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Everything posted by Moltrey
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It's cool that you care about it so much Krougal; I am not real fond of the straight lines either, but once I am in the game I tend not to think about it at all. I AM super itchy to get this stable release though.
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While I am sure it's a hot button for some, I am firmly in Maelstrom's camp- it is quite far down on the list for me. As the wicked witch of the west said, "All in good time dearie, all in good time..." (with apologies to Margaret Hamilton)
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Whoof, some of these are big difference makers Tyron- thanks!
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Noted.
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Hmm... where to start? It is obvious from just the small sample size of this thread that there are folks with very different ideas about what should or should not be added/improved/eliminated/tweaked in Vintage Story. While I think that is normal and to be expected, it does bring up a subject that in my experience (I'm 61) has a lot of baggage and hard feelings attached to it over the years. Namely, how much control and steering from the developer vs. input/feedback from the player base? Where lies the place that balances things, or is that just a pipedream? Seeing that Vintage Story is still in early access, I will use another game as an example, one that went to v1.0 not all that long ago, 7 Days to Die (7DTD). Without getting into a very long rehash, the initial Alpha came out in 2012/3 if memory serves and I first purchased it back then. The game has changed quite a bit since then, but recent additions of biome-specific environmental hazards that must be overcome to avoid a constant drain on your health (among other stuff) have produced a firestorm of criticism. The recent live town hall was contentious and it wasn't difficult to see the brothers Huenink struggle to accept and respond. I can't speak to the newest changes other than to say it runs great now for me on PC. The thing is, Richard and Joel have always had very strong opinions about the type and style of zed game they want to achieve and while I can appreciate that and their passion and bluntness at times, I wouldn't want 7DTD to fail in the end. It seems obvious that games like 7DTD and VS are run by folks who keep a close eye on sales and player forums and all the various things that help determine which way the development "weather vane" is pointing. Being private concerns, we as players and fans can only guess or see what they allow us to, so it has always made me wonder: Is game design always a "damned if you do, damned if you don't" endeavor? I have to imagine each designer or core group has its own feelings where this is concerned. Modding is certainly a popular and prominent option (particularly if included from the start) that allows a player base the freedom to modify the base game to their liking. Having said that, I also imagine there is a point where the developer realizes they took it too far and end up backpedaling on a feature. Getting back to Vintage Story: it's early days. Tyron likely has his laundry list of wanted features based on his concept documents and we are just scratching the surface here in August of 2025. I have my own feelings about things in VS, but I am taking the long view. That doesn't mean I am not impatient for the latest stable release. I hope to keep getting surprised by future releases and while I am sure there are aspects of the game I don't care much for, I think it will all work out in the end. Just some food for thought.
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I was curious, how many folks make use of the option to delay monster appearance. Personally, I tend to choose 3 days (but not always). I like that as a newb; it gives me a bit of time to duck into caves here and there along the way and perhaps discover a ruin with a bit of loot. I have found it just enough time where I don't feel it is OP; your very limited time and inventory sees to that. Not to mention a full itinerary those first three days. What say you?
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Man, I hope so. I am itching to get back to playing in this latest stable release. I generally play VS at least 4 to 5 days a week, so I've been dealing with withdrawal symptoms.
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One area I have found Terra Preta is next to a ruined stone hut that has a stone fenced "garden" area. I discovered it quite by accident while clearing away surface low fertility soil- underneath was a sizeable amount of TP. The garden was about 8x16 and I probably found 20 or so blocks of TP. Caveat, this was with the Better Ruins mod enabled, so, I have to believe it was part of that and not vanilla.
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Ba dum, dum, tish! Thank you folks, he's here all week!
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All this conjecture makes my head ache. I think I will just wait for whatever this small group decides to do and then make a judgement call on playing it or not.
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I still astounds me that where Vintage Story is concerned, I have barely begun to scratch the game experience surface. Having said that, I also tend to start and restart games, usually on different maps because I am learning as I go and sometimes get to a spot where I realize 'huh, well THAT was a bad idea!' or I just feel I need to hone my first 2 months skills more. Yeah, I'm weird. A good example was one game, after I got my pottery ducks-in-a-row and was happily cooking away, I ran headlong into Tyron's cooking trap. If you get over-ambitious and make too many meals, you just end up wasting the food as it spoils before you can eat it all (Doh!) - Lesson learned box checked and bonus realization that there is much more to this game than one realizes.
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Yeah, I try hard to understand gamers who seem (to me at least) to be in a big hurry and other outlandish (IMO) stuff like "speed runs". I guess they are just bored with normal play? Dunno, this stuff is anathema to me. I suffer from being a founding member of the "played but rarely completed" gamer niche. For myself, games are much more about the journey rather than the destination, although that is nice too. I am just not driven to complete everything. I tend to be the same way with books; if something about a particular book gets in the way of enjoyment I am likely to set it down for a while. I know in VS I am addicted to the drip of random cool finds, regardless of type. It keeps me invested in the game. Then again, at 61 I am jaded concerning certain things and am stubborn about others. I imagine I would look odd to some outside observers too, so it's all good.
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I find the map tends to dictate a good bit of your pace early on, unless you wander a lot. I am not a fan of ending up unprepared at sundown though. Just sort of letting the game come to me is a happy medium, but then I am pretty laid back about most stuff. Very much waiting for the RC of .21.
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Ghost Pirate stew, eh? YOU EAT IT!! Ah, poor Shag and Scoob. I think old Shag would be saying "Zoinks!" a lot while playing Vintage Story. I find the adversaries annoying as they tend to always show up when you are furiously trying to complete a task. DOH!
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I have to agree with Dark Thoughts. Reading through the pre-1.21 notes was a bit overwhelming, so many fixes and changes. Welcome of course, but until we get to a release candidate and some hours behind the mouse I find it very hard to project more than some basic stuff others have covered like fishing. Good times for sure!
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Sounds good so far, I am waiting for at least the RC version to muck around myself. The bears and wolves were more annoying wrt their "auto-attacks", so if that is solved, fine. It can always be tweaked later if too much. As an aside, wolves should be afraid if you have an active torch and it would be nice to pull a Weathertop Aragorn with one as needed IMO. Animals really don't like fire (yes, it's not Earth- got it). I am OK with the healing only working when standing still. If the wound code gets more sophisticated in the future, perhaps a simple cloth bandage or rag could be applied on extremities while walking, but that's an awful lot of contingencies. With the new bear and wolf code, maybe it will pan out OK. Just had a thought; maybe in the future wolves and bears would retain a "hunger ticker" that would affect their aggressiveness as it waxed and waned between snacks. Might be interesting and keep us all on our toes! Excited for all the new stuff!
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If you haven't already RubyxD, go back to the Graphics tab and mouse-over all the settings and re-evaluate what you have set. Perhaps setting the Preset to a lower quality and then bit by bit inching settings up. I know it's a PITA, but troubleshooting always is on these things. Otherwise, do like me and deal with it until the game and GPU drivers meet in a happy place!
- 11 replies
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- performance
- stutter
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It took me a few tries at different stuff to get a noticeable improvement. Setting the Optimize RAM off outside the game was the biggest for me, I see it didn't help you. I do still have the occasional big stutter (~ 1/2 second), but it is no where near as common. I would say keep trying different settings and see if any make a difference. I have a really current PC built in Feb '25, so my example may not fit well. What resolution are you running VS at on your 4K monitor? Not sure what else to try off hand. Good luck!
- 11 replies
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- performance
- stutter
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(and 3 more)
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So I have noticed while playing VS (88hrs) that I experience a lot of wildlife chuffs/snorts/grunts - whatever name for it you wish to use, but here is my issue. The vast majority of the time I can whip around and scan the area, yet there are no deer or moose anywhere. Granted, they might be hunkered down on the ground, but that would be rather odd, most deer are alert and upright ready to bolt when they snort at you. Anyway, am I the only one who thinks the snorting is not quite right? Either the sound is carrying too far or it's happening when no deer is around in my limited experience. I know VS sounds are not always great- you can eat, move and the crunching sound stays behind you where you initiated the "eat" action. Spooky and disorienting. I wonder if the same is happening with the deer/moose snorting. Thoughts?
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Odd Bugs, Assuming It's Due To Updating Versions.
Moltrey replied to Rex Lindsey's topic in Discussion
Yeah, no background stuff at all. I am lucky that I don't tend to use them, but I think a good chunk of folks forget they have "stuff" churning away in the background. Not saying that is your particular issue Rex, but it is worth a look. Discord and other apps are notorious for "just keeping you informed... really!" -
I thought about putting a mini-review up the other week, but with 76 hours so far I still want to do a few things. First off, great post Silrana, I feel much the same as I turn 61 on June 3rd this year. I have two games that I have around five hours each in so far, but I find that I enjoy generating worlds and then seeing what appears, puttering about for a while and either deleting it if I wasn't particularly inspired or saving it for later. Part of the beauty of Vintage Story is with a handful of mods it has nearly endless possibilities for me and that really calls back to my childhood, reading books and broadening my imagination. I used to catch hell as a grade schooler for "daydreaming" too much. I distinctly remember in 5th grade getting the quarterly Scholastic Book pamphlet and seeing The Hobbit, getting excited and going home and asking my mother for the change needed to buy it. Sadly I don't have that copy anymore, but it launched my lifelong entry into who I am and why I am that way. Vintage Story is pretty special for me, and what is even better is that Tyron & Co. are barely getting rolling. Think about that, knowing what we already have in 1.20. Exciting times!
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I think the biggest help at least in the long-term is to work on training your eyes to passively scan the sides and tops of soil blocks as you scoot through your world. It does take some persistence and perseverance though. I am blessed with an overactive perception for the mundane IRL, which ends up being both a blessing and a curse at times. It's worth the time and at least at first turning on the full color map in my book.
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While I haven't seen bowtorns or shivers inside my home yet, I am convinced the devious and ominous rifts are following me around- watching, always watching. Particularly if you spend a lot of time around your base 2 or 3 will spawn nearby, just in case you weren't paranoid enough it seems(!)