Fredrik Blomquist
Vintarian-
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Everything posted by Fredrik Blomquist
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Fishing can surtainly be done without a fishing rod. Historicaly in most cases, fishing with a hook has been done without a rod. From the feeling of the game, i would prefer more focus on historical fishing methods, like fishing traps. But i wouldn´t mind seeing a line and hook as well, and perhaps a fishing spear.
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I guess i could comment - i always considered myself fond of "grindy" games - to a certain limit, since many of the games i liked by many where considered grindy. That was until i found a pretty good review that analyzed what grindy actually means. After all, many games include pressing the "fire"-button 123.349 times to shoot down 12.983 enemy's to progress, but that is rarely considered "grindy". But if you have to press a button the same amount of time to for instance farm copper that is usually considered as grind. Now, if you find the game interesting, if the road towards getting capturing, you don't count the amount of times you have to press the button. The reason i fell for Vintage story is the more realistic apporach to crafting that the game has taken. 1000 % realism is nothing anyone wants, but i think this is a sort of game that attracts people like me, and i think it would be stupid to move away from that path. I do find that certain moments in the game tends to get a little boring, but i think more things to explore in the world, more crafting options would help to overcome that, not less "grinding".
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If stay in your base you don´t have to bother with enemies, you can do panning, metal smelting, cooking and crafing during the night. With fences you do your harvesting during the night aswell. And personally i think surface drifters are a minor problem. Sure, wolves are harder to spot at night and it´s harder to run, but if you are in wolf free zones or close to base there is no mayor problem. I haven´t really compared saturation, but the difference much be pretty small.
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I think you loose saturation at the same rate sleeping as staying awake, so that contributes to my feeling that sleeping is useless.
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I tend to agree sleeping mechanics need to change - not because there´s "nothing to do" during night, but mostly because there is no reason to sleep or even bother to build a bed. I think a proper reason to sleep would improve the game.
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It would really be nice if you could build a dam or use a lake, and the amount of water putting pressure on your water stream would determine the effect of the mill, but i think that would be way to complex tu calculate.
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- water power
- salt water
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overshot and undershot - that's the english term for the different types of mills.
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Sorry about my english, i will try and make a readable answer... Your right about the mill on Ye Olde Tyme. Basically there are two types of mills, overfall and underfall mills (don't know if that's the english term for them), water hitting the wheel from above and water. You got the old small type with horizontal blades as well but we can leave that type, since it works best in small creeks. It might be to complex to introduce different types of mills, one type might anyway be the best way to start. Overfall mils ar definitely more effective than underfall, even if you can improve that mill by building a chanel for the water. But still, its not the height the water walls that's going to be most significant. I could se a point in introducing elevation of the water - falling 90 degrees it gives most energy, and at 45 degrees it gives less, but not sure on how water in this game work right now and if it´s possible. About brackish water my main concern was how the borders between salt, brackish and fresh water are going to work - are they going to mix when they meet, and what happens when players dig canals between bodies of water, how is world generation going to handle it. If it can work in a nice way, it sounds good to me.
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Not sure if i like all the ideas. Would't mind seeing salt water when oceans are introduced. Don´t mind making it unfit for watering and drinking when it's introduced either. Would be nice with brackish water to if it can be rendered in a good way. Do think brackish water should be fit for watering though. The brackish water here in the Baltic sea is totally fit for watering even though it's not fit for drinking. You could ad different sensitivity for different plants, or even have some salt content of the soil, making watering it with brackish water a few times possible, but as salt content in the soil rises it gets unfit for more and more plants, until it´s totally sterile. But that is probably way to complex to generate. concentration furnaces for getting salt sounds ok, even though i think the output sounds to high. I'm thinking if they ad drinkable and undrinkable water they might as well ad murky water i some ponds that needs to be boiled and perhaps even poisonous water that can´t be used anyway. I would like to see water mills even if i realise the mechanics behind it might be hard to get to work. The idea of "rapid" and "slow" falling water doesn't sound like a good idea. Does the waterblock need to calculate from where it's falling? This is going to be really complex... Or is it just a block that you can place in the middle of a pond? If you build a water canal of water do you need to bring blocks of "falling water" to place at the end of your canal or is Besides, the direct falling height of a waterfall is not going to determine the energy of the water. A river sinking 150 meters along a 2 kilometers long stretch is going to contain much more energy than a 20 meter waterfall. The amount of water i besides what will determine how much energy the water contains. It´s going to be to complex to calculate and use so i think only one kind of falling water block is meaningful to create. But there is an other thing i would find interesting if it was added when oceans are added, and that's coastal climate. Playing this game and living close to the coast i was surprised by the large difference in temperature between night and day. Coastal areas could then have a different climate than inland climate, with less difference between night and day temperature, also less difference between summer and winter.
- 11 replies
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Would like to try multiplayer sometime, but i pretty busy with family and work and never know how much time i have to play. It wouldn't be nice waiting for spring only to find next time i get a chance to play again it's back to winter. I constantly needs to leave the game when im called for, so interactions with others will be pretty limited. But sure, i think i might try sometime in the future when i have more time. But besides that, i think crops should be the thing stockpiling food - after all - that's the reason why people left hunter/gathering. It should be hard to stockpile food just from berry bushes.
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I get the feeling, got a little of the same, but i don't think POI:s is the way, or more ores, even if i wouldn't mind some more. I think more crafting options is what i lack most. I felt once i got bronze the advancements lost speed. More animals and more usable herbs in the world would improve a lot, but more i miss crafting. The textile crafting doesn't even exist, that should be evolved. A spindle that can be replaced by a spinning wheel to make thread, perhaps mechanized with a spinning machine, and perhaps a few versions of looms for textile, a warp weighted loom and a drawloom. Glass is made with quartz, but quartz glass is really extremely hard to make. There is potash in the game, it should be implemented, Crossbows, why not battle axes, maces as well. I'm not fond of the bronze scythe, such have never existed. Why not a sickle instead? There could be more tools with different uses introduced. A few of these ideas might be on the way anyway, but i tought might share them anyway. Also, glazing ceramics, tin-glaze and lead-glaze would be nice, why not a stoneware clay as well, guess that would have to come with a new high temperature oven, i think glass making should be made in a such aswell, not in the bloomery. But perhaps different kind of bloomerys can be introduced? These suggestions should perhaps be posted in a thread on there own, but since i got started, think the wolves should be balanced. Think they do to much damage. Sure, they can be tricked jumping into water, getting them in pits or nerfpulling but right now they are a much greater threat than drifters. Sure, the game should still be hard, but i would prefer if they could attack in a more realistic way, following the player hidden, and assemble help from other wolfes nearby, and attack in a pack. But, it might be hard with the IA. Why not introduce bears that can deal a greater amount of damage? I also think berry bushes give way to much nutrition. I should be reduced, its far to easy to get fed simply by living of the bushes found around the map. By gathering them your food problem summertime is basically filled. Regarding ores i do find iron, specially surface iron to be far to rare, but i guess it got to do with game mechanics, making iron working a later stage in the game. If iron sand and iron lake deposits where common i guess it would make it possible to go to iron tools pretty early in the game. Still, i do think it would be nice to see that on some places on the map.