the machinery in Engineering is fully operational. Without spoiling too much, the boiler may power the machines, but unless the machines have all the parts they can't open the door.
  2. Agree with other posters here, there are other server options to pick from. I'm not sure just adding another server fixes the problem either, as you'd need people to opt for the new server instead of the old. I would say though that having a server queue isn't necessarily the worst thing ever either...kind of depends on how big the queue is at any given time and how many players the server can support. If it can support a lot of players and there's always a long queue waiting to get in, then I would say it's a problem and worth potentially opening a second server.
  3. Oh yeah, no, they aren't supposed to do that. The only times you should be seeing monsters on the surface in daylight is if the sun just came up(leftovers from nighttime), if a cave is nearby(monsters will sometimes wander out), or during a temporal storm(normal spawn rules don't apply). When rift activity is "high" or greater, all that means is rifts are more likely to appear, and will spawn greater numbers of monsters if spawn conditions are met. Underground monster spawns are also somewhat tied to rift activity, so higher levels of activity mean more monsters underground, while a calm day means fewer monsters(though usually never zero when it comes to the underground). Hmmm, a fair point. I forgot that back in the day you'd get a demo disc with consoles like the PS1. I wanna say that Minecraft had a demo world available at one time as well, though I could just be thinking of a dedicated tutorial world that shipped with certain game versions. I think piracy is an issue for videogames regardless of whether or not they have a demo, and I'm not sure there's anything one can do to stop piracy 100%. The best counter to piracy is just make a good product at a reasonable price, without being a butt on social media. If it's a good product, people will want it, and if it's priced reasonably they'll be more inclined to buy it instead of pirating. As for the social media bit...it's fairly easy to incur the wrath of the general public and earn yourself a boycott, so best not to upset the people you want to do business with.
  4. Oh yeah, for sure. Some of it I can figure out easily enough, but the weather part just translates better when converted to Farenheit, as that is how my brain is wired. Weather aside, everything else is easy enough to work with in Celsius.
  5. Plus tailored gambeson is much more stylish, and everyone knows the more stylish it is the better! Well, not really, but you can at least look good while getting mauled by bears!
  6. On Vintage Story? It depends. On singleplayer I've been sticking to the vanilla game of late, but on my friend's server I think there's around 25-35 mods. Generally when I use mods, it's to expand cooking options or add some extra flora and fauna to the world. The one I stick to most consistently though is Freedom Units, just so the ambient temperature makes a little more sense in my mind. I know 40C is hot and -10C is cold, but neither really tells me how hot or cold.
  7. Sounds like a bug, really, or possibly an oversight. You might consider reporting this over on the bug tracker. I think it's fine as-is. Assuming default settings, getting rained on won't hurt the player. Sounds like another bug. I don't know about foxes, but wolf taming is on the roadmap. My guess is that it might be added as a minor update sometime later. Depending on the game version, this could be a bug. There were issues recently with monsters spawning on the surface in broad daylight. Otherwise, rift activity feels fine, for the most part. The only thing I might change is always having calm activity(for an unspecified amount of time) when the world is first created. That way new players are more easily lulled into a false sense of security since there's nothing immediately amiss. As fun as spawning in to apocalyptic activity can be, seeing rifts right after spawning in immediately alerts the player to the fact that all's not well with the world. I also would not limit monster spawns to the passage of time. Sometimes you can go for days without seeing a rift, and sometimes the horde will be at your door the first night. The unpredictability adds more suspense and strikes more fear into the heart of the player, as they can never quite be certain of safety save for the daylight hours. Of course, if someone does want to set a grace period for the spawns, they can already do so at world creation. As others have said, this is due to the items having expiration times that are too different. You can, however, manually combine them into one stack. Aquatic content is still in the works. I daresay we'll see rivers about the same time that water power is introduced. No. Don't get me wrong, I like the idea, but I see this getting old rather quickly. If it is added, it should probably have a toggle in the settings, so that players can choose to disable the chat sounds if it gets too grating. Aside from players who already don't like the vocals, I see it being an issue mainly for busy multiplayer servers. Alternatively, make a new Local Chat tab that has a limited radius, and only apply the vocals for text in that tab. That leaves General free for global chat(without characters sounding like they're talking to themselves), while adding a tab that roleplayers would love. Currently, if the item goes into a bag rather than your hotbar, the bag it was stuffed into will shake briefly. However, it is easy to miss that shake, so having a small popup might be an improvement. If nothing else, make it an accessibility option in the settings. Much like wolf taming, this is probably one of those things that will likely be its own minor update, or part of a collection of such updates. Perhaps in the future. Currently, I think there's an old version of Vintage Story available for free as a demo, though I could be wrong. Otherwise, the devs have rather generous policy when it comes to refunds and the game itself is priced reasonably, so it's not a big risk to buy it and try it. Vintage Story is somewhat particular when it comes to space parameters. Certain conditions must be met to make a space an insulated room, a cellar, or a greenhouse. It's also why I'm not a fan of making too many condition checks when it comes to building, as the more there are the less creative freedom one has.
  8. Welcome to the forums! To my knowledge, there are no seraphim villages in lore, as seraphs are rather few and far between. The few settlements that do exist are populated by surviving humans, who so far seem neutral to seraphs at worst. I daresay we'll perhaps see a seraph NPC or two sometime in the future, and it's not out of the question that some seraphs integrated themselves into a settlement somewhere. However, I think it would be a narrative mistake to add seraph villages, as that would heavily detract from what makes them stand out in the world. Likewise, I don't see the player being able to fully integrate into a settlement to the point that they no longer have to gather their own materials and food. Stay as a guest, yes, or make such integration a mod sure, but being able to just opt out of standard gameplay and become a basic villager destroys the narrative that's been set. The player is a stranger--an odd survivor of the Old World that's been mutated into something other than human. They can befriend human survivors, yes, but they'll never truly fit back in to a normal life.
  9. Yet the children yearn for the mines, as proven time and again by a certain other block game.
  10. For some reason, jumping right before he does the ground slam prevents you from getting tossed into the air. Thanks to @ifoz for that tip!
  11. So what you're saying is perhaps Vintage Story is just an interactive biography with a few details changed so we won't know it's about him.
  12. Aside from a bit of hitbox/collision jank, combat feels fine right now. It's simple, yes, but it serves its purpose well. Most of the depth doesn't come from the combat itself, but rather how one chooses to prepare for a fight. Enemies aren't something to be actively sought out and hunted most of the time, as much as they are a supernatural environmental hazard that you need to engage occasionally in order to achieve certain goals. It's a bit refreshing to see, honestly, as most enemies stay a threat throughout the entire game in some way or another; many games paint their monsters as big threats in lore while making them mostly harmless loot pinatas in practice. Vintage Story's combat simplicity also makes it easy for a new player to pick up, but somewhat difficult for a player to master. In any case, I agree with @mertagam; I don't expect to see a combat rework given that Tyron himself is on record as stating the current system is fine. What I would expect to see though is some fixes to hitboxes and collision, as well as a bit more complexity with the potential addition of temporary traits/status effects and more late-game tech(Jonas gizmos, alchemy).
  13. Should really be a hazard in the base game.
  14. For now, the trader population is a bit of a plot hole. I'm expecting to see at least one more bastion of civilization, perhaps a proper fortified town that is much bigger than Nadiya, in addition to maybe another small village on the scale of Nadiya. The Cardinals is a prime suspect for such a location, as it's hinted at being some sort of religious/political center, which would be ideal for a larger settlement. I don't expect to see any procedural generation of settlements though, as that would likely populate the world a bit too much and the settlements themselves seem intended to be plot-critical. It's easier to pack more fine details into a unique set piece, than it is to try to pack a lot of fine detail into something randomized.
  15. Interesting. I can't say that I've seen a thread hating on the Resonance Archive before, but you learn something new each day. To each their own. For what it's worth, you can use the Library's storage vessels, though they won't hold everything you can find there. There's a couple of other chests and storage vessels elsewhere that can be used as well, but for the most part the Archive is wreck due to years upon years of falling into disrepair. It's a good idea to bring a couple of trunks with you in order to store everything at the surface later to make the process of carting everything back home easier. Bear in mind though that the more loot you decide to clean out, the more trips you'll end up needing to make in order to cart everything back home--it's a lot of stuff.
  16. Voicing complaints is fine; so is voicing positive feedback. When posting either on a public forum, it's not unusual for others to push back with counterpoints. It's fair to offer constructive criticism on aspects one doesn't enjoy so the developers can potentially make changes, but it's also fair to offer feedback on the parts one does enjoy so the developers can see what's not an issue. Agreed, and also why it's entirely fair to point out that Vintage Story is still very much in early development. There's still a lot on the roadmap, that would likely solve a lot of the complaints once those things are implemented, but to be honest most complaint threads(and several suggestion threads too) I see don't seem to take the roadmap(or related things like dev team size) into account. Likewise, it doesn't seem like a lot of those threads consider that perhaps the developers have a specific vision for Vintage Story, that doesn't necessarily fit with what's being requested in the thread. To use combat as an example...the system we have currently is solid and ties the monsters into the setting nicely as a believable threat/environmental hazard, rather than the mobile loot boxes a lot of videogame monsters end up being. Combat is required in certain instances, yes, but given what I've seen of Vintage Story so far I don't get the impression that players are intended to be actively picking fights whenever they can, so I don't really see the system changing that much outside of tweaking hitboxes and collision and the potential addition of temporary traits/status effects. The other thing I've noted about many complaint threads is that there's often already a solution to the issue at hand with the tweak of a few world settings or the addition of a mod or two. Unfortunately it's not unusual for such threads to discount those solutions and instead insist that the gameplay standard be changed to meet their specific wants.
  17. Hence why it's a challenge to overcome--just because you have a handle on it doesn't mean it goes away entirely. You can have the best food supply in the world, but it doesn't really matter if you don't eat it. The player won't die immediately if they run out of satiation; they'll have a short window of time to find something to eat before they die, but that ticking health meter seriously puts on the pressure to fix that problem. The player starvation noises can get annoying, yes, hence why I suggested a change of sound effect might be in order. But there should be some sort of sound effect to go with the hunger damage to help alert the player to the problem immediately. A new player might starve to death because they don't yet have a grasp on how to secure enough food. If a veteran player starves to death because they were too lazy to take a snack break, that's on them.
  18. Or just change the sound effect for starvation damage and keep the system as-is. It's not particularly realistic, but food isn't a particularly difficult challenge in the game either(under normal circumstances). Generally, you're not going to be in danger of starving to death unless you deliberately neglected your food supply--even less so if realistic starvation rules applied. Having a faster death from starvation damage isn't as realistic, but gives the player a bigger incentive to pay more attention to their food supply as they will quickly die without one. This proposed change doesn't sound too bad, however, I would perhaps drain the nutrition bars at a faster rate than the satiety meter, simply to spur the player to find and secure food. I wouldn't say the system we have now requires much micromanagement. It's easy to bring a crock of stew or several pie slices or some other kind of snack with you on your building projects and other adventures, and the health boost you get from eating a varied diet helps you survive scenarios that would otherwise be lethal. If the hunger rate is too much of a hassle to deal with, there's already an option to turn it down so it's even less of an issue. This may also sound harsh, but new players should absolutely be worried about to starving to death before worrying about shelter. It's part of the experience, and Vintage Story pulls no punches(though you can determine how hard the game is allowed to hit). While the initial learning curve might be steep, overcoming those challenges is part of what makes the game so satisfying. Would be a potentially interesting way to give more benefit to the nutrition bars. I wouldn't ditch sound effects entirely, as a sharp sound is a great way to grab the average player's attention and direct it to a problem. What I would do though is change the sound to be less frequent, as well as something more suited to starvation. A loud growl from an empty stomach will grab a player's attention, as well as immediately identify what the problem is...and of course more periodic growls will prompt stubborn players to go eat something in order to stop the noise. Those who disregard the warnings find out that food isn't optional.
  19. I think it's a two-fold issue: 1. Goats came later than bighorn sheep, and are coded to be a lot more skittish. Similar to chickens, they don't really calm down until later generations. I would expect bighorn sheep to behave in a similar fashion once they receive an update, unless goats are tweaked to behave like current bighorns. 2. Dairy is in a spot similar to fruit trees--a gameplay loop that requires too much time investment for the time it takes to complete the current story. Once more story chapters have been implemented, I daresay things like dairy and fruit trees will feel more worthwhile to invest in, since you'll be spending a lot more time in the world.
  20. If I'm not mistaken, the traders make it pretty clear that while there are villages out there, they are very few and far between. The ruins we see aren't just failed settlements, but remnants of the Old World that have been shuffled around and torn apart by the initial cataclysm event itself and the lingering unnatural forces after. That being said, I do like the idea of having ruins clumped together more, and having a higher chance of containing high fertility soil. I'd also make ruins more rare in that case, but they would be a more interesting find.
  21. This and this; I'd also chalk some of it up to a drawback of getting older(that is, out of the early 20s and into your early 30s). Taking longer or more frequent breaks is a good idea, and taking a couple days off from the computer entirely usually clears it up. Getting more sleep at night and cutting back on caffeine can also help. That being said, if you take steps to reduce eyestrain and its still not clearing up or seems to be getting worse, you might consider seeing a doctor, as it could be a symptom of something more serious.
  22. Really depends on your settings...I think there's a setting to shorten the distance between story locations, though I'm not exactly sure where that setting is. On standard settings though, I would say it takes roughly a couple of hours on average to travel from the world spawn to the first major location of chapter two(which I will note is not the first location of chapter two that you will visit). Elk will be a little faster and less resource intensive than traveling on foot, but going on foot will allow you to cut through dense forested and rough terrain a little more easily. Assuming you have the world settings for it, going by boat is very safe but also going to be a bit slower than over land and a lot more boring(nothing to see except water). The first story location(Resonance Archive) takes about half an hour on average to get to traveling on foot. In order to find it, you'll want to find a treasure hunter and complete a small favor in exchange for a map to the entrance. Once you've completed the Resonance Archive, talk to the treasure hunter again for a lead on the next part of the story.
  23. Odd, the taskbar should be hidden on your primary screen. Maybe it's the operating system being a butt somehow, instead of the game?
  24. Welcome to the forums and Vintage Story! There's already an option for this, I believe. Both a windowed mode, and borderless(always on top). I usually use the latter, as it keeps the game fullscreen but allows me to click over to my second monitor without it minimizing. I think creature behavior is being worked on to be a little more complex than it currently is; however, there may also be lore reasons for why certain wildlife(such as wolves) are so hostile to the player. If you got the message that the waypoint was created, but do not see the waypoint on the map, it sounds like a bug. You might also double-check your map settings though to make sure you didn't hide your waypoints by accident. This is one of those things that's rather rough on new players, but once you have some experience under your belt it's not so bad. I think once creature behaviors are a bit more refined it'll probably be a little less rough for new players to deal with, but otherwise I think that initial challenge is fine. Drifters and similar monsters haven't been fully explained, but it's implied that they may have been humans at one time. I believe water power is on the roadmap, but I don't know when it will be implemented, if at all. There's a lore reason for it, as well as why you're able to respawn after death. But it's a nice quality-of-life feature as well.
  25. Welcome to the forums! I'm not entirely sure what's causing the light there, however...if you're not opposed to using a bit of creative mode, you might see about using it to set up command blocks to trigger specific music in that area. I'm not sure which blocks you would need specifically, or what kind of commands you would use. I do know it's possible as that function was teased in a trailer(I forget which update), and as far as I'm aware it's how specific music is triggered for certain story locations.
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