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Everything posted by -Glue-
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Add beast races pls. Playable or not. That is all.
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As the title says, when you chisel a glass block, it loses the audio feature of rain against glass when indoors. I really hope we get a fix for this soon. I love chiseling custom windows, but losing out on that peak ambience is a massive disappointment. I have been putting off chiseling the windows on my current house, leaving them as ugly blocks, because its so depressing to lose out on that feature. (It rains a lot where we live) If not an official fix, any chance for a modder to work some magic to make chiseled blocks containing glass play that audio again? Bonus points if it works with the Heat Retention mod, as I like to have thinner windows, and use that to make them insolating blocks. Perhaps any insolating block that has glass as the primary material plays the audio? That way, blocks with only a few pixels of glass won't awkwardly play the sound.
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I have an autism fueled nitpick. Why do fireflies not blink? They look like generic magic particles as are. I would not only love for them to blink, but fade to black, rather than fade via transparency. That way they remain visible between blinks. Its a small detail, but I think it would add a lot! PS. Add crickets as a nighttime variant of the grasshoppers too! I need that nighttime ambiance!
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I'll once again recommend these settings: Landcover: 80% Landcover Scale: 125% Landform Scale: 120% From my experience the default settings make geological landforms way too small, I assume to make it look nice with low render distances. These settings sorta enlarge everything, so you get large open fields, rolling hills, large oceans and lakes, etc. You still get some areas that are ridiculously bumpy and hard to navigate, but it makes it a bit more manageable. It overall just feels more realistic and expansive. Its even better with higher render distances, and/or the Farseer mod. Not sure how these settings will hold up once they change the world gen for oceans in the next update though.
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More than anything, I want more in-world crafting. I crave the immersion! I also hope the sailboat gets a speed buff. I know the next update is brining some really cool additions to it, but my main issue is how slow it is. Speaking of sailing. I really hope they make it so water doesn't get so dark when diving. It should not be pitch black just 5 meters under the surface! I'd prefer the all consuming fog go away entirely. It would make diving underwater much more pleasant. The other block game makes exploring the ocean really enjoyable, both due to its visuals, and content. Oh! I would also love if they fixed chiseled glass, so it keeps the interior rain sound effect. Its so depressing making a full custom window, and not getting to hear the soothing sound of rain on glass inside. EDIT: Ok, one more thing. I really want fishing...
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Vintage Story is already a masterpiece, except for one small thing...
-Glue- replied to FatherMcGnutty's topic in Discussion
I personally love the soundtrack. The subtle ticks and clicks in some of the music really fit into the games aesthetics. Its also very obviously inspired by the other block game. While it doesn't quite match that games beautifully neutral ost, which blends in seamlessly, VS does have its own musical identity. Sure, when following the story and looking into the lore, the game is very horrific and serious, but when actually playing, it is often very calming and serine. I don't want to be depressed, listening to super serious and melancholic music while cozily cooking over the fire in my cabin. Or tending to my garden and bees. I personally think the music fits the gameplay perfectly, outside of one song I forget the name of, which feels more like combat music in the first half. Honestly, I'd say Vintage Story is just as much a cozy game as it is horror. If not more so. Which is where the issue of music comes in. Everyone plays the game differently. Some rush the story, or read deep into the lore. Others build houses, and make beautiful landscapes to live in. Its a sandbox game, you can't easily match the vibes for every playstyle, so your best bet is to play neutral music, which is really hard to achieve. Not to mention, when going underground the music stops, and an eerie ambient soundtrack plays. Plus, some story locations have unique music. That is more than enough to remind us the game is not all cozy homesteading. The game could definitely benefit from more moments like that. Such as unique music for temporal storms. The issue is, you need to make sure it can properly detect these changes in situation, and swap the music seamlessly. You don't want the music shifting back and fourth between two songs because a few enemies show up every 10-20 seconds, or because you briefly pass through a specific area. This issue already exists in the game, when you peak into a cave and it cancels out the current music. It really ruins the vibes for me when I was bopping to the music while exploring or building, and it gets cut off because I walked slightly into a cave entrance. And what if someone wants to make a cozy house in a cave? They just never get to hear music at home? Trying to balance music in such a dynamic game is not easy, because you can never predict what a player is, or will be doing. And if you do, you have no way of knowing how long they will do that thing. So the music would have to persist past its relevance, or get cut off. Unless you make a dynamic music system, (which is a whole other thing), its impossible to match the music perfectly to the players specific situation. At least not without spending a large amount of time and resources to achieve such a complex system. -
Does anyone know if expanding on the hostile mobs is a near-future plan?
-Glue- replied to manollette's topic in Discussion
From what I have heard, the wiki page doesn't always have accurate information. Some entries are missing, and it apparently rarely gets updated. As Michael said, the Shiver and Bowtorn were only recently added, and I am sure at least a few more will be added over time. -
I want to start making custom chiseled furniture for my home, but don't really know where to get started. Especially since my house is pretty large, and full of empty space. I'm not much of an interior designer, so if you have any designs to show off, share them here! I really need some inspiration! I am really struggling with what materials work best for specific things, like rugs, or seat cushions. A lot of the nice wood is pretty hard to find, and even harder to keep stocked up. I don't want to end up wasting time and rare materials on things that may not turn out well. I'm also not familiar with some of the more obscure blocks in game. (I am also using QP's Chisel Tools, so if you have any builds for custom shelves or other functional blocks, do let me see!)
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You can typically go to "Registered Games" in your Discord settings, then add any app you currently have running to be seen by Discord as a streamable game.
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Honestly, I didn't really appreciate VS's world gen until I went out on a huge expedition for the story content. In small areas, the game is very similar, but as you explore further, you realize the world generates in a lot of unique ways, all depending on different variables. The lack of distinct biomes/flora is definitely there, but the actual geology and landforms are really quite unique across the whole world. The issue is that you need to go waaaaaay out to really experience it, and you can't just shrink the landform size without sacrificing that experience. Speaking of. I play with these settings. It makes the world a LOT prettier imo. I had one other person thank me profusely for it, so it must be doing something right lol. Landcover: 80% Landcover Scale: 125% Landform Scale: 120% Though, I do agree, I would love some more features for different biomes/regions, outside of geology. Such as more variety in the flora/fauna. (Would kill to see some mangrove or weeping willow trees.) There is some variety as you go way out, but we could really do with more of it. I'd love to see swamps or marsh areas get actual muddy marsh blocks that slow you down. Or really any unique game mechanics to make different regions really stand out. The game is still super early in development, so I am sure we will get a whole lot more biome content in the future, and I am really excited to see what we get! Personally, I think I would like to see caves get upgrades first though. They are a bit bland.
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Honestly, it doesn't even need to have any advanced mechanics. Just the ability to make an alarm clock where you can set a timer would be amazing lol. Bonus if we can change the alarm type, for different uses. Or use it to wake up at specific times.
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Personally, I don't think standard electricity fits into VS's aesthetic. I'd much rather have a steampunk type technology in its place. Know those gas lamps you can find in the Resonance Archives? I would love to see items such as those become craftable, and toggleable with switches and buttons using a boiler, windmills, or waterwheels to power the tech. Perhaps even some very late game temporal power options. My vision is that there could be a new empty frame block, that lets you place internal mechanics, such as gas or steam pipes inside it. With the ability to put multiple separate lines in a single block. Then, you could make that frame look like a normal block. So you could set up a whole pipe system across your house, hidden inside the walls. Or even placed out in the open, if you don't mind pipes everywhere. Which can then be used to power gas lamps, radiators, or whatever else is placed near those blocks. Could even be used with water to create sprinklers for farms, or fountains. Lots of ways they could make fictional tech with the temporal stuff too. Its not limited by real world physics. If there could be a way to place pipes dynamically, similar to beams, where they don't take up a block space, that would be absolutely amazing! Not just for mechanics, but for building aesthetics as well. The ability to craft a maintenance door for framed blocks, to gain access to the pipes and valves inside would also be really cool! It would really start to feel like you are maintaining a complex system. To compare it to redstone, imagine being able to make different colored redstone lines, that can share a single block face, and be hidden inside blocks.
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I'm pretty sure combat overhaul does exactly that.
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New elk question! Summoning my elk (as in /TP Elk?)
-Glue- replied to Maethius's topic in Discussion
You just TP yourself while on the Elk and it will come with you. Command is /tp then the coordinates. Or, if you want to TP to a waypoint on your map, do /tpwp followed by the waypoint name. -
What new gameplay loops would you like to see?
-Glue- replied to Josiah Gibbonson's topic in Discussion
Oh god. I have so many ideas and things on my wishlist. Some I expect to be added. Others are already on the on the roadmap, and a few I don't think will ever be considered. I will keep my list short lol +1 on the butchery. Love the idea of carrying your kill back home to process. That extra effort would mean animals would need to give more meat, or higher quality meat to make it worth while though. I also love the idea of being able to put the dead animals on the back of your mount for travel, similar to RDR2. I would love to see more advanced leatherworking. Where you actually put the soaked hide on a stretcher and physically scrape it, instead of in the crafting grid. Plus whatever other processing could be added. I am not educated in real world leatherworking, but I am sure its not as simple as it is in game. Alchemy/brewing to make potions would be amazing. It would require making glass containers, maybe with some sort of glass blowing mechanic. You could make glasses in different shapes and sizes, then adorn them with leather wraps, or string around the neck to make them more fancy. They could carry any fluid, and be placed for decoration, but the custom shapes are specifically so you can more easily distinguish between different mixes. You could brew something for healing, or removing an ailment. Anti-venom for if you get bitten by a venomous creature. Fortitude, for temporarily increasing your max health. Maybe even some more fantastical stuff, like water breathing, feather falling, or extra jump height. Really anything could be added! An injury and disease system would be really interesting. Sprang your ankle? Craft a splint to boost its healing rate. Or hold a crutch in your off hand to increase your movement speed back to normal. No sprinting though! Accidentally pick up hot metal? Time to break out the aloe vera and gauze! Too cold for too long? Now you're sick! Make some soup or medicine to speed up the recovery! Eat rotten food? Now you got food poisoning! Have fun throwing up half of your meals for the next day or two! Really anything that adds to the longer, and more immersive crafting prosses is great. I love how things that are simple in other games, are turned into a long process in VS. Its so much more rewarding, and makes the little things feel more important. Progression in this game feels amazing. It also makes trade between players more of a natural choice. You either have to create a whole specific crafting setup, get all the materials, and spend the time making something. Or, you can go the person who already has everything, and ask for a commission in return for your own services. Yes, as a solo player it will be extra grindy, but I personally have no issue with that. The game is so cozy, and having more things to work towards adds more value to the time spent in the world. -
Are you using the immersive first person setting by chance? That bugs out the beams placement for some reason. So you need to disable it when placing beams. If you can't remove them, you likely placed it on a chiseled block, which also makes them glitch out. You need to break the block its attached to. I hope these get fixed in the upcoming de-jank update.
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Do you use the immersive first person mode? Placing beams with that enabled glitches out their placement. Took me forever to figure that out. I just disable IFP when using beams. If you have a beam in your hand, it hides the hitbox of other placed beams. If its not that, try breaking the actual block you first attached the beam to.
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I agree with all of this. No notes. I like the idea of having more primitive versions of tools and crafting areas, which get the job done, but lack the convenience and aesthetics of a more proper setup. Would really sell that feeling of advancing in technology. Going from raw wood and clay, to metal and furbished wood.
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BERRY BUSH NO GROWABLE I WANT BERRY BUSH! Please?
-Glue- replied to Sheepdoug's topic in Suggestions
Berries are already super OP, they pretty much let you survive indefinitely without having to cook or hunt throughout all of the warm seasons. They are already everywhere, we really don't need to be able to farm them. Bringing them home for convenience means sacrificing not having that supply out in the wild, but even so, there is still so many to be found, you will never really be hurting to find more elsewhere. I had a crock of cooked food I took with me when adventuring out to do the story. After several in games weeks, if not months, I never even opened it. I was just eating berries I picked along the way, and never ran out. I was never hurting for food. I eventually returned home, with a still sealed crock. Personally, I think berries should feed you less, and/or make you sick if you eat too many. That way they are not something to live off of forever, but rather hold off starvation when desperate. Cooking them into meals would avoid you getting sick. We need to think of how to make them compliment the gameplay, not hyperfocus on unbalanced realism. -
What's everyone's take on sailing? How could it be improved?
-Glue- replied to Josiah Gibbonson's topic in Discussion
I personally find sailing to be a bit too boring, and a bit too slow as is. At the very least, I wish I didn't have to hold W the whole time, and could look through my inventory, or handbook while sailing. It seems to only be as fast as walking. Considering the limitations of needing large bodies of water, and needing to navigate around entire continents, having a faster boat doesn't seem like that big of an ask. I used my boat once to visit the southern climate, and I don't think I will use it again tbh. It was slow, and boring. I think they intend on adding an actual sailing mechanic, where you use the wind for mobility, so hopefully that implies not having to hold W the whole time lol. Plus, managing wind would at least give a tiny bit of mental stimulation while out on the water. Valheim is the closest approximation to what I assume we will get. Though, with how advanced the rest of VS is, I would love to see sailing get some extra complexities to make it more interesting. I would also love to see the ability to stand on the boat, at least while its stationary. Would be nice to fish from, when that gets added. Clipping through it just feel bad. More water features will also need to be added for sure. Coral is nice, but unless they make water more clear, its likely not going to actually add much. It can be done better. Valheim did waves very poorly imo. They just have a massive plain of water across the entire map, which is why it clips so bad. The other block game has a physics mod that includes ocean waves, and they flatten out as they approach land. So near the coast is flat, with no clipping, but once you are out in the middle of the ocean, it gets more rough. I think it could work, at least with subtle waves. I would love to see some lapping waves in the water near the coasts. Just for that added ambiance. Though, dont know if it would be possible to do very well in a block game. Never know though. Anything is possible, so long as there is someone who wants to work to achieve it. -
Do we really need a combat overhaul? What are your opinions on it?
-Glue- replied to Josiah Gibbonson's topic in Discussion
I don't think combat needs to be any more complex than it currently is. Other than maybe a future injury/recovery system, or more types of weapons. My only issue with the current system is that its pretty jank and unpredictable. Oftentimes attacks just don't register. Or shivers rush me, get stuck inside me, then rapidly spin around me so I can't hit them. Plus the occasional issue of getting stuck in walls when you get hit. The system definitely needs an overhaul, but I don't think it needs dodging or anything more complex. Once the jank is fixed, the intrigue of combat can come from a variety of enemy AI behaviors. Both in hostiles, and wild animals. I know there is a lore reason to only having the falx, but I would still love to see different weapons, or even flintlock guns. More types of weapons, armor, and equipment could give a larger variety of playstyles, all without having to touch the base player movement. -
What Animal Would you most like to see added and why?
-Glue- replied to Josiah Gibbonson's topic in Discussion
Bird feeders, and bird baths would be a must! I was gonna suggest squirrels as well, since it would be cool to see them run away, and climb up a tree to hide. Also, just an FYI, you can quote multiple people in a single comment, so you don't spam the replies lol -
I haven't bothered with steel yet. Both in my previous world, and current world, I was satisfied at meteoric gear. Though, I do intend on making it on this world, once I finish my house, and surrounding landscape. Anyways. I think its more of a novelty at the moment. You get steel, then what? By then, you likely did most, if not all the current story stuff, and you don't need it for any further tech progression. I think steel being grindy is totally fine. I love having long term goals to work towards. However, to makes the grind worth it, steel needs more content locked behind it, other than durability/efficiency. Whether that be for tech related progression, such as improved mechanical power. Or for story progression. Perhaps it could be a necessity for high tier steam power, once that gets added? Or for some form of advanced automation?
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What Animal Would you most like to see added and why?
-Glue- replied to Josiah Gibbonson's topic in Discussion
Birds. They would undoubtedly add the most to the game. The ambiance of birds chirping on a sunny day, making rainy days more impactful at their absence. Mornings being greeted with the call of mourning doves. The hoot of an owl keeping the world alive at night. Ducks and geese peacefully floating across the water. All of which would add an immense amount of life and immersion to the world. I'd also love for them to add crickets at night. Similar to the current grasshoppers. -
I do really love the vibe of Siren Head, and he would actually fit in game pretty well, but I don't think there is any space for him to fit gameplay wise. We got the Bell for playing an alarm and summoning enemies, and Dave is an ominous, yet passive creature looming in the distance. I do want more enemies that are specifically designed to unsettle though. More mechanical and siren sounds screeching in the darkness! I wouldn't mind a large, mini-boss type enemy that can rarely spawn in the world. Passive unless provoked, but undeniably creepy. A good way to get Jonas parts, and add a creepy vibe when you suddenly hear a distant siren, or mechanical whirring. Maybe killing it reduces rift activity? Or as you suggested, it works as an antenna to buff nearby enemies? Heck, maybe its an evolved/mutated form of the Bell, and when you aggro it, it plays a loud siren sound, and summons a localized temporal storm.