LoveWyrm
Vintarian-
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Everything posted by LoveWyrm
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They can mess up rope ladders if you mix and match them in a mineshaft, unless that got fixed, haven't tried it again since 19 or whatever the pre lore update thing was. Basically, rope ladders can be placed and reeled back in, and if they hit a normal ladder stack with gaps in it, it would, I think, fill the gap and then would not be able to grow/reeled back in anymore. Something like that. There's also a matter of aesthetics, but basically, under normal circumstances... there are no drawbacks I can think of.
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I'm torn on this issue. I'm an avid Arma franchise player, and terrain is basically a secondary protagonist... (deuto..de...secondary protagonist!) and engagements can be vastly different depending where it's fought. I'm also very much a fan of treacherous terrains of all sorts, I find braving them 'questing' ..aka... kind of cozy fun, can't really explain it. If I were to make a game, it would be heavy on logistics just to deal with terrain. Buuuut....I also don't want vintage story to be a theme park ride...technically, it should be, cause the realworld is very very diverse but it's rarely 'epic epic' in many places. There's a reason why that crystal cave in Mexico is such a big deal, for example. So while I agree that terrain could have more spice (although I have come across some really impressive overland caves and chasms) I'd probably like it the most if the world map was taken as a whole, divvied up into sections, where a 'world wonder' generator does some magic. Have the grand canyon over there, the crystal caves there... mount everest over yonder, etc. I can totally see 'epic mapping' get out of hand so I'm persnally erring on convervative world gen, but I can't lie...imposing/impressive terrain IS a bit rare. One or two guaranteed mega wonders per map would be sweet. Otherwise, I do think there's already plenty enough to work with. The issue with the blandness is probably also due to terrain having no real effect. If I were to make a bog? Your boots would get stuck in there, I like terrain as area denial unless terraformed with great effort. I like it so much that I would even accept terrain that is barely traversable and so resistant against intervention that during normal playthrough lengths, they remain virtually indomitable. ..Not completely, but virtually (would suck to spawn in an inescapable landscape, after all)
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balance Make Drifters only throw rocks at long-range
LoveWyrm replied to Warentan's topic in Suggestions
Drifter stones are one of the few annoyances I'm fine with... Not many games out there where the humble chucked rock is actually a kind of offensive option. Let the primitives have their projectiles lol... The moaning is worse, really. -
Aesthetics do the trick for me, too... but at the same time, like...what if you like the look of the crude door? For a palm beach shack or something. Then you gotta deal with the eternal unhinging... Isn't the moaning of the drifters outside enough of a punishment to not have a fenced and lit perimeter? I started playing VS again recently and I didn't even know what happened when it happened, I thought I broke my tool while just walking outside. Anyway, just make the recipe more expensive with rope or something...or instead of deconstructing it, jam it open or shut if the door is on an unstable block, like soil, sand, gravel, etc. That way the hinges have drooped a bit and are jammed in the dirt. And the act of unjamming (click click click) is a stand in for the character tugging at the mechanism to tighten it again, or something, and stamping on the dirt. Whatever rationalization fits. The door flying out of the doorway while making a "this tool permanently broke and is gone" sound is confusing, and overall makes no sense and clutters up inventory, all for the chance to get mauled by a wolf or something at home base? I dunno....I'd prefer it jamming open or shut than sailing off into a very very very very short range sunset while mimicking a broken and gone sound...
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I saw no mention of persistence hunting, what I thought of was 'trap fencing' them... but with the twist of not waiting passively for them to fall into pits, you drive them into the pit (or fenced area) of your choice. The deviousness and ingenuity of the human race goes beyond just "sweatglands, take the wheel!". Or "Basket drops on thing!" "Käpälälauta" for example, the Finnish paw board trap. A tri pronged plank of wood with a long middle prong to skewer some meat on, and then the other prongs act like paw catchers that get tighter and tighter more downwards. The fox (or wolf) jumps and claws at the board, trying to snag the meat, and a paw might go into the groove, and gravity and the ever thinning gap does the rest. While I knew trap fencing already, the fox board I learned from the game "Unreal World" and despite the name, it seems to be a real trap. it's quite cruel, but ...it also seems to work. That said, I do wish animals had a modeled 'vitals box' in the chest to quick kill with arrows or other piercing instruments.
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That would be nice, after all, the game already is kind of portable (at least on Linux..I can just delete the entire game directory, unzip/tar a new game version, and it still works). Just add a settable environmental or launch variable to set the desired data/config directory and the game would be fully portable. Would have to support relative paths tho, to make USB mountpoints truly flexible, instead of lets say, always expecting it to be something like "/mnt/vintagestick/install/" but instead "$VS_BASEDIR/../mysaves/" Which basically would translate to "from the base directory, go up a directory ".." and from there, go to the mysaves directory.
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I know about oil lamps, my plea is for 'accessiblity' purposes. The contrived timer thing maybe detracted from it, but the point is. If I have a torch in my hotbar, and I scroll through the hotbar, which is a base game feature (although I know that the base game is technically a a mod for the engine)... Then I should not be punished for using the scroll wheel to scroll through the hotbar which supports scrolling, just to select and item. I want the scrollwheel to go fro A to B, A is starting position in the hotbar, B is the end position with the desired item to be selected by scrolling. If a lit torch is in a slot 'along the way' then it will get insta-snuffed in water...when I just wanted to select an item via scrolling, I didn't actually want my character to take out an item in his hand to have it extinguished, at least not if I scroll quickly... Hence a 'grace' period where if the torch is put away quick enough, it won't go out. Because again, my intent is not to pull out the torch when i scroll PAST the torch (in m mind/intention anyway) Really sucks swiming (one hand is on wasd) The other on mouse (to look around) and then having to stretch/bend fingers past a torch that is otherwise conveniently placed just to not get it snuffed... If I jump into the water with the torch already out, it should totally get put out, but not while scrolling? lol... ergonomy and all that... Edit: Hecc...maybe torches won't even emit light while in water...just don't put em out if they're only out for like a fraction of a second ;-; That would fix the 'exploit' without any decay timer shenanigans. Just "if player waterlogged and torch is pulled out, don't emit light on torch, wait 250ms, if still out, play snuff sound and snuff it for good"
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Why must it break in the first place? Because it's crude? Perhaps, but it's labelled as a door. And a door that doesn't door is not a door. It doesn't even need repairs if it falls off. What's the rationale? That it comes off the hinges? Good gods then add a cattail rope of two to the recipe to secure it... no need to make it a farce...
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Do we really need a combat overhaul? What are your opinions on it?
LoveWyrm replied to Josiah Gibbonson's topic in Discussion
In my opinion, the combat system, like the temporal storm system, have been mistakes from the get go and were implemented in the worst way possible. And so far the only patches to them was make enemies more annoying (like animals now fleeing if you ding em in the head instead of dying like a doofus). I have come to the conclusion that I prefer the doofus behavior, the fleeing behavior adds virtually nothing to the system, other than a mild tactical element if the target runs into a predator infested area, and a mild time penalty. But seldomly, that matters. It's hard to starve during normal starts, and it's just a silly game of ranged combat ring around the rosie. Meele ain't that much better. I see no possible overhaul, only a complete renewal for it. Same with the storms, drifters clearly do not need rifts to spawn, they spawn in the dark, too. So that lore bit is gone. A storm is something that moves through an area, it doesn't manifest itself, and the regular rifts have an annoying repetitive sound, and aren't even a threat. They're ALWAYS a nuisance and if you happen to be in an enclosed space for the night, prepare for the moanfest. People have been cheesing that system from the get go, and I don't see it getting better by just 'polishing' it. Devs should accept that both aspects were a "griff ins klo" and renew them completely. I have my own ideas for that but I actually think the team behind the game is more competent, they just painted themselves into a corner they don't want to liberate again by copious application of turpentine. Combat overhaul? No. Combat replacement? Yes. Offhand hunger is dumb, too. Temporal storm overhaul? No. Temporal storm replacement? Yes. Make it an actual storm. Make enemies less annoying. Make it an event that gives risk vs reward and not "Ughhhh time to row on the lake for 10 irl minutes", and most certainly, don't ruin cheese while not replacing the system with a more fun one. So no swimming long range stalker enemies that ruin the last bastion of blue lanky alienity...the riverboat tour. And yes, I liking it that little should mean I should turn it off, but it ain't granular enough for that. Personally, I'd like for the 'storms' to actually be really really big rifts you can actually enter, and have the rust world be like the nether, only, on a timer. Once you go inside the rust world, you have so or so many ingame hours to leave through the portal, if you fail to do it, you're 'trapped' and need to escape by sacrificing a gear, or dying. Then the game uses your entry point position in the real world for calculating respawn rules (like spawn radius). Something like that. If you don't choose to enter the rust world, then it simply sets the rift actvity to high, or apocalyptic.and the outside world is shrouded in darkness. That's annoying, but livable enough to not cheese it by going on the boat ride, or sitting in a compression box to game the enemy spawning system... That said, the rust world should just be the normal world, like it's right now, but with the same warping. In fact, I think outside players should see rust world players as faint, warped ghosts. Then add some non voxel goodies in the rust world that are also faintly visible from the outside world. (basically, no need to generate separate worlds, just make the players who are in it, unable to interact with the ones outside it, same with the goodies, but both can interact with the voxels) What could these goodies do? Various things. Confer buffs for some time, refill durability of items (even though it's rust world, mechanical items seem to thrive there). Whatever fun stuff you might think of. Turn temporal gears into super special manifested temporal gears (make temporal ones...only be half in the real world) that can be put into machinery (and act like bonus wind, a single gear should support something like a quern) I dunno, this is the combat overhaul thread...but yeah... the combat is tied to the enemies, of course. And they're not that fun either and the storm is the biggest enemy event. -
Would be real nice to have. No way my character would actually dunk the torch while consciously selecting a target item... That's just punishing me not wanting to reach for hotkeys all the time ... Thus, I would like to ask for a short grace timer for torches to not get snuffed by water. Maybe 250ms or something. Half a second seems a bit long to ask for. I realize that this could technically be exploited to see underwater by scrolling the scrollwheel repeatedly, but that can be fixed with an accumulated maximum value that decays over the course of like 5-10 seconds. Basically, (pseudocode) if torch is out in the water for less than 250ms, don't snuff it out and add torch water exposure timer to grand total torch in water timer if grand total torch in water timer greater than 5000ms, snuff all torches until 5000ms have passed, resetting the grace system , otherwise decay it every 5000ms (so in total 10seconds) if the torch is out for more than 250ms, snuff it I really just wanna scroll through the hotbar in the water ... lol, and I forgot to add the natural decay (or else it doesn't make much sense) Of course this cannot really be copied to code verbatim, it's probably way too naive an implementation even in pseudocode, but you know? Would be nice to be able to scroll.