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Domkrats

Vintarian
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Posts posted by Domkrats

  1. As for me classes should if not be removed at all, they should only give some specific tree as Aluviya mentioned.

    On 2/11/2022 at 5:45 PM, Aluviya said:

    Classes should be overhauled entirely so picking a class enables you to spec into trait trees rather than static traits.

    Specific class is only good in true cooperative multiplayer game or PVP games. Also then they should be even more different one from each other. This game does not look a coop game to me. As this game is playable in single player mode, i feel that game is punishing you for picking wrong class. Keep in mind that there are many starting players that don't even know which trait will they need to feel comfortable - they don't know anything about that game in the beginning. So forcing them to choose class, which will later not let them do things they might like is wrong i think.

    I could compare my idea of classes like this: You are born into Blackguards family, so it is clear that you will have some traits whether have in you or will learn. But then you feel like living different life style, so you start learning other things (traits) too. That way you go into direction you want, instead of sticking only to one class.

    I understad the meaning of classes in multiplayer where it could force players to cooperate and trade. But it doesn't work that way now. Players now stick together only to feel more comfortable with grind and dangers in game from my experience. And only few stick to some role in the game.

    I would like to see some character progression according to my play style, so i can choose what to become according to situations, player traits around me and my needs in game. So i would want to see some skill tree instead of classes as it is now.

  2. 3 hours ago, Ancient King said:

    Some Weapon variety would be nice if or when they get to it in a combat update, anything from a mace, pike, glaive, great sword, tower shield, and vice versa.

    In Discord's devlog there is already some hint that new weapon could be added after some time.

    Quote

    Current longblade will be replaced with a new weapon, inspired by Dacian Falx.

     

  3. Haven't played Mordhau, but combat in videos looks really good.
    However there should be huge update to enemies AI and attack variations for such complex combat system to be added/needed.
    Have played some time on 1.16 version and i must say combat now is improved. Those who don't like , i think just love homesteading and don't like combat at all.  

    Combat system now is simple, and to keep it simple i would love to see only few things:

    1) Possibility to block attack almost completely when using shield+weapon (sword, axe, spear) . (Possibly by holding shift and right click). During this i would not want to recieve knockback of any kind. Also take less damage. I am willing to see this because now fighting near lava is almost stupid thing to do now as you can be launched into it lossing everything. Also that would help during surprise attacks by wolf. I want to be able to hold such attacks thus avoiding being thrown away and being able to then answer with my attack to those nastys. :) 
    Yet this options asks for some stamina as suggested before (or at least time limit), because otherwise you would be able to just hold this possition and be immortal almost. :)

    2) Sparta kick. Maybe not so strong as in "Assassin's Creed Odyssey Sparta" game. Why it is needed? I want some possibility to get out of situations i am cornered by 2 or 3 drifters. This attack should not deal any damage to enemies. Would be cool to get out of unleasant situations. Also kicking some drifters into pits or lava would be so amazing and fun moments, so i don't understand why it's not added already, LOL. :D Maybe this could be a mod, because otherwise in multiplayer i see this as a bad possibility to kick friend away. :) 

    3) Some light weapons to please those who want fast attacks. Sure these attacks should take less damage to enemies on hit.

    4) I could be O.K. with more ways to attack (random directional attacks according to WASD keys pressed during attack as suggested), but it's not so important to me, because i don't play PVP in Vintage Story. And as i mentioned enemies need to made more complex for such changes to be necessary atm.

    5) About skills. I would want to see some reward for me being more combat based player than others. So maybe some of the things suggested could just become availabe after some time of playing and fighting. So yea..some simple skill tree as in other games could be cool. Maybe my characted could simply become more buff than others. :D

    Overall great and detailed suggestions in this post. They are great, but not sure possible or some even needed at this stage of the game. ;)

    • Like 1
  4. 10 hours ago, Sparkle Kitti said:

    Is the shield just passive, working when it's selected in your hotbar or offhand, or do you need to do something to make it work?

    You need to put it in offhand and use it by pushing shift button by default. That way you will have most protection with it.

    • Thanks 2
  5. 2 hours ago, DrEngine said:

    However the nerfing of longblade is frustrating still (even after 1.16.1 tweaking).

    Longblade before had to recieve some love though...that's a fact. It was weightless and moved so quick like chopping onions. :) Maybe some shortword will be introduced later that could move faster yet make smaller damage. I have to give credits to DEVs as i was one of those who was expecting some combat changes.

    I think it is more that many players are used to running around caresless while now you have to be more carefull till you get some better gear. Also shield helps a lot in combat now. I could agree that without shield using sword effectively is harder now. But i understand that running in dark was more convenient with lantern in other hand than shield. :) Now you have to keep lantern/torch right next to sword so you can place it down if some combat happpens and switch to sword. After that you can pick up lantern un return to your trip.

    • Like 1
  6. This weekend played VS and tested combat, which i didn't do before my previous reply in this post. So now i can share more fact-based impressions about it.

    1) Combat now feels much much better! Every hit now has weight to it. Together with shield you can really feel protected from direct attacks and rocks. Seems slower only when you compare it first to previos attack. Also it seems too slow if you have no shield. With shield you have enough time to wind up, also rocks ricochet from shield also damagind drifters.

    So i agree to this opinion:

    On 1/12/2022 at 6:22 PM, Troy said:

    Unpopular opinion maybe, but I actually like the slower attack speed. The slower, weightier swing feels more satisfying. It feels like I'm actually hacking with a sword now rather than flailing around with a weightless toy. I'd rather see slightly more damage per swing than more swings per second.


    2) It is clear that now metal armor has more reason to be in game even with their debuffs as any other armor just don't feel enough anymore. Went spelunking with a friend yesterday.  Sure. It is more harder for new players, but fits very well for more exerienced players. Maybe for new players some stick shield (Maybe something similar to panning tool or that funny door which falls out of hinges could be used as simple shield :) )  could be funny and nice till you get to make a saw because dealing with rock throwing drifters till then is very sad sight to see. :) 

    3) Knockback you make helps to keep drifter away from you till you wind up for next hit, so that compensates itself. But knockback from other mobs sometimes is too big.
    I once did remove my armor to run faster and met one wolf on my path. He threw me away and i was so dissoriented i could not put my armor up so quick, So i died from his next attacks which threw me away again. Sure i panicked and i could be dead whether he threw me away or not, but it did not feel too logical for a wolf attack. :)

    More regarding knockback.... we went down to large open area with lava, but couldn't find courrage to get down as one such knockback could throw us in lava with no way to save yourself or our stuff. So that's an issue now. (Now when i think about it, i could probably put down my bags and chest (carry cappacity mod) thus risk to go down wouldn't be so big. And after lighting area up we could explore it rather safe. So i wouldn't say it's was horrible thing - just another thing which makes you plan your actions more. ).

    These were my haotic new impressions about new combat. Although i am sorry to see new players dying, i love these changes as somewhat experienced player. For multiplayer server these changes maybe could even be a good thing, bringing players more together and making them cooperate more to survive. :)

    In owerall i keep my opinion the same about this update - great changes for challenge loving players but harder for new and impatient players.

  7. For me it was a little different. I discovered this game mainly by paulsoaresjr's Let's Plays on youtube. So when i joined, (about cotober 2020) i already know what to expect. Also knew how to deal with most of the threats as i have seen youtubers dealing with them. And i was so happy i discovered this game! :)

    This is amazing game. Although it lacks some tutorial on main survival aspects of the game, i must say it wouldn't be so fun for me if i would knew everything at that time. So it's hard to say how it would be better. I would'n want to change my experience on learning this game, but i know people who can't get to like this game simply because for them this game looks like constant threats from environment without any goal they could understand. This is a thing for sandbox games..whether you like it, whether you won't. Although tutorial for this game could be handy, no tutorial will change that i think at the end of the day.

    Also. making game easier would improve start for many, but i know for sure i wouldn't still be playing it so much if i wouldn't still feel in danger while exploring deep caves even though  i seem to be experienced player in this game already. :D

  8. New additions need time to be tuned by looking at constructive feedback. It has been only few days after last combat update which made attack speed slower. And already Tyron has replied he will increase attack speed in next update.

    Also MODS need to be updated to work with new versions - this has always been an issue which needs time for mod makers.

    Give them some time!

    • Like 1
  9. 1 hour ago, Herbetussy said:

    Along with the swords being extremely slow now, the new animation makes immersive first person perspective miss half of your sword hits. Overall, with what everyone has said in this thread, melee combat is worse off after this update.

    Tyron already commented on attack speed in this post: 

     

    So everything will be fine with other things as well. :)

  10. Thank you! You are amazing at what you do! 👏 I didn't think i'll start new world after 1.16, but the changes are so big that i think in will do that after all just to have more justified feedback about early game, which was/is my main concern when offering this game to my friends who are lazy at looking for tutorials and bad at reading guides in english thus avoiding this great game. :)

  11. 46 minutes ago, Laskuna said:

    Swords attacks now slower, but have same damage, so we have effective less DPS. Drifters spawn faster than we can killing them, its annoying.
    Slower attacks shoud do more damage. The best if you add alternative attacks, normal and powerfull ( normal like a in 1.15, and super attacks like a in 1.16 but with more dmg and knockback.)

    Haven't tried latest attack changes, but i didn't feel attack was too fast before. So not clear why speed should be lowered.

    47 minutes ago, Laskuna said:

    Best way to fight its now hold ground with shield and just tank them, praying to shiled lucky block damage.

    I like having shield while holding shift so taking loot from drifters still keep me protected. But yea...Now  fighting without shield seems very inneffective as drifters near rifts can really spawn at quite fast rate. I like having shields now however. :)

    1 hour ago, Laskuna said:

    Sword no more can be used as tool, its annoying. Force player to jiggle inventory.

    This one got me too at first, but i'm fine with not having light all the time possible. Place lantern or torches, fight your fight, pick it up and move on. Not so much of a problem. Having more inventory is not necessary. It would feel strange to have lantern attached to body, helmet or shield. :) 

    1 hour ago, Laskuna said:

    Knockback need more balancing. For example sawblade locust use saw, so he shouldnt  knockback at all. Locust jump attack can have big knockback.

    Stone throwning drifters knockback sometimes too strong. Maybe some drifters should carry some junk / scrappmetal to throw; stones should knockback only a little, and this junk more?

    Only struggle with knockback i feel is really about rocks being thrown at me while i jump or stand on ladders. It can launch you in nearest cave easily. :) But i guess it's normal that having rock thrown at you at those moments could dissorient you for a while. :)

    1 hour ago, Laskuna said:

    Will be awesome if some day, we can controll attacks by mouse (mouse gestures). Hold button and sword swinging to slash. Move mouse top, hold a bit, and move down to power attack. Click + W to thrust. 

    No. This isn't VR game. Would want to thing about my mouse gestures during combat so much. :) However simple attack and charged attack could be a thing.

  12. It would feel relevant to add thirst to survival game. But then again it seems so basic need like breathing. I would not want to press key all the time to breathe. :) Also water is everywhere in this game so i don't see much challenge regarding that. So that would be yet another thing to waste time on. :)

    Then again - maybe that could be made fun. You would need to make water clean. but then again drinking from cave lakes should be o.k. so you could make trips to caves for water.
    Then meals should be also edited, so vegetables and their meals would give some bonus for thirst.

    Dunno. Not against it, but not missing that as well. :)

    • Like 1
  13. 17 hours ago, DianonForce said:


    I think understand why you guys implemented the rift mechanic but it makes the game nearly no fun to me now. Back in 1.15 i could go to sleep early and miss the drifters entirely or have 3-4 arround my base in the morning, wich vanished after sun come up. Now i have nearly every, but surely every second day a rift arround my house. Thats not the problam allone, but now i have now 10+ drifters every night, witch dont vanish when the sun comes up. I have to fight my way out every morning, mostly dying twice or more and when i finaly killed them all it is afternoon.
    Maybe this is some kind of challenge for log time players, but for me it is something like a game stoper. I like the game so far, but with this it became  - let me say it in german " ein Krampf" - a circle of wake up, kill 4 rifters, die, respawn, kill 4, die, respawn, run away, collect some food (to not die), come back home, sleep and repeat, that make no fun.
    To draw a picture, i collected 10 temporal gears, only from the drifters spawning from the rifts in 1.16, in the last in game month, wich i think is many.

    Suggestions? I dont know, maybe reduce the count of drifters spawning and gradualy enhance them over time (years)? A rift protected zone arround your spawnzone maybe?

    1 example why i think a protectet zone arround your spawn zone make sense. With my first temporal Gear i moved my spawn into my house. So i respawn in a nearly save environment.
    Yesterday after update to rc6, after loading my save i had one time storm incoming, instant after this i had a rift on the wall of my house, wich spawns rifters inside my home and after fighting all that back i have the next rift the next day only 5 block away from the first. After this, my copper sword long broken and no copper left, i had 1 day off pace, before the next rift appers. Like i say, maby for a long time player this is a challange but for a new gamer ist kills the fun.

    I think a game should hook new players and lure them in, so that they recomend ther friends, so that the player base and the curtomers who buy the game grows, but at the moment, with this mechanic i cant recomend the game and every one who we show it say, oh, thats a little to extreme - and they play stuff like souls, wih i call "game for masochists" :)

    I hope this helps to understand my view of a neewb on the rift mechanic and helps to balance it a bit.

    I have tried new version. I think i can no longer be called noob,so i can give my look on new updates. :)

    I have similar thoughts about this game, but mostly for single player game. It is great and challenging when you are used to mechanics and have gathered some recources already, but it's quite hard for new players as there aren't any in-game tutorials (except guide and handbook). I also experienced problems with new players on server i played in time ago. So i could agree on that with you - game can be hard on you when you are new player.

    And i am not talking about myself - i like that challenge. But i can't get my friends to play this game because i have to explain every thing to them which makes game not fun for them as they aren't so good with english to use guides themselves. You also mentioned english not being native language. I think that is the problem - not the game being hard itself. :) I have watched tons of letsplays on youtube and many of them have inspired me to change game style few times. You could try that too. Maybe try exploration mode with some custom settings at first.

    About rifts. I have played enough to compare with situation before. Before 1.16, maybe you were safe at home, but it was not so fun exploring areas during nights as drifters spawned so random i was imposiible to predict. Now with rifts - i must say seeing them spawn is more logical. And the rift sound can tell you trouble is near. So for me...walking around now feels more safe, as i know when area could be dangerous. Wolves however can still be surprise for me. :) Had one rift near my base but not so close it would cause some problems. So maybe try lighting area more with torches - that should keep your area rift-free.

    Dev team is always tuning and improving this game, so your constructive feedback is very welcome. Things will also be fixed it that will be too much of a problem.

    Having rock throwing drifters can make game also hard for newbies as without shield as it constantly hits to you. So only suggestion is not to rush game so much, pan sand in safe areas while you get saw.  Once you get saw thus planks and other important things for survival, you can get shield and life becomes much more easier. I played recenty with my kids - they love minecraft. So shield tactic is known to them. That way there were able to survive fights which they weren't able sometimes before 1.16. That gives me hope things get better as we speak. :)

    Also I could suggest for you to find server where you could join and play together with some other players..thus feeling more safe. But then again i can say from my own experience - it won't be too fun, if everyting will be given to you without challenge. And more populated servers have some huge problem - food spoils even if 1 player is online as time keeps going. And not every player would wan't to play as coop. So yea...its hard to find ballance so game can be fun to all.  As i have learned to survive quite well I am willing sometimes to find some buddy from europe myself to play with just to be able to share my knowledge about this game and share the fun this game can give. But it is not possible for me to play every day so now no luck yet as most of the servers have players from different time zones and together with food issue i mentioned before multiplayer game has it's downsides as well.

    Be strong, my friend. Most of the negative experience i see in forums comes from very early experience in game. After you will get more copper, things won't be so hard - trust me. ;) I hope devs will figure out some game mechanic to help noobies without making game simply easier. Till then...just start with exploreation mode instead of standart mode. Maybe make tools more durable and food keeping you full for longer in custom settings. After youll get used to game, you will miss those days looking for copper or being happy about every good vessel you found in ruins. ;)

  14. Latest update  (v1.16.0-pre.11) news in discord have some good things regarding this. ;) I am hoping update 1.16 will be game changer with it's rifts, shields, rock throwing mobs and combat tuning. 🤓 

    *) "Feature": Drifters now always drop SOMETHING ( ͡° ͜ʖ ͡°);
    *) Tweak: Mitigate cases where creatures attack players while looking away;
    *) Tweak: Ranged aiming accuracy buildup is now about 50% quicker;

  15. Shouldn't max plot area for one greenhouse be 7x7 (According to wiki)?
    I had some issues too with some blocks having effect and some not.
    I couldn't figure it out so i rebuilt it. Dunno what was the isuue still, but now it works now.
    Try changing blocks under soil to full new blocks. Try 7x7x7 as mentioned. Wiki has some info, so try those suggestions first in haven't yet.

    Greenhouse — Vintage Story Wiki

     

  16. On 12/11/2021 at 3:52 AM, Aledark said:

    1-Takes durability off your armor fast as you get hit, no way to block with shield (unless it's planned) except hide or block placement.

    If you look in official discord devlog there is some shield shown in the latest posts, Together with everything else showing there from time to time, i think Tyron is aware of things like these. Yet it's cool you gave your feedback as i haven't tried this version. I like caves being dangerous yet that need to be more predictable and possible to avoid for those who want to live "peacefully". Also the new rift-like thing video posted on official youtube channel!!!!....  I will wait for official update. I am sure it will be amazing! ;)

  17. I totally agree with this. I am not familiar with programming, but it think there should be some rule to set an angle of attack, so it simply wouldn't work if enemy has his back against you.
    I am offten sad about armor simply being destroyed because of unpredictable hits. Sure after some playing you get used to hits, knowing which hit will get you and which not, yet in horde situations or narrow caves it's almost imposiible to get past drifter usually without getting hit.

    Although i am sure DEVs already know this, this is thing which needs to be fixed to make cave exploring less frustrating.

  18. On 11/20/2021 at 4:54 PM, Tyron said:

    Tweak: Gambeson no longer High Damage Tier Resistant. Gambeson and leather armor also reduced to Tier 1 protection.

    On 11/20/2021 at 4:54 PM, Tyron said:

    Tweak: Torches thrown into water now also go out

    On 11/20/2021 at 4:54 PM, Tyron said:

    Feature/Tweak: Can no longer sleep during temporal storms for standard and wilderness survival.

    Game is going to look even more beautifull for sure. But these are things i read and couldn't resist to read over before continuing to read. :D
    I am hoping to make knockback to drifters as well now.

    Also one question about his:

    On 11/20/2021 at 4:54 PM, Tyron said:

    bowls 0.1 litre each

    So now players will be able to make meals soups before getting a bucket?

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