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Hal13

Vintarian
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Everything posted by Hal13

  1. Peridotite might work for a mossy texture, olivine, peridot, emerald and some copper ore blocks might partially work too. There could be some mod making plaster dyeable, such dyed plaster could work, but at this point I'm grasping for straws.
  2. I see you confused, Steam only allows users to write reviews and post in the forum of several games, as well as play multiplayer games with friends and several things more, if you use their store or at least put money into your account. I only have gotten the account because some crowdfunding did surprise me with releasing the game only on Steam (no mention of it before, no alternative) now I have the account mostly for game testing early versions (because Steam seems to make rolling out of updates easier) and for crowd funded games, since I got it anyway I did add games I got through Humble Bundle to my library. Steam forces updates on its users, breaking working modded games on a regular basis. Any game that can be modded or is intended for modded gameplay, like VS, doesn't work on a plattform like Steam, as you can only have a single installation of the latest version there. That's why I highly expect waves of negative reviews on Steam each time VS would update and break people's setup. Usually people reviewing something are more inclined to do so when it's something negative to tell (just look into this forum and make a ratio of positive vs negative reviews), hence VS might perform badly in Steam reviews and as most professional game reviewers nowadays at least mention the reviews on Steam, a not positive ratio of Steam reviews will impact sales. Of course making an extra launcher like some games have might mitigate the problem, but programming and keeping that launcher up-to-date is additional coding and design work going not into the game itself, not something viable for a game with only 1! full time programmer. Additionally the game's price would have to be increased everywhere to accomodate for Steam's fees, with regional pricing being not an option as long as the game does not suddenly explode in sales, which is not to be expected as on Steam there are at least dozens of voxel based survival games and hundreds if not thousands of horror games and competition everywhere. Steam Achievements are another thing that need implementation and therefore extra work, regional ones therefore won't happen, I repeat only 1 fulltime programmer.
  3. Steam takes a significant cut from any sales over it, I'm not sure atm but it was somewhere around 30%. Additionally it imposes strict guidelines on how long refunds are allowed, which would mean people buying over Steam would have to pay more (and as Steam enforces that the game is not available for less anywhere else, the fees would come out of pocket of all new players no matter where they buy the game) and may not be able to get a refund. Additionally you only get one chance for a good first impression on Steam and if you fail with that the overall steam review will tarnish most professional reviews nowadays. In the long run though there are plans for adding VS to Steam. Now to your questions: - I won't buy anything over Steam, I have an account and quite some library (all titles gotten from HB or through crowdfundings) but as they limit people's ability to play the games they own as long as you don't use their store, I won't use their store. - The game is good already, but how it will perform on Steam is still questionable, just look at how many new players basically want another game (see topics in discussion and suggestion subforums) after playing. - I don't think there will be regional prices. - I don't care for steam achievements.
  4. They definitely can and will (have seen them do it occasionally), but they shouldn't if there is no Seraph lower down. If there are Seraphs only higher up they all will pathfind up and bump each other off the ladder until only 2-3 are left alive on it (of course that only works if they fall deep enough to get fall damage and if there is enough space to bump each other off the ladder in the first place).
  5. That should be fine, it's basically the reversed local difficulty mechanic from Minecraft. Maybe the more a chunk gets changed from the state it generated in, the more stable it becomes and hence the less monster spawn? Maybe drifters could impose some temporal stability drain to the player when close by (idk maybe if less than 5 blocks away, though not too much, just enough to be noticeable, just get that gear moving), giving an actual incentive to get rid of them quickly or build safe rooms big enough to keep them away far enough. Then the own base would be mostly safe but in a storm.
  6. Here are a few things that might be the reason: Are both of you wearing identical clothing (and that includes the state the clothes are in)? Is your friend jumping in and out of water often and you don't? Maybe you have still admin rights enabled and those include immunity?
  7. Additionally to the arguments against that were already made: Raffles are somewhat legal nightmares for small companies, not only do you have to obey or circumvent gambling laws, but also you need someone fluent in legalese to write terms for the raffle and an additional privacy policy, that are solid enough for you to not get sued by competitors, people who haven't won or prosecutors. It's something completely different if a private person not affiliated with the product or company does a raffle between their acquaintances.
  8. If that'd be better or more immersive depends massively on the canonical explanation for what those monsters and temporal stability, rifts and storms are and what exactly causes their appearance. If the player does cause their existence (which is implied by the possible setting of x days after the first seraph enters the world until monsters start spawning) or if they're basically hallucinations than it's nonsensical if they'd be generated at world generation. If they'd be actually there it would be nonsensical that there is no interaction between wildlife and/or traders with those monsters. Depending on the server settings those crops can die while your offline too, You could log in and your fields only have dead plants on them. And animals can be killed by other players coming through, if I'm not mistaken even in claimed areas, and the area needs to be loaded from time to time else those animals won't eat and without eating no breeding. Where exactly is the exploit here? You run the risk of losing it all, other than with the up to 58 inventory slots worth of foodstuff you could prevent from spoiling if what you suggested first (only a players inventory is frozen in time) would be implemented and with your second suggestion and shared claimed areas players could just use the claim of the player least often online to basically prevent all their foods from spoiling. An ice cellar though might be worth implementing, with foods that are frozen solid not spoiling (simplified).
  9. Yes, that's the known behaviour, it's something in the interaction between fruit press and bucket which prevents the bucket from being filled completely, I'd guess.
  10. In vanilla it's casting, with Anvil Metal Recovery it's smithing by a small margin (you get some leftover bits back after finishing the workitem) and with XSkills it depends on how you skilled (you can have a chance for double the smithed items but also moulds (other than ingot and plate) can take up to 25% less metal to be filled) but when maximizing the metalworking skill tree smithing would be significantly better. I think for the additional time and fuel going into smithing it should at least be slightly better in some way.
  11. Yeah but that shouldn't work anymore since idk exactly when (wasn't working for me since 1.13), as those stones do not have a collision box. in early versions top slabs did prevent spawns the same way bottom slabs would too. Easiest way is, take a chisel and chisel away a single pixel from each floor block's top surface, or place moulds. Or use many light sources (oil lamps are rather cheap, placing them on the ground in a grid with 2 blocks between them should be sufficiently light the whole room with at least light level 9 everywhere). Surface drifters can spawn up to world height, but they do collide with each other on ladders, hence a long ladder leads to most of them falling to their death.
  12. And if the one winning isn't the one not able to afford the game, a raffle will be requested again and again and again. And all those raffled copies would have to be calculated into the pricing. Requesting raffles does, like Lostar wrote, always come with the impression that everyone entering the raffle would rather not pay for the game, invalidating the work on the game and potentially killing the motivation to further make the game. Most raffles are made by devs (or rather their publishers) after the game is finished and long after the game's sales paid for (at least) its complete development and/or after sales shrunk to nearly 0 anyway (if everyone willing to pay already paid for it, giving away some copies can lead to renewed interest while not costing anything). I know of more small independent devs advertising the use of pirated versions of their games (for people not able to afford it) than those doing raffles, heck I know of more devs providing the pirated version themself than that. And that may be because people using pirated versions are more likely later on buying the regular license (or wouldn't have paid anyway), but people who won the game generally do not (after all they have a legit copy already).
  13. Hal13

    Drafts

    Commenting on long topics takes time, not everyone can read everything and make informed differentiated comments on a topic in one session, especially as one might have to take notes on some more complex topics to not forget a point later. It would really help if users could save a certain number of draft posts (maybe somewhere between 1 and their forum rank, or maybe fixed 2 or 3 for everyone, idk what would be appropriate for this purpose), those drafts would not be public and the user could write more, correct things, finish the post another day. The draft could be saved in one's profile and be linked to the topic it's for, making it easy to get back into writing on it, or deleting it from inside the profile. Of course one could use a text editor, copy the post and save the post as txt and later on copy it back into the on-page-editor to write more, but that's tedious and finding the right topic again can be problematic, especially if it's not on the first few pages of a sub forum or one researches several topics. Of course one could just post it, but even if one wrote something like "ignore until finalized" the forum automatically sends everyone a notification who got quoted, who then may be pissed and attack the writer for things they haven't meant that way, because the post was not meant to be treated as finished. For me several hours, sometimes even in the 2 digits, are somewhat usual for a differentiated post on a longer and/or more complex topic. I know the majority, maybe even the vast majority, does neither read thoroughly nor put much effort into writing a post, after all "it's no scientific paper only a post on the internet" I've been said several times, but that attitude has to change with the increase of webbased sharing of information and ideas and giving people convenient options to treat posts somewhat serious can help with it.
  14. And I clearly wrote I'm not finished with my post yet, I started at the top and the first impressions from the pictures. But after reading your changed concept that is even more like phantoms, the stormlings only look less like them, but still will be suicide bombing into the player until hit, rather easily be out on their own, but likely that stormcaller will respawn new ones constantly as it'll lose it's purpose without those little pests. The Dreamsucker had potential, maybe it only spawned directly above the bed if one sleeps in a storm and attacked players sleeping in the open/dark, preventing them from sleeping through the storm if not in some sort of well lit room? The Stormlings/Stormcaller is just MC Phantoms with an extra step. Several of your concepts make only sense if actually those monsters would have any way of interacting with the world and not only with the player character. It's still not confirmed why that's not the case, as long as that is, one should assume it's the intended behaviour of anything but Seraphs to not care about those monsters and temporal effects, because they can't interact with the world, if they even actually exist at all. Hence several monsters being able to break or create blocks (and i quote your drifter version "destroying any blocks in its path", not like you just now said dirt blocks with which one pillared up, as well as the dregs "will grow towards that light source, slowly making a passageway impassable") makes no sense as for that they actually had to be real, which is neither officially confirmed nor denied at this point, and as such should make animals and traders react to them. Nope, just run, heck if it's only nighttime walking would be sufficient as you just casually can walk away from surface drifters, but several of your concepts can't be ran from without any equipment. Your take on drifters (and any other of your creations even on their own) would be way worse than the wolf menace already too much for a big quantity of players. They wander around more or less alone, as such should be either dead on finding them or at least strong enough to not easily fall prey to wolves, sheep and pigs, even then that'll mean they'd have to be classified as animals (humans and monsters are safe) or nothing will attack them, as monsters and humans (traders) only attack player characters and animals only attack animals (and player characters). The only lone wanderers in the game are traders and those do travel in carts, meaning they don't actually have to be as strong as those Depraved, who have to face nature all on their own, to fight off the dangers of the world. Therefore Depraved had to be AT LEAST as strong as traders to make sense. If they'd be weak and vulnerable they'd be dead already. And if they'd pack a punch similar to traders, it'll be way more challenging to cure them and populate a village with them. Which is not what you wrote, you wrote "destroying any blocks in their path". The way you wrote your concept they plough through the landscape and even through buildings. I usually get my first temporal gears from panning and usually at the latest somewhere in the first summer (often months earlier than finding enough tin or other ores for making bronze). With drifters having a ranged attack now I don't bother approaching them as killing them only takes resources without providing any reward (other than sweet silence), you can get basically anything without fighting them. Spawn proofing isn't a big deal once you reached smithing copper. Trains and possibly airships were mentioned several times, as such I have to assume the early steel equipment we can get our hands on right now is somewhere around mid-game. Implementing guns is not intended as far as I know, but who knows what we'll get, drills and chainsaws perhaps? Stuff powered by otherworldly temporal energy perhaps? Who knows, but between the steel making process implemented now and the Steam Age stuff that could come lay at least one and up to several centuries of inventions. That's not what you wrote either, you wrote: "killable" Which for me reads "possible with quite some effort and more or less the best gear you can obtain, basically a boss". Nothing here reads "minimal difficulty", it reads don't even try before, as you'd have no chance without really good equipment. MC creepers are the most devastating mob in the game VS is usually compared to. But the stalkers are able to infinite destruction the way you described them, they don't explode, but "hit like a truck" and "bust down blocks in their path" (btw didn't you just write only destroy pillars of "soft" materials and now we're back to everything in their path again, even after saying block destruction wouldn't be "imperative to the mob's design"). Hence their griefing potential is comparable to a creeper who can explode over and over again, and who can't be fought until you at least reached iron age (or in Minecraft terms at least unenchanted diamond gear), meaning you'd never reach iron age as you'd constantly have to reestablish everything until the next night, of course you'd go through several deaths until dawn if you got killed at night, because your suggestion was to make that stalker a normal hostile mob replacing the (surface) drifters. You wrote it in a way that it actually made passages impassable by growing which you did not specify further leaving it up to interpretation, and if Minecraft mob votes taught me anything than when it comes to mob suggestions think of anything written in the worst way it could be implemented and add another layer of worse, which would in this case mean it creates blocks nearly uncontrollably if not encased. players building low down to utilize the whole world height therefore had to keep everything under the border up to which it can grow untouched, as when starting to prepare the area for building you can't see if there'll be any dregs below somewhere and as you can't get rid of it for good it would just come back and grow through your build. Nope, and after not even getting the opportunity to finish my post and seeing how you aren't even thinking about looking at other perspectives than wanting more challenging hostiles for yourself and not thinking about game balance (the mobs have to work for SP and MP at the same time) at all, I'm really discouraged to even look at the rest and am willing to bet those changes will at best be fit for a mod not the vanilla game, especially as several things you suggested do require rather complex and individual behaviour from the game's AI. VS is no MMO, it's intended to be possible to be played either as a single player or on a multiplayer server, forcing coop gameplay meant ignoring the people who don't/can't play online, something you did acknowledge, but clearly did not think about long enough. Even slight changes to the current AI for making wolves more realistic, are out of the possible scope for the devs right now and an additional dev making more complex AI behaviour aren't in the budget by a long shot ("If you know of any AI specialist out there that don't cost 140,000 USD per year let us know." - Stroam) it seems, therefore npc mercenaries might very well be even worse than in most other games (even big game studios aren't usually able to get them to actually being helpful in real time situations). But I guess if the fight needs to be actively triggered by the player, that's kinda okay as long as the loot can be obtained by other more grindy means. Of course the game could scale the boss (hp, damage output, tier, amount of lootable items) to the number of players in the vicinity, but even then mobs in VS do not drop stuff into player inventories, they leave corpses to plunder and how the loot gets distributed isn't dependent on damage done but player negotiation, as the corpse is a container that can only be emptied once. Idk a big robot like mob could drop blistered steel high amounts of different gears, fuels, axles and other mechanical components, another more animal like boss could drop huge amounts of animal loot, possibly kick starting a whole leather working industry thanks to its hide, being the equivalent of a whole barrel full of hides, some kind of golem or similar construct could drop different bricks, clay, stones, ores, etc. For me it needs more technical stuff and automation, I don't mind grinding a few hundred hours to prepare a perimeter for a farming setup, though i prefer to build and optimize a contraption that'll do the grind when I'm afk. Challenge for me means finding ways to not having to do the fighting myself, as fighting is boringly repetitive as fuck in every game, especially if it's a game intended for longterm play (which I define as several thousands of hours and which I barely reached in VS yet).
  15. Some are looking kinda like MC-Phantoms, please no Phantoms! Other than that the rust world, temporal stability and it's monsters doesn't affect anything other than seraphs, hence several of your monster concepts kinda make no sense the way you describe, furthermore VS seems to be mainly played on multiplayer servers and several of your monsters will likely wreck anyone joining for the first time, as they'll join around night time about 50% of the time, and won't see if there's a storm at spawn before joining... Massively griefing monsters aren't fit for a sandbox game, especially as I usually get my first temporal gears long before reaching bronze. Atm we are far from having late game equipment available as players (we still are far from Industrial Revolution tech). And no MC-Creepers are not a good example for a mob doing the same, as they are easily beaten without exploding even on day 2. I partially like that, but making them weaker than traders doesn't make sense imo, as there isn't much to be feared for them, monsters don't attack other monsters, traders nor animals. For people building low down that griefing monster is just restricting players' ability to build. tomorrow more, need to go to bed at last.
  16. Please stop bumping, if people are interested they will post and if not you'll just annoy people with bumping, without it having any other effect, If you didn't notice you are the only person doing this type of spamming. If you need to bump the suggestion, at least add something new to your suggestion! Give people something they might be able to add on to.
  17. These have no hit box occupying the whole block, therefore drifters still can spawn. It worked only for default spawning not for storm spawning and i think only until 1.13 or 1.14... Btw found my post: They may have used a temporal gear to respawn there and found out it's better to stay in one place always respawning in their cart then travelling further and possibly getting killed respawning in the wilderness... maybe they wait for getting their hands on new gears to move and use it later on?
  18. tbh it's too tedious for me to bother with the amount I harvest anyway, losing 0.11 litres when pressing fruit is an okayish drawback for going through my harvest double as fast. I think I've seen a mod addressing the issue, but am not sure which one (and I'm sure it changed more than that and therefore is no mod I'd install).
  19. Those aren't the likely culprits (else I'd have the problem too, if it's no combination of misfortunes). On the other side I haven't seen that line of text myself in 1.16.5 they just always occupy the skep some day. But maybe From Golden Combs did fix the issue? Next time I'll play I'll take a closer look for that.
  20. Haven't been looking through this for some time... Other than in Minecraft in VS I pretty much died to every mob at least once, in MC I pretty much only died to players or my own mistakes (i suck at parkour) over the last two years (I think a ravager got me once and my bee farm another time but other than that i usually go hundreds of hours [my record was around 650 hours between deaths] online without death) and got constantly annoyed by phantoms... Additionally Minecraft does make spawn proofing everything way easier. Speaking of missing the point, VS is no survival horror, but survival sandbox, inspired by a horror genre (at least that's how it's advertised on the front page). Horror is only mentioned as inspirational for the world's lore, why should the everyday (or better everynight) monster be more dangerous than the apex predator of the wilderness? The tainted drifters are the same tier as wolves (and are only the medium tier drifters as nightmare drifters are tier 4) and can kill you only slightly slower than those in melee, but unlike wolves drifters now have a ranged attack. I wouldn't call you fat, I've never seen you, but I stand by my words, you don't need to be lucky (at least after worldgen, in the newer versions wolves can be generated at the point of your spawn, which shouldn't be that way) and I did not lie either, why should I there's nothing I'd gain from it. At the point I wrote it I was still in 1.15.9 and even though I really had some surprising wolf infestation (several dozen spawned at over night) herding a dozen or two into a pit did prevent new spawns in a radius of several dozen blocks. I don't know the exact number needed, but in earlier versions a handful were sufficient and there were base show cases on Youtube mentioning the mechanic too. Wasn't able to confirm it for 1.16.5 yet, as I didn't run into any wolves when travelling from my starter area to the equator and back, though I saw some to the west, but those are too far away to bother, strangely I found tin and silver in surplus for the first time in dozens of worlds, so maybe I just was more or less lucky. But for until 1.15.9 I did confirm it several times, even though I had some strange behaviour in 1.15.9 with unusually many wolves spawning all at once. As long as spawn isn't in a dense forest with wolves you can very much prepare for running into them. And as long as you are able to prepare, being unprepared isn't bad luck, it's not being prepared. You need 3 ladders and 1-2 flint spears to deal (get them to flee or kill them) with wolves. It could be the drivers, that are unable to fully utilize the proprietary features of some of your desktop components, too. I can say that even my old pc with components state of the art a decade ago (i5-3570, 16GB DDR3 RAM, GPU end of support years ago) was able to run VS without lag (since then I updated the GPU to a Radeon RX580 in early 2021, it was only slightly outdated, and after I fried the main board updated to ryzen5 5600G and 32GB DDR4-RAM, still far from high-end, tbh that hardware has been considered budget [= low-end but not outdated] components already when I bought them). I did post several times, I'd like to see wolves behave more like irl, because they are, like in about every other survival game, too much misrepresented. No, most fear mongers today (re-)painting the picture of the big bad man hunting wolf, are not acknowledging that incidents where wolves attacked humans historically didn't happen as often as they like it to be, wolves killed humans usually in self defence after some local pack killed too many sheep/cows and the humans instead of using better fencing hunted wolves. And from what we know today of what happened in the past, there is quite some possibility those livestock killings were done by wild stray dogs, mistaken for wolves. The civilization's tech level in VS canonically is the Industrial Revolution (the intended technology level for vanilla end game) and that was in the second half of the 1800s, If my math is correct slightly earlier than 1900 was only slightly over 120 years ago, not over 1000.
  21. Yes, but altering something that is vanilla and makes sense game lore and game mechanic wise, is the territory of mods. Instead of not dropping, those blocks should be craft- or at least obtainable elsewhere at latest in mid game. And we know Seraphs did bring innovation to the people before the fall, as such might have a knack on that long gone ages tech, but there is no reason to believe the Traders species couldn't use it, after all they did in the past.
  22. At a past point villages were mentioned under world generation, I was surprised to not see it there anymore, as it had sparked quite some discussions about how frequent and how big npc settlements would make sense, maybe now the feature is planned more like in Starbound with homes the player has to build and if the requirements for a home are met and a deed is placed inside someone will move in?
  23. I'm only aware of a workaround for now: 16 do reliably press into 5 litres. Just went through the changelog for 1.17.0-pre.1 and haven't seen it fixed, hence it should still occur there.
  24. When reporting a bug, please always give some information, like game version you play on and mods you use, general hardware info (especially CPU), if it happens on a server how many players do experience the same issue, if possible the affected player's latency... Without information everything anyone can do is guess what could cause such a problem, which makes finding the actual problem take longer and with that finding a fix for it even more so.
  25. It could be a bug, but to say for sure, you might want to add a list of the mods you use and the game's version you play on. It could be the temperatures/humidity too, or you somehow disabled that line from showing. Or you didn't stay in the area... swarming is dependent on random ticks if I'm not mistaken, which means if you only go there to take a look every now and then, it could be the event never happens because the hive always is in unloaded chunks (similar to the change of seasons)...
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