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Emeal

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Everything posted by Emeal

  1. 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.
  2. Yes please, it must be possible to do off set on doors.
  3. 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.
  4. 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.
  5. This is historically accurate as far I know. You would use a big solid stick OR a boulder to pry soil loose.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Maybe its impossible to program in but.. Something idd very much like to see is the ability to pick where you start out. Here are the ones I want the most. Start at the Ocean Start on a continent. Start on an Island. Picking World parts to Start in would also be great.
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  11. I think a System like this is great, but idk how much processing Anego can allow here. Lets think about what each Animal would need a: Values: Perception Range: Range at which is checks for BushRustle or can generate a line of sight from. Threat%: A value that changes over the course of interactions with other Mobs. HasHerd: A value that determines if Creature is part of a herd or not. HasDen: A value that determines if Creature has a Den. Status: Alert: Adds a bonus to Perception Range, commonly triggers by BushRustle. Flee: Triggers pathfinding away from Threat determined by Line of Sight OR last known BushRustle direction and follows normal threat avoidance. HasLineofSight: Creature will now look in this direction and set Threat% based on distance. Systems we would need: BushRustle sends signal to Mobs. Generation of Line of Sight for Mobs. Herd generation mechanic for Mobs of the same species. Brrr yeah this is certainly alot of consider, I think I know why they have not dont this yet.
  12. Livestock is missing a couple of mechanics to make them uncompromising and real. as of right now you can just keep them in a pen and nothing matters for them. They will live forever. I do believe Tyron and crew will reign in the systems and update at some point.
  13. I don't think we need a whole new item for it, there is also the Knife. My point is a Scythe should be able to do small scale stuff too, like it is in real life.
  14. I'm sure we can give the Mac Trackpad users another option, it doesn't start or end with just one button after all.
  15. It IS rather silly that the Scythe will automatically do something the human dont intend. But that does not mean that using the Scythe should magically avoid plants on swings. My solution: [Holding Scythe] Hold Right Mouse button and Click Left Mouse button to do Single tile Scything. Now WE are in full control of the Scythe. A had to remember how they worked, I think this is a great compromise because to be fair the Scythe does not tell you what it does on the prompt, I would change it like this. @ijkdenem what do you think of this idea, then it wont be automatic, you just have to remember and consider when to use the Big Reap Swing vs the Single Tile Cutting. Its easy to be a game designer when you don't have to do any of the programming, animation, etc. but I actually LOVE the idea of Tools having multiple options. not just tool modes.
  16. Welcome to the forums! I can certainly feel you on this one, however historically doors were more like a barrier than a lightproof seal. The tight seals we know from today is the wonder of advanced carpentry. But that have never stopped us... what if we could make a specific Light tight Door. Or EVEN BETTER, what if a door would detect if it has support beams on the sides of it AND THAT would make it LightProof, then we can do Doorframes of any wood we like. I'd be MEGA fan of the 2nd option, Doorframes are cool.
  17. I agree it can sound annoying, this all depends on flooding time and other factors implemented into the system. we don't even have a flooding system .... YET! I think thinking about a flooding system might be the next thing I think about. Hmm yeah I see that can be a problem. We could dig ditches to get the water there and then undig them right? But then evaporation and surrounding plant life mechanics kind of don't work. I guess the way you would keep these Lakes working would be to control the intake from a river then into the lake and then control the outflow. We dont have blocks to make to do this right now, but we could get that, infact Im not suggesting we implement a system without the ways to deal with it. That would be like implementing the sharpening mechanic to flax but not implementing the grinding stone. That all sounds amazing, something idd like to see too.
  18. You object to the whole management problem, yeah I can understand that if we compare it to farms right now which are setup and done. Any request for more realism can feel like a creeping force to take away what is good easy and introduce problems which you don't want to deal with, I understand that. But it is likely some type of setup and forget farms can exist even with a more realistic water structure, with controls of how much water goes in to a furrow ditch system vs. out. Fun is subjective, I don't think Vintage Story is fun in the traditional way. The way VS is fun to me is that there are those "uncompromising survival mechanics" which I dealt with, I beat them and I survived despite them. Which is why it can seem like I'm a madman, deliberately asking Tyron to fuck me over harder or taking away safe systems I rely on for a sense of safety. But I don't want to ask for unreasonable uncompromise, so my question would be: Isnt the way we make farms fully irrigated a little too safe/secure? My answer is yes.
  19. I love this as a suggestion, but its a huge system for some subjective values I don't necessarily agree with Tedium is bad, Skill-expression is good, RNG is bad. I'm pretty fond of Tyron's game design vibe around this game so far and I don't see how that fits into those design cores OP talk about, which is purely subjective and up to us. I think OP is skilled with language for sure the post is magnificent, but I do find some of the proposals to be easier to claim to be true than actually would be, for instance fun. OR skill-expression which then suddenly locks you out of options if you cant perform it well. Not a big fan of that. Should we add skill-expression to baking bread?
  20. So I was thinking how these new River is shaping up and how Vintage Story may end up handling water in the future, in the name of realism I considered what the game could do if water had to go somewhere realistically. Lets take these mountains as an example: The Precipitation value of the area means how much Rain comes down, this isn't literal its an area value that tells crops as of right now how much water they get over time The Mountains with Ice layers on top is an area that could be a Water Stream start, so it will likely have one the Stream will carry the area size value + precipitation and will then target the nearest river and make its way over there. A Stream loses water value as it passes over land and also depending of the levels of vegetation of that area. The Stream makes contact with a river which adds the value to the river. A River loses water value as it passes over land and also depending of the levels of vegetation of that area. The River ends in the Ocean which just ends the value calculation OR maybe the River could end that Calculation. Why would VS do this? Knowing a value for the Water that comes through a system and how much can change how the systems we make to fight the environment to make it better for us. Its not that realistic for things the be set up and done and that's it, like windmills there are the wind to consider etc. Furrowed Ditches For water around your crops, the water value would be consumed by the space in the furrow system and consumed by plants but also too much water value would flood the system and your crops. But also needing run off for excess water in case of flooding. Changes to Waterwheels. Waterflow changes with seasons where you are. General Dryness / Resistance to Bushfires in general area. Damned be the Lightning Strikes. More waterflow through an area with a Stream = Fire Spread has chance to fail? Flooded mines: pump the water out and into the water flow system to remove it. Draining a Lake Anyway, its fun to think about what could be implemented as well as what Gameplay challenges that would arise from solving them. Thanks for Reading.
  21. The Mushroom to Log mechanic you describe here would be pretty cool. I'm unsure how advanced Mushroom production was in Europe, the Chinese did do the Log Method. As far as I know foraging was the main method in Europe until the later medieval age. I don't know about those modern methods how possible they would be for the Vintage Story setting. But something tells me that as people moved underground mushroom farming must have been a thing, right? Lets say the original Mycelium Block that generates in Vintage Story already can inoculate 3 scored logs (of the tree they like to eat) in a year and when those inoculated logs can be brought home and put on the ground to produce mushrooms for you for 5 years until the logs are consumed. Maybe even a little dampness requirement mechanic and we got ourselves a pretty real and neat mechanic.
  22. I don't think the game is set up to create composite data structure or data aggregation what ever its called for juice/wine. Check in creative mode: I think alot of programming goes into creating the dynamic object which is used for stews. But it should not be impossible for the Team.
  23. What I don't see is how all these problems are not already solved by the Xlib/ XSkills system, systems in which you can equally specialize and have special crafts via the Class. What's wrong with having a past life as in your Class and then still discovering what you like/ like not to do? You can do it. Personally I see too much choice that my eyes just glaze over it, how can you even see your identity in a sea of numbers and mini-stats? I sure cant. This is why I love the Xlib/ XSkills better with Vintage Story's classes best. What am I? I'm a Blackguard and a level 3 lumberjack, lets goooo!
  24. Giving the Scythe Modes like that could be very good, though making it only cut similar blocks is preferable almost always imo. I'd want it asap! Then again, its using a tool that is known to cut loads of plants down, so its like using a blacksmith hammer as a meat tenderizer and then objecting that it smashes your meat apart. My point is its about using the right Tool for the right job and does that philosophy not fit into a uncompromising survival game? Unfortunately I think it does.
  25. Sure but this could change as well. Its really not hard to grab a Vessel and fill it or a barrel even, adding water to a pot would be a small step with all the things we can do for it.
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