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Everything posted by Forks
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Add a mechanism to let players stabilize surface areas.
Forks replied to Mac Mcleod's topic in Suggestions
I agree with this sentiment heavily and I've even mentioned before how I have seen it ruin the game for new players. I launched a server for friends who for some it was their first time ever playing the game and 2 were unlucky enough to build their houses in an unstable zone on the edge of our town. They didn't even know something was wrong until irl days had past and their houses were basically complete. I'm all onboard with mechanics that the player has to learn, but imo surface instability just feels so tacked on. And the fact to turn it off you also have to turn off cave instability pisses me off, let people have the choice and the problem is no more. The invisible pollution point some people have made is realistic, but there's always an important balance between realism and fun. -
Changing/Configuring Day/Night and Time cycle - is it possible
Forks replied to Banelus's topic in Discussion
Yes, there's a list of commands available on the wiki. This command specifically should be what you're looking for /time calendarspeedmul -
Combat is too shallow for it to be so integral to the game.
Forks replied to Tabulius's topic in Suggestions
I'd be hesitant to say that's the reason for it, not that I would completely exclude it as a possibility though. I like to think of myself as having fairly good aim, (Hunt Showdown my beloved), but even I permanently play Hunter because I can barely tolerate ranged combat without the buffs. Especially on spears, the base spread and throwing arc is just horrendous, humans are defined by our incredible ability to throw things well and with great accuracy. Is that what separates us from Seraphs? I'm sure everyone has experienced lobbing 4 or more spears at a rabbit and missing every single one. -
TL;DR Add Iron Spears with same damage as bronze spears, but Iron level durability. Done. This is something that endlessly frustrates me, the Ornate Silver and Gold spears already exist so more damage isn't the problem. Is it just that they can be mass produced? If so fine, keep the damage the same as the bronze spears, but increase the durability! I really hate decisions that are too heavily influenced by game balance, spears are strong because they were strong historically. Not to mention now they are balanced because they lack the falx's auto looting.
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Combat is too shallow for it to be so integral to the game.
Forks replied to Tabulius's topic in Suggestions
For me it's a critique that is a dead horse I've beaten to hell and back across many games. Damage Feedback. It's why I've always disliked CoD zombies and why the melee combat in Skyrim felt so terrible, enemies barely react (if at all) to being hit. I feel like if enemies were adjusted to have a natural armor system that reflected player armor, Tier 1 and so on, and if they are hit by a weapon that meets or beats their Tier they enter into a short stagger animation. Maybe slow down player attack animations just a little bit so it's harder to stunlock an enemy and update the attack animations so they look more satisfying. Imo overall the animations in are one of the weakest aspects of the game, they are either super jank or not telegraphed at all. -
We did end up doing something similar, purposefully damaged the two houses and covered them in vines and foliage to make them look abandoned, it went from being the wolf swamp to the haunted wolf swamp. My major issue was just that it completely knocked the wind out of their sails, they were both brand new players, one did eventually decide to build the town bar, but the other one was so discouraged because he had loved the location and never found the desire to rebuild.
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Maybe "nothing" is too extreme of a word here, but imo it just feels so tacked on. There's no trend, it's completely random and doesn't affect the game world in a physical sense. I would appreciate it as a feature if there were tells, maybe bad stability is more common around ruins? Maybe have some scattered gears in the chunk or the grass is barren, just something instead of a nope don't be here. And in our case it would have been a massive inconvenience to move, we had a town of 50+ hours of development and didn't discover the chunks until so late because it was a hotspot for wolf spawns, so we had kept our distance until the newbies had good enough armor that they could reliably beat wolves. And it sucks to explain that to new players, oh yeah we can't expand the town that the direction cause the game says we're not allowed to, best we can do is throw down a farm there and call it a day.
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I believe they're talking about temporally unstable zones not being able to be disabled on their own without disabling all temporal stability mechanics. Personally I enjoy the extra challenge of dealing with dropping stability while doing deep underground mining/exploration, but having random temporally unstable chunks just adds... nothing. I've played on multiplayer servers where we've built a whole town before finding a portion that is extremely unstable and it just feels awful to be told by the game, oh yeah two of your friends aren't allowed to build their houses here tough luck.
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If this poll had an option for Fruit Trees I'm sure that would've won by a landslide. Overall though I think it's time for the team to focus in on all the half-baked features. Like I really love the idea of growing Fruit Trees and producing my own alcohol, but the wait is egregious and the reward is just not worth it. The most I ever bother with is turning berries into wine for long term storage. Imo I want the game to reward us more for going out of our way to treat our Seraph well, eating a variety of good foods? The health boost is nice, but what about sanity draining slower, recovering quicker, and health regenerating faster. Drinking wine or spirits? Give a chunk of Sanity back, if I want to mine in the spooky depths let me drink away my fears. Full bar of Protein? Nice gains bro, extra melee damage. Full bar of dairy? Strong bones, less fall damage. I could go on and on, but there's so much more than just the food side of things.
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Instantly killed by a hot spring... does that really make any sense?
Forks replied to long shot's topic in Discussion
I remember when you could pick up hot spring water in a bucket and it would stay hot when placed. It was the best of times, it was the worst of times. -
I've played on a few "Civ" servers where the goal is to create proper towns and civilizations, but the ruleset on those servers was that there were no rules and we had to be self-governing. Of course the problem there being that there is always at least one bad egg who exists to be annoying and Vintage Story still has far too many bugs and exploits for those kinds of servers to last. A fun fact my group learned the hard way is that if someone throws a spear with 1 durability remaining at you it will destroy your held tool/weapon. Not fun to fight someone with an inventory of 1 durability spears.
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This issue is exactly why I'll never play a PvP server ever again. Impossible to make a completely hidden base anywhere remotely near water as raiders will spot the telltale ice from hundreds of blocks away.
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My personal favorite is storing items in the crafting grid. I always use the setting that allows you to look around while your inventory is open and typically keep it off to the side of my screen under the mini map. As long as you don't close your inventory you get 9 extra slots of storage at the cost of crafting being a royal pain. Incredibly useful early game.