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Dra6o0n

Vintarian
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Everything posted by Dra6o0n

  1. It's more like a lower priority because people choose to play with people they know and trust, and would use discord for that. IF Vintage Story has some sort of large scale Open Survival RPG server for players to play diplomacy and join their own local communities within the server, for roleplaying, then yeah having it built in will help somewhat.
  2. You could use concept and ideas from a game I know called Haven and Hearth, they use claims as a interesting 'system' to claim land using totems and these claims has 'power' that needs maintenance through rituals and sacrifice and stuff. Timestamp at 1:33 They have 'personal claim' and 'community claims' (for towns and such), and these have different systems altogether... So in a sense you can have personal claims inside a community one. Claims used in H&H works alongside it's crime system, and committing crimes will create 'scents' for players to 'track' the criminal, and scents can be hidden if the person committing is is high enough level to work against players with high perception... But in most cases they 'hide' their characters inside vaults anyways so people can't track their base and stash. Do note that this game is a sort of permadeath-openPVP-MMORPG of sorts... It has little to no handholding and there's some downsides to the toxic community and such. But the game is a unique sort of niche where you could draw some ideas from. I used to play this game with my programmer friend and his own friends, we used to have active settlements and stuff and were playing peacefully with the survival aspect... But it always gets ruined when people use bots and macro to cheat their way to having overpowered characters and stuff... Also the devs were in on it in a way. LOL. When I said their community was toxic, I mean it.
  3. You mean they had multiple apocalypses?
  4. Well, you are basically asking for tweaks in the interaction of players with the gameworld, simply improving the interactions in general with more options can expand things as modders can add on top of it with new layers of controls. EDIT: Also adding that, there is only so much 'QoL' that the devs can keep adding until it gets messy, like Ctrl+RMB, Shift+RMB, you get the idea. You keep adding more and more button combinations and it makes controls more complicated for new players. So a radial system would keep it simple, but allow more variety of ways to interact with the world. Imagine instead of a complex button combo to 'crouch and prone' if said mechanic exists, to having a radial shortcut to switch to said modes by simply holding one key and using the mouse to rotate to it? A radial system also makes it more controller friendly, as you can assign way more functions for gamepads and such. Accessibility is key, to making a game interesting to a wider variety of players. Adding that you can also make this idea work with inventory management, if items themselves can be arranged using a priority system for it's category (like make these types of items higher up on the list in your backpack, make materials and stuff at the bottom). It would be as simple as "Increase priority" or "Decrease priority" radial commands when you shortcut over the item.
  5. How about a new interface added in to the game's source? A radial menu system that lets players add extra features and control to their gameplay? Assigning shortcuts can be handy when you want to do certain things or swap to certain items with less hassle on a hotbar, if say you want to 'craft' some flint tools without needing to equip the flint and place it using the active hotbar? You aim at the ground and open the quick command with holding a certain key, and one of the option can be 'craft flint tool' and it checks if you have flint in your inventory, of which it will place down. This also means you can customize ways to interact with objects when you look at them, holding down the interaction key and getting multiple choices what to do with it?
  6. Going with a platform that is trustworthy and usable might help, like GOG? https://www.gog.com/galaxy GOG Galaxy is basically a deployable platform for indie titles, unlike Steam I don't think they take any cuts? EDIT: Looks like they do, and things has changed over the years. Itch.io lets the developer set the cut, but there seems to be technical issues with it's backend regarding consumer friendly features. In the end though, I think Vintage Story might take the same approach as Mojang did and use their own launcher for their own online communities and maybe public servers of sorts one day?
  7. Rather than breaking blocks, perhaps they dig through or under it which leaves the block in a temporary state that it can be repaired to it's default state. Also when they decide to break a block, only 1 hole in a radius of 30 blocks is allowed to be made, so they all patiently wait and then funnel in when the hole is made. This way, they are much smarter about how to 'raid' your base, they'd want to make the hole at the shortest distance, and wait patiently so they have the biggest number advantage. A way they can do this is 'constructing' their own burrow from the ground next to a wall, and then slowly build a exit burrow on the other side. This way nothing is broken, they just 'burrowed' by creating a sort of mini teleporting structure that you can destroy. The thicker the walls to their destination the longer it takes for the burrow to appear on the other side, maybe 30 seconds to 1 minute per block thickness? So if they have to burrow under a 1 block voxel, they count the ground, then the ground under the wall block, then the ground behind the wall block. This means it takes up to 3 minutes for the burrow to be created, and once created, they use it as a shortcut, by spending 1 second per block distance to 'crawl' through that burrow, this means they 'crawl underground' at the entrance, then wait a few seconds, they reappear at the exit, and only 1 mob can do this at a time. If you are in a small hut you can hear the burrow being made, and see the ground shifting as the burrow is getting created, you can highlight it with your aim and 'attack' it to destroy it but they'll keep trying to burrow. Make it so some materials are impossible to burrow through, and you can lay traps under your floors to really hurt them when they try to burrow under it.
  8. Firearms are loud, and the horrors in the dark all 'love' company. Pretty much they will never end if you keep shooting and making loud noises lol.
  9. Climbing on its own is a interesting mechanic for multiple use cases... Like ledge grabbing and descent of a cliff without breaking your legs. Also it's not like it's realistic to be placing ladders everywhere you go in a rush, like when being chased or whatnot, climbing would help out in a pinch, or forms of it such as climbing a ledge.
  10. Maybe instead of physical manifestations of enemies, you can encounter 'mental' or psychological manifestation of enemies? Like they do not exist to anyone but you, and you have a sanity stat that determines if you start seeing things from going insane? It should be subtle, like the 'lighting' seems darker than usual, textures seems slightly different and off-putting, you hear sounds that you normally don't hear. But the problem with this system is that regular enemies kind of ruins the subtlety of setting up an atmosphere.
  11. Dra6o0n

    new animals

    Birds, you can find nests and make use of arrows to hunt birds and collect eggs. There could be potential to hunt a falcon nest to collect eggs and breed and raise your own falcon.
  12. Which means items weren't designed to be modifiable in their database in the first place?
  13. Open cmd.exe (you can search it on windows for the shortcut) then you can type in ipconfig it will show you your network configuration on said windows PC. Another command that helps scan for local networks: arp -a Will list all local ip addresses for you so you can tell if there are PC in the same LAN that has connection together.
  14. I have a RX 7900 XTX so I can run it at max, until well moving around and the game stutters from loading things in the world due to long view distances lol. So it's less about frame rate and more on how to utilize long draw distances with smoother performance when travelling.
  15. I noticed something similar when I first played and was editing the character and changing stuff... Eventually the character voices stops running. But once I start the game with said character the voices work. Maybe whatever in control of managing voices, stops working in some ways, but can be fixed by relogging into the world.
  16. Apparently the branchy leaf blocks are considered 'branches' of sorts, so when the game uses logs as branches that's when things look a little odd. The best way to revamp trees is to make them generate as simply 'trunks' without leaves or branches first, then generate actual prefabs of branch entities attached to trees and leaf blocks on the branches. Because when someone chops down a tree it destroys the whole thing (sometimes). EDIT: Modding could fix this, if modders can override the tree generation with a more simplistic version of prefabricated tree types (basically a 1x1 cube thick, or a 2x2 cube thick, or a 3x3 cube thick variants of trees). The issue here is that most trees spawns on rocks and cliffs. So said mod would have to try to find ways to 'only place' prefab trees if the area has space for a 1x1 to a 3x3 space.
  17. Maybe for antiseptic use, for healing? In this case it would be found bandaging wounds (which increases hp regen with it).
  18. Not necessarily, when you create items they have stats and data in their description, merely adding additional stats to the parts constructed by an 'Artisan' is already a big bonus, and having the final result combine all the 'artisan' buffs would be massive. It's the same manner as Minecraft's enchantments. It can be in form of prefixes or suffixes or both. Sharp adds 'damage' modifiers. Solid adds 'durability' modifiers. etc. <prefix> <suffix> stone axe
  19. How fire burns through fuel depends on various elements, like say Oxygen, this is why certain devices like lanterns and fire stoves and such has ways to adjust it by closing it so there's less air able to get in, etc. Other ways to have longer burning fuel is using fuel that is 'harder' to burn. This means instead of outputting higher temps it actually outputs less, but last longer as a result.
  20. Maybe Class synergy? As in if a item is created by a specific class that's good at it, it gains a trait that indicates it's unique and a different class that's good at working with it will amplify the results. So if a Carpenter makes good handles, and a Blacksmith makes use of said Handles to make tools, it gets a bonus durability and other effects.
  21. Clay or Stone molds are possible if you mean to utilize the resources at hand. I think Clay as a basis for making other primitive tool is viable for mold, at least at a simpler level as it can handle impure iron that is made from bacteria.
  22. Wax paper/fabric is one form of trying to preserve something tightly, but not as effective as canning. There's potentially a history since wax fabric/cloth was a thing for middle ages. The closest thing to food storage is glass or porcelain jars with a cloth covered lid, probably soaked in oil or wax of sorts. Dried food is a common resource for food preservation in bulk, not simply smoked food, but dried and stored in basement or cellars or even buried in the ground. But for sure Salt is a very valuable resource for trading in the dark ages, as it's used to Dry and Pickle foodstuff.
  23. Dedicated servers will be faster if you hosted them yourself, especially if you have friends playing who are in the same region as you. Server hosts has downsides if they are rather cheap or limited hardware constraints, but they can be left online 24/7. Server commands shouldn't be that difficult I think, if Java command arguments are any relative to launching a server say for Minecraft. It's usually a bat(ch) file with a jar file (or a executable to a game) with extra arguments attached behind them. But I'm pretty sure for modern games with dedicated server executable, they create config files you can modify.
  24. If it appears after a storm, then it's likely that it's a bug that caused it to stay even after the storm ends, as it resides in your game's memory. Restarting the client erases it from memory. This means when the code to spawn it happened in a storm, there is no code to 'remove' it when the storm ends?
  25. Have you tried adjusting resolution, and tried to toggle the full screen functionality to see if it reverts whatever setting your OS is trying to utilize for the game? Note that for your screenshot, it's using 1 quarter of the game window's resolution, meaning its using half the resolution. I am not familiar with MacOS but if you increase the resolution it should change something, especially if you toggle fullscreen or windowed modes.
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