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Balduranne

VS Team
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Posts posted by Balduranne

  1. 2 hours ago, Nemo said:

    We really need an " NEI" stile mod, with so many recipes now available and I predict it will only get worse as more mods are developed.

    This is a great mod, any idea on the ETA of the update to 1.7 ? no pressure just curious. and also a big thank you for all the work you put in this.

     

    Soon, hopefully

  2. 4 minutes ago, DaveDevil said:

    Excuse me, I am trying to make the tier 3 bow. I can't figure out what is the first top-left item...

    Oh! That's glue, sorry. You make it by putting 6 Sinew Fibers into a bowl and then cooking it on a fire. To make sinew fibers, put a hand hammer over tendons. 

  3. 1 minute ago, CasualGaming57 said:
    1. Vintage Story Player name: CasualGaming57
    2. Age: 18
    3. Time Zone, If you prefer Country and or State. EST Michigan
    4. Do you agree to follow the server rules? I mean I can, but I don't wanna. (JK i'll behave)

    Done

  4. Caves are really dull right now. It's just endless stone, darkness and angry jerks.

    There's a few things that could make it more interesting:

     

    For one, I think caves should have more than just stone. I'd be happy to see some dirt underground. Whenever I have to landscape an area, I need to take the dirt from somewhere else, which usually means a hole somewhere, or flattening the terrain. Now, I know Minecraft has this, but I'd like the ability to dig out dirt for landscaping under the surface. 

    Besides that:

    Glowworm-Caves-New-Zealand.jpg

    SHINIES. Past a certain depth, caves could have glow worms attached to the ceilings to add some nice detail and potentially make navigating easier. It could also be some very inedible bio-luminescent mushrooms (Potentially an alchemy ingredient?). Besides looking pretty, Red Ram pointed out on Discord that Locusts give themselves away too easily with their glow. There could also be a crystal that emits a faint glow (Uranium?).

    With so many ravines and shafts opening to the surface, we could have bats coming out at night and chillin' in the caves during the day. 

    Now this one is more tricky, but it would be awesome if caves could have some nice formations - stalactites, stalagmites and connected columns. Maybe even quartz, salt or limestone crystal formations. 

    And finally - Flooded caves and underground rivers/lakes. Again, having some bio-luminescence in those would look great. Hell, maybe you could even catch some rare fish or other animals in those. I'm sure we can all come up with details for that.

    • Like 4
  5. On 6/10/2018 at 1:26 PM, Balanced Breakfast said:
    1.  Vintage Story Player name: BreakfastTime
    2. Age:  31
    3. Time Zone: U.S. central time
    4. Do you agree to follow the server rules?: Yes

     

    Whitelisted, sorry for the delay!

  6. 1 hour ago, Erik said:

    The problem with the current system is the implementation on the four pouch slots: Other than carrying four backpacks being absurd, the player doesn't know, which item is stored inside which pouch. 

    If you hover over the pouch, it'll show you a list of what's inside it

  7. I don't think many people play it, but Warframe is an online game with a surprisingly fair F2P system.

    The titular Warframes are, in essence, robotic puppets which function as characters with different abilities. The combat system is fast paced with a multitude of options to dispatch the enemies. One caveat is that, while it's gorgeous, it's not for everyone - The multitude of light and particle effects are likely to cause eystrain, sensory overload or seizures to people prone to these conditions.

    With that out of the way - The game is great. It keeps getting updated, and you really don't need to spend any money on it. The premium currency is used to trade with other players (And can be gained in such fashion) or to purchase cosmetics off the store. You CAN buy guns and frames through it, but it's a waste of money, as they are available normally. 

    Does anyone here play it?

  8. When I said meaningless, I meant that if the lore is generated separately for each save, it would not carry any weight. I feel like that would also take away agency from Luke (The writer) in regards to any world building for the game overall. Finally, given how rare the lore pieces are right now, it would be difficult to actually get any picture of your world if it always changed. And nothing is stopping people from having their own setting for their own server :)

    1 hour ago, Bloodwyn said:

    Well, I'm not saying VS should aspire to reach the levels of depth of DF, that would indeed be very difficult. I used Dwarf Fortress as an example. Millenaire is a minecraft mod that uses a similar formula as the one I'm thinking of. It wouldn't be necessary to have the level of complexity found in DF to have a nice and organic lore.

    I'd like to hear more about this too, as I could never get Millenaire to work.

  9. On the topic of difficulty settings, I'll just say this - Starbound had character-specific difficulty levels that offered you a different experience, and I'm glad I could pick the one I liked instead of having to scour the internet for a mod that would make it play like I want. 

     

    6 hours ago, Bloodwyn said:
    • Random lore. I really hate the idea of having premade lore in VS. I think this game should put no chips in a pre-made story. I strongly suggest that lore be generated with each world, instead of trying to come up with a single setting. A story written by the authors of the game will fizzle out after a while, and serve as no more than an obstacle for those who want to deviate in their own server setting. However, lore generated uniquely for each new world ensures that the sense of mystery and the wish for discovery never cease to be present. Creating lore algorithms may be a bit of a challenge, but it's possible and it leaves us with a system that can leave all the focus on developing game mechanics.

    I... Really don't know how that would work in practice. I don't really like the idea of having random lore, because the quality of writing would definitely suffer if it's something that needs to be generated, Plus I think that if the lore were random each time, it would be pretty meaningless

  10. I can't agree more on the map. I know people consider the 'webmap' style of maps to be not immersive, but I feel like functionality is more important. Raw coordinates are a good start, but it's still hard to navigate in relation to other places. It's something that's very different from IRL where you have a better overview and landmarks on the horizon.

    1 hour ago, Stroam said:
    • Do more to make it look and feel less like minecraft

    This is something that bugs me. I feel the game needs more originality in its setting to be different from Minecraft and other block games in general. That's why I'm pushing so hard for more fantasy elements/made up things (Whatever you wanna call it) - It doesn't have to be anything magical and can be still rooted in realism, but it'll add some much needed personal flavor to the game. 

    I use Morrowind as an example of that a lot, because even after ~15 years I still remember many of the alchemical ingredients (Most of them were plants), fauna and materials in that game, whereas the more 'realistic' Skyrim or Oblivion had so many generic, IRL alchemical ingredients that I couldn't tell them apart even when I was playing them. Point is, you don't have to constrain yourself with what exists outside your window just to keep things making sense.

    • Like 1
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