LoveWyrm
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When customizing a world, you can control +c copy the current settings and then control +v them into a text file. Then, when you make a new world, you can control +c copy the settings from the text file, and control +v paste them into an open world customization dialog.
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I think a lot of the grind is awful cause it's unessarily interactive. Game would benefit from 'mannable' (in quotes cause player race is not human) workstations. Wayyyyy to many clicks required for wayyy to many things in this game. But the things the clicks are used for, I do not generally hate. I just wish I didn't have to burn my tendons for em.
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I just don't like that it takes firewood to make a firepit lol. Make it a placeable recipe, 4 sticks, some grass, bam presto, now you can place the firepit, and since burnt out torches already explode into nothingness when trying to mine them, firepits could also not be returnable and just explode into particles. "Okay ,I wanna burn all these dwarven farts" (apprently furze is their real name but in German it also is the plural of farts...) "Time to place down one piece of grass, then four big ass firewood sticks, then take them out, then put then toots in and light them up" ...nay.
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Hmm, a peculiar thing. Motion sickness I can see happen, yes. But the monitor is a more or less flat plane, if you mess with anything regarding your eyes focus then the screen will either be sharp (in focus) or not. I don't think a 3d game on a flat 2d plane that doesn't use any fancy stereoscopic effects that require you to go crosseyed or out of focus etc can be "extra bad" for your vision. So, maybe you just have some general eye fatigue, cause I don't see VS having any property that could further cause damage. I'd personally get a bloodworks test to check for any hypo or hyper whatsits in the blood/body before I wondered if it's a game issue. You might also have allergies ...or something else, high eye pressure, medication side effects etc. I get tinnitus from one of my creams lol. So yeah. If this has been a sudden thing, then maybe it's a problem that is not that big of a deal and can be fixed with something simple...but if you can, I'd check that with a medical professional. Humans can both survive with metal pipes pierced through their head ...if they get somehow lucky, but they can also have mega cramps if they dehydrate a bit too much and the potassium gets out of whack. Etc. Again, I don't think VS has an attribute that can bend your vision so to speak... at most it could maybe give you a seizure from flashing images or motion sickness, but not via 'focusing'. perhaps it's just so good of a game to you that you get extra absorbed and blink less etc. I had that with factorio...saw the belts in my dreams, man... in my dreams.... last time I had that was 04803 billion years ago with tetris on the original game boy lol.
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You can save world settings...but it's a bit contrived. You first gotta copy them...and then save them to a text file, and then when you start a new world, open that text file (it's a json formatted config) select all of it, copy it, and then paste it into the game with control V while you are in the 'customization' for the world menu, you know where you set all those options. here is my (updated) setting file... I used to play on one life only, but that was before shivers and bowtorn, now I am having MUCH more fun embracing death and being more bold and briging it to the enemy too. Adjust as needed... { "gameMode": "survival", "startingClimate": "temperate", "spawnRadius": "10000", "graceTimer": "0", "deathPunishment": "drop", "droppedItemsTimer": "600", "seasons": "enabled", "playerlives": "-1", "lungCapacity": "30000", "daysPerMonth": "9", "harshWinters": "true", "blockGravity": "sandgravelsoil", "caveIns": "on", "allowUndergroundFarming": false, "bodyTemperatureResistance": "5", "creatureHostility": "aggressive", "creatureStrength": "1.5", "playerHealthPoints": "15", "playerHungerSpeed": "1", "playerHealthRegenSpeed": "1", "playerMoveSpeed": "1.5", "foodSpoilSpeed": "1.25", "saplingGrowthRate": "2", "toolDurability": "1", "toolMiningSpeed": "1", "propickNodeSearchRadius": "0", "globalDepositSpawnRate": "1", "microblockChiseling": "all", "allowCoordinateHud": true, "allowMap": true, "colorAccurateWorldmap": false, "loreContent": true, "clutterObtainable": "ifrepaired", "temporalStorms": "sometimes", "tempstormDurationMul": "1", "temporalStability": true, "temporalRifts": "visible", "temporalGearRespawnUses": "20", "temporalStormSleeping": "0", "worldClimate": "realistic", "landcover": "0.8", "oceanscale": "1", "upheavelCommonness": "0.3", "geologicActivity": "0.05", "landformScale": "1.0", "worldWidth": "1024000", "worldLength": "1024000", "worldEdge": "traversable", "polarEquatorDistance": "200000", "globalTemperature": "1", "globalPrecipitation": "1", "globalForestation": "0", "surfaceCopperDeposits": "0.05", "surfaceTinDeposits": "0", "snowAccum": "true", "allowLandClaiming": false, "classExclusiveRecipes": true, "auctionHouse": true, "playstyle": "surviveandbuild" } Now you have something to test my claims. Make your own files for great success and justice.
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I didn't know the bloomery can do it, and I will from now on go for that. Coal is plentyful but it also taxes tools to mine them. Clay and flint tho? A crappy shovel does the trick. Edit: Oh..right..charcoal works too. Eh, charcoal's a pain tho.
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Would be nice to get an accessibility option to get a semi automated sifting option. One click and your character goes for the clicked stack until it's gone, then you have to aim at a new one. Clicking a button is not really that riveting gameplay and well, repetitive stress injury is a thing. Perhaps a buildable structure you put half into a water tile, and it behaves like a raft, when you're on it, it sifts a reservoir of sand for you, with your character being assumed of operating the machine. ...looking at your too, quern. Sifting is mostly tedium, and not the fun kind (at least to me). I mean, it's cozy, the sound is well designed, the animation is smooth enough, but it's just clicking around. And while a reductionary argument can be made for anything 'game wise' (it's just clicking buttons)...c'mon...lol
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What new story locations would you like to see?
LoveWyrm replied to Josiah Gibbonson's topic in Discussion
To me, the lovecraftian aspect is cancelled out by the fact that the player race is pretty freaky too. Faint, brainless smiles, lanky stature, inhuman coloration, speaks in musical instruments. In fact, the stone throwing white cheeked gibbons from the rusty gear dimension are less crazy than to me than the player people. And if you cancel that aspect out, it's just, well to be frank noch much steam...more like wind, but yeah. I dunno. Plus this game doesn't really feel, for a lack of words, `manly'. I mean for starters again not 'man' but the blue aliens. But their whole vibe and ehhh...ehhhhh....and the story...ehhhhhhhhhhhhh. It does not move me. I mean I like the game, put several hundred hours into it (or at least a hundred) but it also always felt a bit "ehh" (and at times 'dumb'/'cringe'). on that part. Oh, look at the time...there's the 'storm' Time for the pop up spinny gears and the patrolling "Dave" aaaaaaand Manege frei! https://www.youtube.com/watch?v=_B0CyOAO8y0 The circular graphical vibe of the 'storm' really adds to the circular area of a circus after a while. Like...if you want it to be lovecraft..then it's a pop up book version of lovecraft for children or something. While I wrote that last sentence there the saxophone voice of my character started playing in my head. It's a farce. Gameplay wise, it can be tense, but not presentation wise. Again, hard to 'truly' explain. -
Anything that makes terrain more cool is something I love. And the organic part is a very strong key point of this suggestion. Just like I sometimes feel bad slapping down a mud hut at a riverbank, on sand, at the water lol. That said, I think one of the fundamental design considerations is ...uh..how to put it... urgency vs permanence. The fact that there are supernatural entities out there, and that it, due to it being a game, time flows 'weirdly' ...well that's why I want the dirt shack to be always viable. The underlying game systems just don't lend themselves to slow but good building, unless you already have a safe base. IRL you can get away with a little cubby made out of pine branches and all that, cause animals most likely will avoid you and there are no rabid gibbons from the rustworld, either (unless maybe you camp near some sort of tweaker park...) So IRL you can, over the course of a couple of days, peck away at a slightly better shelter, then an eve better one, and then a real good one. In VS you can easily end up having to entomb yourself in a dirt coocoon for the night. So...how to balance cool stuff like erosion that melts your mud yurt with the supernatural gibbons and wildlife? Maybe they wouldn't come if it rains... or something. Cause if your hut melts AND they come to pester you (every day) then reinforcing the mud would become another chore. With supernatural power comes...supernatural responsibility, and I think it's one of the hardest thing to balance with survival games. And even without supernatural stuff, time rarely passes normally, or the player would literally be playing an alternative life or something lol where everything progresses slowly. But it doesn't progress slowly, so you gotta eat allll the time, do maintenance, allll the time, walk around allll the time, etc. P.S.: And just to be clear. If I had to choose between gibbons or cool weather/terrain ...I'd choose the terrain...
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What new story locations would you like to see?
LoveWyrm replied to Josiah Gibbonson's topic in Discussion
Kind of "none" cause I think the current 'temporal storm' thing and the lore around it is kind of bad and should be reworked entirely. But to answer the question anyway...it would be nice for the 'rust dimension' to be kind of the 'good ending' but of course that would require a rework of the lore too. Isn't slaying the ender dragon in the other block game more or less a good thing? Vintage Story is so glum in that regard. https://www.youtube.com/watch?v=9OVv-J-LXQU Anyway I'm not a fan of steam punk to begin with...and upon risking daggers unto me... it seems that with developers like 'these' there always need to have something cynical about their stories. (Hard to explain) Like games that are happy must have some sort of hidden mode where it's all awful and evil... you know if you made a 3d platformer in the style of banjo kazooie but made it three times as happy and bubbly...there would have to be a sort of hidden thing where in reality it's all some delapidated death realm full of trauma and torment and all the happy creatures are like..the souls of children or something bound to mascots and whatnot lol. Like, nothing can just be nice and if there's something nice it has to be a farce or front or a trap or something sinister. The "what is the taxation system of Aragorn after the story" Who cares? It's a fairy tale...愛でたし愛でたし. Kind of depressing to me, lol. But I also realize that some drama is necessary for a good story so...yeah. Just saying tho, steampunk AND it's all awful really? Nyehhh... ehhh... that said I'm not that knowledeable of the story/lore...probably due to my prejudices of steampunk and the kind of key people behind the game. -
Yeah I keep a backup torch in the inventory ...but I shouldn't have to do that. Maybe the devs can just do a test where they have one patch where torches simply don't work in water but also don't go out in water, their light is just reduced to zero... I know the crude door seems to have been intended to break and it not breaking was a bug, but ...I think that was also a good user test. Maybe try the torch thing too. The game isn't about survival anymore anyway. I mean 'technically' it is, but if death is part and parcel with respawn points, then it's not pure survival. Cause dying is not surviving, it's the opposite, yet you get to keep playing, and the ever increasing enemy roster only adds to it. At some point the dangers will be too many for 100% safe play to be fun, etc... so ... Why not give magical unsnuffable in water torches a try, developers? They're sooooOOoOOOOOOoooOO trivial to make after all, it really is just a contrivance. -scroll- oh whats that? your torch was in the water for an attosecond while you moved past it with the mouse wheel? DELETED! P.S.: >fatfingering the lantern I raged preetty hard the other day throwing away some shears due to a shiver jumpscare out of a hole nearby. Lol.... Made me change the bind to shift q... What is it with Q... zomboid it administers 'the cure' in terraria and the other block game it throws items away. Tsk...
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The tailor and the clockmaker and the commoner are the bait tanks, the blaggard is there for choppin'. Playing a tailor at the moment by the way. Not as awful as they were made out to be so far...
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I only go for fish in the direst of dire circumstances. Usually I just use the speed boost from the starvation damage ticks to find a bush or some rhyzomes (cattail and tule roots) to cook up, or a random bunny to spear than play the fish lottery. They swim around, the water is not so good for ranged attacks, they sink, you can push the corpse around trying to carve it up, it makes your character wet, and most of the time you don't get anything except a few bones...and if you do get meat, it's not that much satiation. I mean, it works...but to me, it's miserable. Silly stumpy block hands... apparently gutting a fish is so delicate a work that the player race can't pull it off most of the time. They're fish. Fish are so easy to eat that coastal cities IRL usually thrived very well.
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I don't think I'll go back to any of that. I play on pretty punishing world settings, and I try not to die , but I think I'm pretty done with trying to make it one life. I can do it, but I don't enjoy it anymore lol.
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The new changes simply made me stop (worrying) playing about hardcore one life playthroughs and I have accepted the aspect that the lanky blue aliens are fodder to be sent back to the temporal gear spot every now and then. I mean a billy goat can kill em with a few headbutts to the ass. They are unworthy of life and must suffer. They don't wanna live. They're like pandas. Accept their demise. Disable you 10k spawn radius on death, enable infinite lives again, and set the temporal gear spawns to 20 and enjoy the game. Playing safe is already too annoying at this point. So...don't overdo on it. Let the paper mache aliens get wrecked. They don't matter. The structure you are building ...THAT one matters. THAT one is gonna be the legacy, not the lanky neutromorph blue alien with a detuned tuba stuck in its throat and a gormless expression on the face.
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I just don't want them to go out while scrolling over them. Not have them never go out in the water. Imagine a pickaxe on slot 1, a torch on slot 2, and a falx on slot 3... you're swimming in the water, during daylight with your pickaxe out. Then you see something you wanna chop with your falx, but you use the scroll wheel. Should the torch REALLY ...really go out if the selection of the torch is not intended, but just a side effect of the scrolling? Meaning, should it really go out if you scroll past it for 100milliseconds or less just because you want to use the scroll wheel instead of hot keys? I don't think so...and the torch is the only item that does it. And they all go out, not just the first one. And realism..well they burn forever in your pack, that's not realistic. What I want is an INTERFACE patch, not a gameplay one. Torches can, if need be, disabled as light sources for 100-200ms upon pulling them out for all I care so scrolling through them isn't an exploit. I just dont want them to go out and have to do some stupid ritual to get them going again, it's not even difficult, just some sticks and a bit of hay and then having to rub it and then having to throw that firestarter away or store it or whatever just cause the torch was out in the water for a fraction of a second while scrolling. C'mon...that is, as the cool kids once said..w.hack.
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Cozy, and yeah... I'd rather have some pieces of grass and sticks arranged in a circle in the crafting grid to be a fireplace than needing firewood...
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I'm fine with all the points you touch on, which means I don't agree they need much changing, except the spawn system. A survival game will always be a chore, best to keep the baseline choreness to a minimum. So yes, it's a chore to make cobblestone, when you could just live in a dirt shack, but that's fine. That way you can roleplay someone who just will not settle in dirt shacks and will do everything to live in a real building, and maybe eat off real plates using real cutlery. But if you just wanna play the game 'baseline' then you can survive in a dirt hut. Apply this to the other points. Food too easy? Roleplay someone who eats three meals per day, even if it means throwing away a whole bowl of soup by washing it the bowl in a puddle. Roleplay someone who doesn't run unless in danger, cause people don't run everywhere, makes the passage of time more meaningful. Play someone who sleeps at night no matter what and if you didn't get 8 hours of sleep, roleplay a higher food consumption the next day. Things like that...that can get 'involved' real quick even with the default "no big deal" settings the game has. If you do not have the self control for self imposed challenges, then I would like the developers to put your suggestions on a very low priority and tweak other systems first. Cause it's always better to have someone get bored, than someone angry at too much tedium... yes, that's more nuanced than I make it seem, perhaps, but that should be the credo of all sandbox/survival devs. Always be cool with someone getting bored and doing something else (after all playing videogames is basically bleeding away precious lifetime that you will never get back) than trying to make things more and more contrived in the vain (pointless) hope that it will appease optimizers...nope. I would call it an axiomatic statement that it's not gonna help, all you'll end up with is "neck strain after reading a book for an hour in project zomboid and now you can't play the game without being miserable" and co. That spawn thing tho? 100% agree. The rest? Very much deliberation has to be done...and with a focus on bonuses rather than making the baseline awful. The dirt shack should always be viable. I'd rather consign the devs to a hellish existence where they have to implement a subjective-but-really-objective cozy and glamour perception system. Where your character will innately feel better in some structures based on their...structure and material, than making the dirt shack unviable. Even if that system is ten trillion times more difficult to implement. I don't care. It's the only true fix to that system. Lookin at you...crude door on a lottery that makes it so it jumps out of the hinges every couple of actuations... ... stupid... Anyway, if my post seems hostile or anything, it's not meant that way, in fact, I am a scared and driven individual, not an angry one...at least not on that front. Way too many games degenerated into memery and rigamarolic rituals to deal with ever increasing shackles by the devs. Make dirt shack stay viable. Make hole in ground with a pot inside be a fridge. Make cold just be a calory tax. Even if food is abundant. And always push for player made roleplay conducts first.
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You could always make fewer farms. If this sounds like blasphemy to you, then you might be suffering from self control issues and ...as harsh as it might sound...no game developer should ever cater to that kind of problem. Any gameplay change in any game that is rationalized/liked via "it forces you to" is usually bad, and ultimately tends to make any game more tedious. And the worst thing is...it's never enough. If you indeed suffer from that condition (it's very common, I have it to an extend myself) then no fix will help you. Okay, now the farming is harder, and you love it. And you know why you love it? Cause you're good enough to deal with it. And because you're good enough to deal with it, harder farming won't be an issue and you'd get bored of that anyway, because you'll find a way to optimize that new problem. So the game got more tedious and you're still getting bored ...so...let's cut out that middleman and just have you get bored anyway now, and NOT increase tedium. ...looking at you, Project Zomboid...Rimworld... Cataclysm DDA, Seven Days to Die and all the other games that got more contrived and tedious trying to 'patch out' number addicts. Cause that's what usually is the cause, glutton for raising numbers, especially through tedium...it's partially normal cause it's like cleaning up a really nasty stain, you made it despite the tedium, but it IS tedium. I hope the staff lets you get bored cause that's gonna happen anyway, embrace it, put restraints on the game by yourself, if you can't, mod it, if you don't want that, just get bored and stay bored. It's impossible to satiate the tedium lovers. It just makes everyone else (especially those who CAN play with self made challenges) more miserable by *forcing* them (aka the 'good reason for change, it forces you...) to do it. I dunno man...I really want you to be bored instead. It's fine to be bored. Better than being annoyed at tedium... P.S.: Of course there's the other extreme too, too easy and it's not as much fun... but you know. I think the problem of farming is not that it yields too much, but that it's handwaved, but that's tricky too and game change decisions should of course be a case by case thing. Perhaps farming yields could stay the same, but have more additional options to actually increase yields. Like weeding them, making pesticide etc, doing none of that would not be penalizing to the player, but instead doing them would be a bonus and be denoted as such. And THOSE steps could be made contrived..maybe you'd enjoy that? Maybe you'd then be fine with having fewer farms while still giving you something to do? Anyway, what I'm trying to say is, that I personally find the yields fine, and that food is not that big of a deal to me for VS. I play it less for survival via details and more like a cozy, yet involved landlife simulator. Again, this isn't to deride you or anything, but I do fear "buttock strain mechanics because you didn't QWOP the farmland correctly" mechanics. I personally just advise game devs of sandbox/survival games to err on the side of "boredom > tedium" ...just gotta keep the attention of the player long enough to exceed the refund period, really ;^) (joking...a game should be made well...but ...you know... boredom is actually a force of good (or crazy ) stuff humans do. cause limitation is the mother of invention and creativity and all that... etc )
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I just wanted to chime in on voice quality and voice acting. I have GMed quite a few pen and paper rpg campaigns and I don't think I have ever rewarded thespian/voice acting in a gameplay advantage. It's cool, of course, and I put on voices myself, but to me, role playing is just acting and thinking in the characters way, and people have different ways of doing that. Some do it first person, some third person, some voice act, some method act, some dont' act at all but still play from the perspective of their characters. So, to me, the 120 year old dwarf who sounds like a voice breaking puberty youth is fine, as long as he's doing his part in being the character. But we all got our tastes so if that takes you out of it, then that's just how it is.
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Sorry, I can't be helpful...I'm just here to say that watching that video made me wish it had the old game boy tetris korobeiniki music and block turning sound effects lol. https://youtu.be/BQwohHgrk2s?feature=shared&t=59 Thankfully the chutes don't blink and disappear if you connect four of them lol.
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Oh, sorry, no worries, wasn't meant to deride you or anything... My concern is in the system, you know, the actual worldgen... it's procedural, and procedural usually means "small function, huge effects" and tweaking that I can see getting out of hand real quick, turning the world into a curiosity show. That's why I brought up a post processing step rather than the core generation, but yeah. I do agree with you, etc.
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I had a game pre shiver where I was in a big old rainy plains region and there were wolves wolves and wolves inside and on top of other wolves. I used more trees cooking for bushmeat than for construction...I left that area eventually, though. If they wanted to be that ruin so much, the world is vast...so I let them have it, after consuming several generations of their obstinate kind.
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Malefactor is a gatherer, scout and a light hunter. Your sling is not affected by the ranged distance decrease (I think so anyway) so throw some spears at racoons and/or foxes (or anything that gives fat and small hides) and craft some. Then pick up a bunch of stones and start a slingin'.. The animal AI update that happened has made hunting them with the sling a bit worse tho, since they now run around aimlessly, but it's still possible, just takes a bit longer. That said, don't be afraid to also craft a falx and chop up some surface drifters every now and then. You have increased gear loot chance. Mostly tho...you're an excellent scout (despite not having fleet footed) and resource collector. The animal stealth aura is two sided though, it's part why you're great at scouting, but also, IF you aggrow a predator, then it will also be closer to you than usual since the aggro range is reduced for you. if you don't have any weapons and only stones, you can throw those too, they do pitiful damage, but they are enough to kill a bunny or a racoon or something else weak in a pinch. later on your can switch to bows, but eh... I stick to falxes, slings and spears.