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Everything posted by Emeal
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I like the enthusiasm. We could use a setting that only has temporal instability under ground and off, but just storms.
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I think its because technically we should not be able to just eat salted meat the way we do, too much salt for a living creature or maybe an oversight. My guess is that Tyron and Team wants to implement soaking of salted meat to make it more edible again before it should be cooked. Maybe we need to balance salt in the future to prevent how OP salted meat is in the future? Just running around eating from a stack of salted meat is sick and wrong.
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Agreed its a cool idea, you should also be able to use Ash collected from burning stuff to create Ash Water, it does the same thing.
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Don't worry, I'm sure such a system will be implemented so it can be shut off, that way people who like challenges and people how prefer it less realistic can both enjoy it. Deal?
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Sure, you can also kill bears quite easily. But you dont know when its coming and one or two good hits before you escape.
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Gamers will hate it, but having to take care of your character (yourself) might be an uncomfortable part of a Survival game. aka what do you mean food isnt enough? But its entirely realistic, I could easily see Vintage Story go down a route like Stardew Vally were you have X amount of energy a day. But a nice way to help players who want to do a lot is add in comforts like, doing your work in a warm place, with proper clothes, going to bed and getting sleep. These comforts would reduce the energy requirements to do work. Example: If you want to dig clay near a river, digging while not standing IN the water and getting cold is more efficient for you.
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Bushmeat SHOULD be implemented to be used as a food part in Cooking pots. Here is how it could be balanced: Bush meat can often be less nutritious than Red meat and takes longer to cook. = More Fire Fuel Resources. Therefore nutrition is down and cooking time should be longer. Tyron MUST know how OP, easy and unrealistic it is to have animals in this game, so my bet is we will eventually get a MEAT BALANCE patch. A solution to this dilemma is the ability to drain hunting grounds of Wild Life to Hunt, just as DEVS have implemented a way to cause waters to run low on Fish. Ironically, less prey to hunt = less hunter animals, BUT more opportunistic Hunter Animals. Imagine if you will... 1. Bears cant break a gate 2. We hunt all the Game out of the forest. 3. Bears spawn less. 4. Bears CAN now break down a gate. or foxes will dig into a hen house.
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Cobblestone gets broken into Stones with Pickaxe in Crafting Grid
Emeal replied to Kohichi's topic in Suggestions
and you lose the binding clay material, sounds both realistic and fair. -
I know it does not increase the durability of items made. Anyone know or have tested it?
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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.
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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.
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What is the argument as to not add the game to steam?
Emeal replied to vewvew's topic in Suggestions
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. -
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...
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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.
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Uncompromising survival shouldn't mean unrealistically costly
Emeal replied to runnybabbit's topic in Suggestions
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. -
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"
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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??
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Here you go bud.
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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.
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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
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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.
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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?
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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)
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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.
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Brown Bears need a speed nerf badly
Emeal replied to Discipline Before Dishonor's topic in Discussion
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.