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Emeal

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Everything posted by Emeal

  1. Agreed, We are at the same table then, one might say... Cooking Table... (sorry, not sorry.) But can we agree on what features we think Vintage Story could get from Expanded food / Culinary Artillery? My list is: Cauldron (for huge meal portions), Meathooks, Smoking meats, Bottles and bottle-racks. And Recipes: Boiled Eggs, Berry Bread, Pemmican, Sausages (ofc), Berry Syrup (honey substitute for jam). Smoking all meats and fish.
  2. I think Vintage Story and the Expanded Food Developers need to do a longing embrace. I think its so fun the way they turn food into a minigame.
  3. As long as the profits are fine and the game is still in development there is no need release on steam. The logic needs to be the other way around. Why does Anego Studios need to release a game they are still developing on Steam right now, unless they need cash and idk Tyron has not posted images of his car yet.
  4. Hello! Now that Rivers is in active development for Vintage Story, I thought now might be timely with some suggestions regarding them. So you know how in real life, Rivers carry rocks, stones, sand, silt, clay with it, but in Vintage Story currently we only have a loot table based on blocks, and we must destroy blocks of these Sediments to gain an item. This can also make water features bare in this game and how it does not look very good? So what if... panning in a River didn't require you to destroy or reduce the level of a block, but instead allowed you to pan based on a value of the River and what it provides over time? I'm suggesting Rivers Update is a good time to move closer to reality with Vintage Story's panning mechanics, this could work by checking if the player is trying to pan in a River, designating River Water Blocks to remember the nearest 'River Origin Point' from which they came and when you try to pick up from 'Sedimentary blocks' (like gravel, dirt, mud, muddy gravel, sand) that are adjacent to these 'River Water blocks'. This then reads from that 'River Origin Point Item List' what can be found based on the 'prospecting values' of the areas the River go through. In Simple terms: River Origin → Geological Zones crossed → Material pool Loot table → Panning Results I hold the pan. I pan for things in the Sedimentary Materials on the side or in the River. When panning Game checks for adjacent Water River Blocks. If yes, then game checks River Origin Point Data for what the loot table for panning should be. (No layer is taken) If No, then panning works as usual and you take a layer of the Material Blocks. Material enters the Pan to be panned (still required to be in water.) Why? Well, realism and vintage story relationship to it is why I want this and I think its cool. Very small game, big world knowledge inside. I want this game to mirror how Rivers work in nature. Sediment and minerals are picked up from the origin (mountains, hills, or particular rock formations). As rivers flow, they collect and transport material from the terrain they pass through. Heavy minerals settle faster than light sediments like clay. I don't want Tyron to simulate every rock that travels down the river, its an insane work load. So I think this might be as close as I think we could get to that realism. I think being able to learn something about the area by panning is very cool and realistic and you could follow the River to its mouth to gain more nuggets. It could be a flexible system, with possibilities for biome or region modifiers which changes the loot table. What does this mean for us as players? No Single Person can destroy how a river looks by over-panning. Panning in the River is a way to gain knowledge about rock and ore in the area via small nuggets. Rivers Replenish in Pannable materials over time (months and years.) We can be strategic about panning, an expression of wisdom. I know this post is a bit of a mouthful to digest and honestly suggesting this because I hate how currently panning destroys the block environment, this may not be a logically legitimate grievance to realism. At least I do think a single person cant destroy a lake like we do it. However there is some good things in here, like River panning remembers the area, rock types its gonna travel through and you get nuggets of what Ore might be in the area which be more realistic which would be cool in my opinion to simulate reality a little more with how new sediment would flow by in a River. Anyway what do you guys think, Am I wrong about how Rivers and materials work in them? and /or if this is a bad way to simulate that pannable reality in Vintage Story?? Eager to hear from you and I'm glad to get this idea out of my head. And Thanks for reading too! My browser keeps saying pannable isnt a word...
  5. I would very much like to see a secondary progression system, but a technology tree isn't really what I want. Rather Skills. If I could ask Anego Team for one thing it would be to consider the XSkills/XLib Mod progression of every time you do anything, you gain experience in a field of work. And when you level up a skill you can unlock something to sweeten your time, and Idd then ask Anego Team for a much more down to earth selection of perks and shortcuts. The whole idea of doing something a lot so that when you do it in the future it becomes easier is very appealing and Im sure Anego could make some much more modest increases for us to pick. Just for god's sake don't do the, can only pick 2 masteries that XSkills has going, its awful.
  6. You are doing the wrong approach if you think Tyron and crew will examine every process for realism and historical balance right now, game is unbalanced and unfinished. We should know this. Rather if you see something that does not make sense to you make the case for it, both logical and historical then its much easier for Tyron apply some numbers changes. I know you mean well with the whole consideration of 'Uncompromising survival shouldn't mean unrealistically costly', but I just don't think that is a process that they want to start now. See this is a great suggestion, something anyone could take a look at and be like yeah I can see it. If you see some recipe tweaks that are unrealistic you should just go for it and make the case for each of them in turn. Tyron is watching and if you can make it make sense to him, he's incredibly likely to just pop in and change the numbers for the next patch. Much more likely than to start a whole examination process of mechanics right now, in the middle of what are we doing right now? Rivers and Sawmills.
  7. Emeal

    Quenching?

    A quick googling says quenching was mostly only done once to three times historically and then with risks. I think we probably hit the nail the right way with an RNG system. I don't see how this is bad, you have a choice to invest your hard earned material or not. Unless you really really really want a Sword that is super good. Poisonous Mushrooms are also in the game. Some things are just the way they are because that's realism. But that's why I bought the game because it promised to be a hardcore survival... The trailer tagline literally says, "prepare for uncompromising wilderness survival"
  8. All of these are great ideas, making Diving a real hazard is what uncompromising Survival means. Also we need deep sea Drifters that come to the surface during temporal storms. I also think we should have Diving Bells, there are plenty of historical records that suggest humanity would be able to figure that out. Why a Diving Bell, Tyron might ask... well what if we placed a story dungeon at the bottom of the seafloor??
  9. Here you go bud.
  10. Hmm I think I prefer Classes as they are and then with a Skill that goes up as I do things to unlock sweet shortcuts on the most tedious things. The Class pick is more my starting story in my eyes. Example: In our game everyone does everything, while some do some stuff more there are no obligatory specialization.
  11. I have always felt Vintage Story speaks to me as Hard Survival Sandbox, but also I do feel the Story Dungeons should give us better rewards. Even if those rewards are tedious to build. Examples: Jonas part Airship Jonas part Car
  12. Emeal

    Subclasses

    Doing a thing to be better at doing a thing is a very common suggestion and I love it. Its the main reason we use XLib/ Skills on out Server. It also makes grind less tedious when you see oh my skill has increased time to unlock a new farming skill. Its pure fun.
  13. Its weird, if you can craft Terrapreta in your hands in your crafting grid, why cant you craft it by adding nutrients to existing farmland?
  14. Emeal

    Subclasses

    I don't know if this is the right call for the game, but I would love the idea that you could progress your class in some way. I think with subclasses we should also be careful about creating some that might be good classes on their own, the game is new and I hope we get to see more classes. I think a Merchant Class would be cool and I think the game needs another melee focused class. (A Knight of the Forlorn Hope)
  15. I can see why some would not like it and prefer more obvious. I don't like the idea of the player being a medical expert and able to diagnose themselves and... I prefer the drama, "Oh woe is me I hathst becameth Ill." From my understanding its uncommon to get ill again with the same cold in real life, idd have to look it up, if its realistic then thems the cards we play with imo. A Hermit should almost never catches a cold because colds rely on exposure. You could spend months or even years without getting it. Ergo the Trader did it.
  16. I liked the part where he saw the Apex Predator, shouted "bear!", walked up to it and then decided to stab it with a flint spear and run. Absolute Cinema! But I usually don't do this. I prefer the safe method for the badass method.
  17. My solution to this problem is to always bring snacks (crock of food) with me if I get hungry. Once you have farms and animals this is trivial. Do you not bring (enough) food at all? This may be a question of adaptation to the problem, rather than game needing change. But there is always a mod for it, like we use XLib Skills. But I've always seen Blackguard as a sorta gamble, wreck me early game so that I can be awesome later. What do you think?
  18. Mhmm Earth Noodle. Its a very good idea and realistic, but it should be that catching a fish is worth more to you.
  19. I suggest when hammering slag there is a chance for your clothes to get smoldering and you need to get rid of it/ smother it or be set on fire, but the Blacksmith Apron cancels that. Also need to be able to hang apron on tool rack. Also protects against Fire Bowtorns barrages.
  20. You mean the connection ping time? Yeah.
  21. Hi, So I was watching the interview by Mahjong Blonsky of Tyron and Saraty (https://www.youtube.com/watch?v=l_agbJN9Fro&t=890s) and about upcoming features. And Tyron mentioned work in progress on a status effect system and the Intention to add diseases, illness, infections, injuries & remedies etc. An absolute banger, I cant wait to die from dysentery. So I wanted to throw my ideas out here as well to catch some eyes, so here are my suggestions: 1. Toggle On/Off - Its no secret when I told my friends, some don't share my enthusiasm of dealing with such a system. Vintage story is often said to be Minecraft for Adults, but I think we all set the boundaries of how adult we want this game to be and we are all different players, while some see hinderance, others like me see a story, the option to toggle this system on and off is a must. 2. Ample and Fair Warnings = A Body Message System - I think a feature I request the most regarding all this is to know when something feels off. Ideally something that works on a Timer, giving you a body update when something isn't right. An example would be "My hands feel cold" as a warning that Mild Frostbite could be coming or "I feel every stone through your thin soles" as a warning that your shoes are wearing down. Its an option to ignore your body ofc, but like in real life its unwise. I really think to make all these things fair we need a body warning system to know things in advance, but not only in advance, but also as an immersive story telling of what is happening to my Seraph. (me) I realize that such a system would be an insane task to develop, but it seems to be the most fair balance wise and most immersive solution to having status effects in any game without feeling like, any other game. Either way I cannot not suggest Tyron to do this. Even a vague message for a problem: "Something is not right" tho cryptic could make the player realize something is coming. More examples for a Body Messages System: Honestly a game with a system like this, Would be the most epic survival game I could ever imagine. 3. Realistically all status effects are Chains of Events - As a continuation of the above point I think it might be important to remember that diseases, illness, infections and injuries are not like we are used to in videogames, a debuff. No they work over time and have stages, they are in almost all circumstances Chains of Events, therefore I think it would be very realistic to depict and program status effects as such. Prevention is doing things to prevent the exposure or disease events from happening. Prevention => Exposure Event => Hidden Development (Optional) => Early Symptoms => Active Illness => Severe Stage Illness => Outcome (Recovery, Chronic Injury or Death) Hidden Development could be optional for some diseases, illnesses and Outcome of Diseases could come sooner or later dependent on choices. Exposure Event would be determined by random chance once prevention measures are not followed. Prevention is key, therefore Tailor is Objectively the Best Class because Shoes, Gloves and Clothes prevent out exposure to Heat, Cold and Wet. 4. Time to bring in a new Class: Plague Doctor - You know you want to see it. Here are some ideas for their Traits. Look I may be a madman to encourage this but I was inspired to share my thoughts to the Team and well its a fun to empty my brain on this to see how it could be done. Thanks for reading and I hope this sparks your creativity too.
  22. I would like it if Sleeping was changed to work like in real life and you could buy a clock from a Trader and set it to wake you up early. Also Rooster!
  23. I hate this idea so much because its so true, those little freaks would totally break and enter if possible. We would need Tyron to implement Window Shutters or the community would riot.
  24. It would be nice to be able to break down such things you dont need into other useful things you have a bigger chance of needing. Bone Arrows into Bonemeal All arrows into Sticks and if metal an arrowhead which could be further smelted down. All of which could have a chance to fail, butterfingers you see. But indeed recycling and reuse should be encouraged.
  25. I'd like to add to this conversation that, the journey is why I like Vintage Story it is a journey to find what I need or discover a method for getting it. That being said, Vintage Story should contain other methods to gain this. Examples: Fishing for shells would yield both food and a shell pile over time. This could happen at both rivers, lakes and the Sea. Any settlement that would Fish would automatically have shell piles, its natural waste from humans feeding on these delicious creatures. Also Oceans would also wash up millions of shells, which would be used by us. It would be hard to gather but its there.
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