Jump to content

Emeal

Members
  • Posts

    79
  • Joined

  • Last visited

Everything posted by Emeal

  1. I agree with all your suggestions, except... Persistence Hunting took hours in the olden times, nobody would do it in the medieval times, what vintage story needs are traps and hunting dogs.
  2. basically a MEGA Quern. I love the idea. We would need to make two millstones out of 9 stone blocks each. then build the contraption and put the stones in. I think this would also be the time start putting grains into bags for storage.
  3. I dont like the style of the Reworked, but I think its cheating a little because the old one has a diffrent style. So I dont feel like im judging them both on the same style. The Old style seems more natural. For the Reworked, the style is obviously blocky of the tree, but it also looks unnaturally cartoon like. It shows a significant outline or linework which isnt the style the game is in at all. Also another thing, the rust pipes, clocks and gears are cool. but we dont see those too often in the gameplay. Do you plan on making that more prominent in general worldgen? Honestly, I think the new logo makes Vintage Story appear like a factory building game, and its not. I think what works for Vintage Story Logo as I understand it is this: Big scary gears below, it says there are some things beneath. The scary eldritch horror. This is good keep this part. There is a clock in a tree. This does not happen in the game, to me it implies that the tree is mechanical on the inside. Why is it like this? I dont get it. If the clock is meant to represent time, make it a grandfather clock that is leaning up against the tree. It reminds me of farming. The machinery going into the tree and part of the tree becoming technosized, why is this on the logo? Are the trees becoming robots? Why is it like this? I dont get it. Machinery above ground is also in this image, but outside of the devastation we dont see this at all in game. Why is it like this? I dont get it. I think it would make more sense for all the technology and rusty stuff of the logo be beneath the surface. I think you should also put things that make more sense for the surface ON the surface in the logo. But a Sleeping Bear, bears are like the first boss you see in this game. They are an iconic enemy and you could include a drifter underground too. I hope this vote wont be an either or, I hope there is a third option to make a new option based on feedback.
  4. We believe you can do it. and by that we mean run away succesfully.
  5. I second this, It would be cool if a late game Story Location enabled you to make one. Something that costs like a temporal hear for 6 shots and it just instantly sends any drifter home.
  6. I'm actually also wondering when Anego will adapt CarryOn, pretty sure its the mod which is most likely to go in rn.
  7. Whew! Sorry everyone about the early posting, didn't mean for that to happen, I must have missclicked. anyway ENJOY! Hehehe, an Uncompromising Wilderness Survival hug to you too. Love that! Perhaps one day when we have smoke INSIDE our houses to deal with inb4 I started Vintage Story and got carbon dioxide poisoning on the first day.
  8. Peat and Wood are the two first two materials you have in Vintage Story, but its bothering me because I have done this, I've gathered peat and cut wood in real life. After cutting wood we made a small fire but we used the dried wood from the end of the pile, not the new stuff. I asked my dad why and he told me to get a single cutting from the pile to put on. The smoke and sizzle was intense, very much unlike the dried stuff. So my point is that freshly cut peat and wood are mediocre as firewood, it needs to be dried first to improve it. I understand that these things are critically important when starting the game, so it may be useful to pace by realism or even avoid it, but I think we could find shortcut that help starting the game. Here are my proposed changes to embrace that realism with shortcuts too: Change: When you cut down a tree the logs store a value of Dry in %, this value works like the rotting value in out inventory except it does not reduce the Item to rot. - Dry% goes from 0% to 100% - This change applies to the following items: Logs, Firewood /stacks, Peat bricks /stacks. (maybe sticks and grass, lets not go nuts now...) - When a Firewood is created it carries the Dry% value of its Origin. - Dry% is also changed when Item is placed into a Box, with the entire box. Change: Materials with a Dry:% has their Burn Temperature and Burn Duration is controlled by Dry%, which is then read when its used in a Fireplace, Pit kiln or Charcoal pit. - I'm not a math guy, in this example I have it work non liniar, I imagine it works on some exotic curve in real life. - Dry % inversely creates a Smolder% in their respective Fireplace, Pit kiln or Charcoal pit. ( Dry: 30% = Smolder: 70% ) - Higher Dry% Fireplace, Pit kiln or Charcoal pit may take longer to light. Change: Fireplace - Max Burn Temperature and Burn Duration is set by Dry%. - Smolder% creates more smoke, loud sizzle and temperature spike and irregularities. - Freshly cut wood can still be used for cooking but it slows the cooking process down, but it lasts longer inefficiently giving off its energy over longer time. Change: Pit Kiln - Burn Duration is set by Dry% of Tinder used. - Smolder% creates more smoke, loud sizzle and has a chance to ruin a Clay Item due to uneven heat treatment. - Item breakage not should be set as Smolder%, but rather in tiers or simply as half the Smolder% and then turn off at Dry: 70 to 100%. - Okay so the uncompromising parts are starting to show, but finding a ruin with Aged Firewood could be a huge boon now. Change: Charcoal Pit - Burn Duration is set by Dry% of Tinder used. - Smolder% creates more smoke, loud sizzle. - Smolder% has an effect on finished Charcoal amount, maybe you get some charred stubs or sticks back. - Using freshly cut Lumber is inadvisable for Charcoal Pits. Sorry, not sorry. Change: Firewood Stacks and Peat Brick Stacks - Firewood Stacks and Peat Brick Stacks remember and set Dry% when placed. - Firewood Stacks and Peat Brick Stack Blocks change Dry% of the whole Block, not stack blocks above or below based on new additions of material. - Dry% Stacks slowly dries over time, the value of which is set by temperature, time of year, rainfall in this area value and cover. - Dry% Stacks stacked on top if each other will cause the stacks below it to receive drying slower. - Dry% Stacks with less layers receive increased drying. (8 Firewood and 4 Peat in a Stack gets most, 24 Firewood/ Peat gets least, Full stacks get base rate.) - When it Rains, All Stacks without a cover become less Dry% at a base level, The top stacks get an increased less Dry% and the lowest stacks get only the base level. Okay so I'm clearly ruining your lives with these suggestions, so lets talk about mechanics to fight back against it. Change: NEW FIREWOOD STACKING OPTION - You can now stack Firewood in Sun Row Formation, this formation is half as space efficient but is significantly more efficient at drying. - Observe my Chiseling Example and the real counter part. Glory! - This in the May sun should allow you to get some close to Dry Firewood for Pit kiln or Charcoal pit activity without too many flaws. Change: Peat - When peat is dug up, its Dry% is set by Time of Year and Rainfall in this Area. - Trying to lit Peat blocks on Fire is harder up to impossible based on Time of Year and Rainfall in this Area. Extra Ideas: A Peat cutting tool, Peat spade or Turf Space which could increase the amount of Peat Bricks you get per block of Peat. Suggested Additions: - @LadyWYT suggested to add drying pottery before firing it. This should be possible by adding the Dry% value to it and then requiring Pit Kilns to start via pottery above Dry: 90% perhaps. specifically for drying pottery it was suggested in another thread that, placing Pottery next to a fire should speed up drying. Very cool concept. Thanks for reading! And enjoy this video of Peat Cutting I found. https://www.youtube.com/watch?v=FqsIgHnRVYo
  9. Sure, let me just put down these steps here... Capture Chickens, raise them, feed them grain, optain meat and eggs later. Find seeds rye/spelt/wheat, plant them, fertilize, wait half a year for growing, harvest, keep some seed, use rest seed for next year harvest. Travel the world to find paprika, pepper, mustard, tomato. Farm berries, squeeze, ferment, create wine for vinegar. Find bees, Establish a bee farm. Find and mine Halite. Make a mill to turn grains into flour and halite into salt. Make Nugget Sauces: Honey mustard = bees + mustard seed + vinegar, Ketchup = tomato + sugar + vinegar Mix flour and water, make dough, heat oven, bake bread. Leave bread out to be stale, use a knife to obtain breadcrumbs. Go to chicken pen, murder chicken, obtain chicken meat. Gather eggs, crack into pan, whisk to make egg wash. Assemble nugget. Season with spice, coat in flour, dip in egg wash, coat in breadcrumbs, repeat twice for each nugget. Fry in animal fat or flax oil. Enjoy your meal. It will take like 3 years for the first Nugget I think.
  10. Take it from me as a Dungeon Master, many like to min/max and given the freedom they will pick the least impactful negative traits and the most impactful positive traits they can get their hands on. and balancing THAT is way too much work and you even suggest this probably gonna be imbalanced, but... I don't think its Anego's philosophy to make things that are too easy and free??
  11. Emeal

    Farmer class?

    Cant we just have a Farmer class anyway, just for meee?
  12. There is no question in my mind that what we do to plants currently in Vintage story would turn into a mud pile in 3 days and kill all the plants. So it leaves much to be desired for a uncompromising survival game. But the question if Anego wants to rework the irrigation, we should investigate that. neat
  13. You would need a full rewrite of how irrigation works, I'm all for it, but it would be a lot of work for the Anego Team.
  14. Wood Ash is a useful byproduct of doing everything related to Fire and Wood. A Fireplace would have the Ash and you have to get it out with a small shovel. You store it in a Bucket with a lid or it will fly away if you carry it in a Bucket with no lid when its windy. Some Ash would also be there when you do a Charcoal burn, left at the bottom of the stack. Potash is great for Plants, but you cant just put it on farmland if its Windy, do it while its raining.
  15. Emeal

    Farmer class?

    I like the idea! I love the idea! And its been suggested in the past: https://www.vintagestory.at/forums/topic/16116-farmingcooking-class/ But let me play devils advocate for a moment.. because since survival = farming this class would be absolute the class to have to enable better and faster farming. I'm not against having a class that makes the game easier in regards to farming, but it will smoothen one of the main Survival Struggles that is the core experience. Farmer Class Trait Ideas: Green Fingers: +10% planted crop drop rate, +20% foraging wild crop seed drop rate. Henwise: +15% chance to find extra egg when looting a Henbox. Seasonal Energy: +10% movement and harvesting speed during Summer, opposite during Winter.
  16. Not just your suggestion, I'm talking about behavior and values idd implement was I the designer.
  17. I started a new round of VS today, playing the 1.22rc8 without mods to check the experience... could not find Reeds for over an hour, turns out my island has no reeds. Could we have a stick basket for these situations? Love Emeal.
  18. Yes please, it must be possible to do off set on doors.
  19. What do you mean we cant run around in Gambeson all day? Heat!?! Sweat!?! Honestly at the end of the day you could squeeze my Gambeson and idd fly out like I was oiled up. I like the realism but people will hate this. Having to dress appropriately, only using combat armor for combat and not daily wear!?! What you guys are cooking up here is a very sour and bitter pill that nobody wants to swallow. Nobody wants to juggle armor in your bags when not in combat. Speaking of Status Effects, I hope this will include the cure. Like bathing and medicine. I would love to make soap so my team-mates wont be stinky and disease ridden.
  20. 110% Agree. But I also see the need for players such as @LadyWYT I have also made a lake myself, I would like water to be realistic but I would also like the tools to do this easier. Half way through filling this manually the Server Owner filled the rest. We need stuff like the Archimedies Screw to work on water and etc.
  21. This is historically accurate as far I know. You would use a big solid stick OR a boulder to pry soil loose.
  22. It might also be worth implementing a mechanic, where if multiple Hansa Trade Banner's are present it does not mean there are 10 Trade spots to stop by, it should mean 10 Traders could be here if 10 Traders were passing through here on the same day. (unlikely) it would still only count as 1 stop on their road or travel.
  23. I find it realistic that soil on a cliff will create a landslide if an animal step on it, but that it always happens when I am near and the world isn't settled reminds me this is a game. and that its MY presence that causes animals to trigger landslides. I really would like the world to feel more settled in terms of instability.
  24. ALSO ALSO ALSO Can we have a former Hansa Trader as a Starting Class?? Maybe they could start with the Hansa Trade Banner in the Inventory, have two extra inventory slots, get better prices buying/selling. But also have negative traits such as Weak, Civil and Nearsighted.
  25. Here is my idea, the how it could work the Trading posts that spawn and Hansa Trade Banner is the keys. So we bring back the wagon Traders but they spawn in file in far in un discovered territory or outside the world border. They then have a direction NSWE, and will make a route to Tradepost "nodes" based on an algorithm across the already generated area. The black circles are Trade Posts, the gray circle is the generated world so far. and the blue and red lines are two roaming traders making across our playable area. Some days they are there and other days not, but if you talked to them they can say which way they are going and maybe you can CATCH that Trader again in that direction. This would make them feel very alive. Also by doing many Trades with Traders they will give you a Hansa Trade Banner, which you can put up near yours house or city to have Traders appear there as they pass through. This would require some free land in order to work. But it would be cool to come running to your local tradepost and see he has company one day. SUPER COOL.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.