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Lucas Dos Santos

Vintarian
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  1. Hey, good afternoon. I've been a bit busy the last few days, so I just saw the messages now. Well, I read some of them, and here’s the thing, I think the game is good as it is, and I found the ideas interesting. But when I imagine myself playing with those mechanics, I definitely wouldn't last more than 10 minutes with them. Personally, I liked the idea of large castles scattered around. That would be amazing, fortresses you find where you're not welcome, and you would have to work hard to earn the respect of the people in that region. It would be cool to see caravans or remnants of humans wandering around the game world, like merchants, exploring the surroundings. The villages in Minecraft are cool, but what’s the problem with them? They're useless. It’s cool to find the first one, but after that, I don't really care about them anymore. Yes, they are facilitators, but if you’re going to put a village in a game, do it well. For example, if a stranger sneaks into your town and robs you, would you be okay with that? There could be a system like in Barotrauma, where if you enter a station and steal something, a guard might come by and "search" you. If you have an item with the stolen tag, you'll have problems. But that’s what I see as a fun system a village with a very low spawn rate, but it still exists, or it could only appear after a certain point in the game. You can go to it, and it can have a king or some administrator. You can talk to villagers, interact, and trade gear. Of course, if you want balance, have factions sell the basics, or sell what they have. A village without forges won’t have steel to sell to you. I love a trading system where I sell something I have and buy something I need. For example, I can produce a lot of food on my farms, but I’m on a flat pasture with few trees, so I trade food with a village for logs for my projects. That doesn’t break the game; it gives me more desire to play, and I would probably get stuck on that resource for days. As for player-made villages, that would be amazing. Vintage gives that feeling—you’re alone, something happened, and you can rebuild yourself. It's like Minecraft's mini-colonies. You can go on as a lone wolf or start a small village, build houses, ask someone to collect logs while you go mining for metals. You could have a small guard system so when an event happens, you can protect the village. If you fail, everything goes to ruins, and you have to run with what you can carry and lose part of what you had. That would give the game more life. I would never have an endgame because, at any moment, I could lose 50% of my progress. What defines what will happen is my ability to manage everything. Or the possibility to train a guard and take him on an expedition, where he helps you in combat. In multiplayer, you could carry the banner of a rising civilization, you and four guards walking across pastures. As for enemy spawns, well, Necesse does the following: for you to have a village, you place a flag, and from that moment on, you are a village, and village events happen to you. Your expansion revolves around a region, and the events always start at the borders of that generated square region. So, you have enemies that spawn as they always did, but when your town is attacked, all enemies are generated at the borders of that region, and their objective is to run in a straight line towards the town's flag. If there’s a wall in between, they break it, and if there’s an NPC or player, they attack. If they break the flag, your village falls, and they enter a wandering state. Since they’re in the center of the village, well, they start attacking NPCs, like how a wolf attacks an animal in Vintage that’s near it. Necesse isn’t a village-based game; it’s basically farming, crafting, and dungeon-crawling. However, it has a village system, and you have fun managing it this chest can be used, that one can’t. I need this chest to always have 50 iron ingots, and that one to always have food. You can create a zone where you say, "This is a cow pasture," so the NPCs collect milk and store it in a chest. You can configure it so that if the number of cows exceeds X, they kill one so there are always X cows, producing meat for the village. I could create a planting zone where they fertilize if available or water if needed. They aren’t fast, so basically, you work alongside the NPCs. They get hungry just like you, so you always have the problem of food and attacks on the village. What’s the advantage of a village? First, you get some resources automatically at the cost of having to feed those people. Second, some villagers who come to live with you can trade with other villages. So, you could produce a lot of food and tell them to sell it for you you have X amount of food and can trade it for something scarce in your region. You can have soldiers that are stronger and have better buffs, and dungeons are very complex, so you can assemble an army of five NPCs and enter dungeons. They aren't superhuman, and you’ll likely suffer casualties, but it’s much better to fight with guards. You have to train them, arm them, and provide shelter to have a fighting force. That’s half of what you do in a village in Necesse, and Vintage has a lot of potential to be even more immersive. I don’t think villages would break the game. Of course, if you do it like Minecraft and have a pacifist villager trade emeralds for diamond armor, you break the game. But then again, just don’t put rare items in their hands. The game owner has the source code, so they can simply blacklist some items. Well, it's just a suggestion I had, and I would love it. I like the game and think there’s a lot more to come. It was money well spent, even though the dollar-to-my-country conversion gave me a scare. English isn’t my native language, so don’t take offense if something I wrote seemed rude.
  2. I love this game, I bought it a few days ago and found it incredible, much better than Minecraft. For me, the game is pure immersion; I jumped in and spent hours playing, saw a sunset, and loved it. I built a straw hut on the edge of a single isolated mountain in an almost flat terrain, and of course, I called it Lonely Mountain. I spent the night making clay pots and trying to figure out how I was going to use them. Well, despite all my joy, I went through a storm from those game rifts and got attacked by some very strange creatures that threw rocks at me. I found it simply amazing, but I noticed something that I never see in games like this happening. In Minecraft, I had to install a mod to solve this, which is base defense. It would be amazing if the animals in these storms attacked constructions, and you had to build a castle with defenses, maybe even call NPCs to your village. During attacks like this, there could be a battle for the city’s defense, which could result in an incredible victory or a devastating defeat, with houses in flames. It would be cool to have a blacksmith NPC who works the metal for you while you collect resources from distant mountains, and when you return, you prepare uniforms for the war against the rift creatures that could come in increasingly heavier and more devastating waves. This would give life to multiplayer and cooperation, but with NPCs, single-player would also be amazing. You would have to take care of a small village and use resources to explore the world, like Necesse does or what was expected from Scrap Mechanic.
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