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Everything posted by -Glue-
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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.
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They could always tweak the mob movement to balance around the changes, if they were also affected. And no, I never did end up tweaking the turn speed. I haven't used my Elk much since finishing the story content, been too busy building. I only said that it could make it OP, because any animal running full speed should not be able to turn on a dime lol. I just think if you are standing still, or moving at a trot, you should be able to turn around much faster. Getting stuck on a tree and having to spend 5 full seconds turning around to get out, while wolves run at you, is not fun!
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This would be a builders nightmare. It could work, but I think it would end up more frustrating than anything. You should never change or destroy the materials of a persons build without their direct input. Building a large and detailed home is already a lot of work. Having to additionally maintain it, or use even more materials to avoid it decaying would likely push it a bit too far into tedium. Personally, I think just having vines, ivy, or moss growing on the outside, or having a removable dirt layer build up over time, would be more than enough. Rather than changing the actual block materials. It would definitely have to be a toggleable feature, and I think the "decay" should only happen when the build is out of the players render distance. Sorta simulating that you are upkeeping the build by living in, or near it, but if you left to live somewhere else for a couple in-game years, then it would decay, since no one is around to maintain it. I'm not super intelligent on coding, but it may also decrease performance, having so many blocks keep track of their decay and exposure values. I think that calculation headroom could be better utilized in actual gameplay features.
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I actually had this same idea a while back. It would be really cool to have different types. Such as bones, bamboo, and metal, which all have different sounds. VS is a really cozy game, so I think they would fit right in! Speaking if wind. A functional weather vane would be really fun to have as well! Especially if we could chisel a custom shape! I think you are overcomplicating. They don't need to have a whole dynamic system tied to them. You could just have them play occasional sounds in windy weather, with the sounds being longer/more frequent as the wind intensity increases. The animation could just be a passive idle sway, which gets more intense with each wind level. The higher the wind, the larger the arc of the swing, and the faster the individual chimes bounce around. Could be a super cool feature. Probably not too complicated to make in a traditional game engine, but I don't think Vintage Story's engine has real physics support, so that would likely require a big engine rework to get properly functional and optimized. If they ever rework their physics engine, it could be a cool place to start! I actually really like this idea. There could be a lot of in game signs to immersivity warn of an incoming temporal storm, this could be a good one to have! Having a bunch of different signs happening all at once would be a really eerie way to show a storm is coming.
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What Biome Specific Gameplay would you like to see?
-Glue- replied to Josiah Gibbonson's topic in Discussion
Honestly, any sort of biome/climate specific features would be really cool. Just knowing that there are new features, items, and gameplay for specific areas would make the game feel a lot larger. If they ever add heat survival for hot climates, (such as heat exhaustion) they could add ways to cool yourself, or your home. Like a cooling box, or clothing to keep cool, such as a sun hat, or poncho. It would be interesting if you could get an entirely different experience, depending on what climate you live in. If I live up north in a forest, and a friend lives down south in a desert or savanna, it would be cool to visit each other, and see the difference in our setups, and the daily challenges of living there. The more drastic the difference, the better. -
Cavern immersion vs. damage sounds – a strange contrast?
-Glue- replied to Dowlgrett's topic in Discussion
I don't think the player sounds will ever change, since it fits into the lore and identity of the game. Though, I do agree, they can be a bit annoying. I've been jumpscared many times by my character suddenly screaming out in flute, because I was too focused on other tasks, and started to starve lol -
If they add the delayed coral reef stuff, I would love for them to also increase clarity in water. Imo, it gets too dark too fast as you descend. Wish it looked more tranquil and refreshing, and less terrifying lol. Fishing would also go well with the coral reefs.
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chiselling 50% Volume Requirement for Chiseled Blocks is Too Harsh
-Glue- replied to Yukio77's topic in Discussion
For me, its only an issue when making windows. No logical house has half a meter of glass for its windows! Maybe glass blocks could have a lower volume required for insulation? Anyways, try out this mod, it lets you turn any chiseled block into an insulating block. Its not updated to the current version, but still works just fine for me. Haven't tested it on a greenhouse yet though! https://mods.vintagestory.at/heatretention- 15 replies
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After traveling on my Elk to finish up the story content, I can agree that its actually waaay more helpful than I first thought. Walking up two blocks makes hills and mountains a breeze, and learning how to properly time the jump can really speed you up in rough terrain. Plus, it takes less fall damage. I still stand by that they need to fix the block stutter and turn speed asap. Those really make the Elk feel unsatisfying, especially on slabbed pathways. Walking over a smooth incline should not slow down the Elk at all. The turning is really frustrating, because if you get even slightly caught on something, it takes forever to get out. I say the short distance bit should have a better turn radius, or the slower you are moving, the faster you turn. That way its not as OP while running.
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This is a bit of a rant, so I marked the suggestion/idea paragraphs with a == I love the concept of The Devastated Tower! I just think this particular area needs some major tweaking. The quality is waaaay below everything else experienced in the game. First off, the time-shift ability you get has no tutorialization. You get a message that you have a new ability, then are left to figure it out. That would be all well and good, except the tower expects some crazy puzzle solving to get through. Having to time-shift through a blind jump is crazy for the first time using it! The game at least needs to bring that idea to your attention in a more simple environment. The tower is an absolute mess of floating debris, and ledges to jump on. There is so much visual clutter that even if you did somehow figure out what you were supposed to do, good luck finding the exact spots to jump to. All that, while being attacked by Bowtorn, and the boss itself. Failure is extremely punishing, falling means reclimbing, or dying. And when you are 20-30k blocks away, that's fucking rough. (I actually ended up accidentally sequence breaking the tower in a few areas, as that was easier to work out than the intended use of the ability.) == I HIGHLY suggest the devs make the bottom floors much less visually cluttered, and give a "tutorial" room that makes it really obvious that you need to time-shift mid jump to ascend, then slowly increase the difficulty as you ascend. I would also suggest making the path a bit more clear overall. Puzzles are fine, but you need to remember the player has timers. They may run low on food, or it may turn night, reducing visibility (this happened to me, and I couldn't see any of the platforms) These timers may make players feel stressed over their time spend there. The difficulty can be more from the platforming, and less about using the ability in advanced ways, that can come later! I also suggest that when you first get the ability, it automatically shifts you to the past. That way you are put somewhere safe to read the message, and take the time to figure it out / get in the tower. Plus, it would be a real shock to players lol. As for the boss itself. I'm sorry, but it was absolutely abhorrent to fight. If you get hit even once, you get knocked off the tower. Either dying from the fall, or having to spend time taking the elevator all the way back up. Just to have it happen again 20 more times. Furthermore, the divebomb attack is entirely broken. I could not, for the life of me, dodge it. In the 5/100 times I did manage to avoid the attack, the boss was invulnerable to any melee attacks, which should be the whole point of that attack. I can't imagine playing this fight without cheating. The punishment for failure is MASSIVE. I ended up turning on keep inventory, and taking off my armor, so I would die to the attacks, and not by falling off. Then I would TP back to my death location to continue the fight. Even while trying to avoid the attack, I died probably 20-30 times. And I am no stranger to difficult games. Lastly, if you don't have a bow, you simply just can't fight the boss at any reasonable rate. As someone who doesn't use a bow, I was woefully unprepared for that. Thankfully I had a bow back home to bring after dying a few times, but I had no arrows, and had to rely on the ones from the boss, which took forever. I think I fought him for like an hour! == I suggest finding a way to reduce the chance of getting knocked off the tower, either by adding floating debris to block the player, or a lower ledge to catch players, so that they don't need to take the elevator all the time. That divebomb attack also needs to be tweaked asap! Along with reducing the hitbox size on the swoop attack. I got hit when I was nowhere near him quite a few times. The boss should also have more opportunities to land. Maybe perching on the ledge and doing close range attacks, so melee players can get some damage in. TLDR: Teach the player how to properly use the time-shift ability, so they know what they are looking for in the tower. (You can add difficult puzzles later, not right off the bat!) Make the tower a bit less visually cluttered so the path is easier to see. Give more melee attack opportunity for the boss. (Perhaps a higher chance if it hasn't taken enough range damage in a while?) Fix the boss's buggy attacks, and make it less likely for him to knock players off the tower constantly.
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Disappointed with current end game story content (mild spoilers)
-Glue- replied to Julie Brown's topic in Discussion
After finishing the current story, I can say that I wholeheartedly agree. Currently making my own suggestion post about my issues. Such as the lack of tutorialization on the ability you get. Which made ascending the tower extremely tedious, as I had no idea of the abilities intended use, and thought it was just to get past walls, and climb broken stairs. I had to look up a walkthrough, and only then did I realize you need shift mid jump. Absolutely crazy difficulty curve, considering this was the first time we even saw this ability. -
Honestly, mob footstep sounds really need to be added. Not even anything crazy, just a subtle sound that denotes their size is all that's needed. Its really frustrating when you get snuck up on by a bear, or don't hear a shiver creeping up on you in a dead silent cave. At least bowtorn have the decency to make noise before they attack! We really need birds, and more bugs, like crickets at night. That would add so much ambiance, and really make the world feel alive.
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That's true. Though, it usually ends up helping them a lot too. Whenever on rough terrain or surrounded by bushes, animals jump up and down erratically, and randomly shift directions making them really unpredictable. My lifeline is finding water and jumping over it, or into it if I have animal swim speed reduced, which I do. Predators are hard enough to avoid without them becoming speed boats as well lol I may try that out. After playing with the Elk a bit more, the run speed is less of an issue than I thought. It was mostly due to the block stutter, since I live in a really hilly area. It makes the Elk feel slower than me most the time lol. Setting up my paths with half slabs also doubled the amount of times it stutters, and if you hit a block at an angle, the Elk can get stuck sliding off the block repeatedly. Its pretty rough.
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I had no clue rammed earth was even a thing. It might be too pale of a block to make for a good path, but I do like how you can get different textures by placing it in the crafting menu! Ah! This is a great find, thank you! I will probably wait to use it for my next playthrough, since I am too far into my current path setup to use it lol Sad to hear its not compatible with Primitive Survival. I was also considering trying that out on my next playthrough as well.
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I was really excited to get my first Elk, so I could more easily move around the world, but so far its extremely disappointing. My main issue is just how slow it is. It doesn't feel that much faster than the player. The turn speed is painfully slow, and its super unsatisfying how you stop every time you go up a block, making the Elk feel even slower. Even using slabs, it gets caught and stops all its momentum. This, is on top of the natural difficulty spike in traversing terrain with a large mount, just makes the Elk feel like a hindrance more than anything. I like how you can slap on a bunch of stuff, like a bed, cooking pots, saddle bags, etc. Those make it feel super unique, helpful, and interesting! But as a traversal tool, absolutely does not feel worth it. I am considering not even taking it with me on my next story location adventure, as I feel like it will slow me down in the long run. The only reason I would, is for the extra storage for loot. My suggestion: - Fixing the block stutter should be a top priority, it is by far the biggest offender. - Increase the turning speed, at least while not moving forward. - And perhaps have some sort of way to further increase Elk speed. Such as wearable spurs, feeding it a special snack that temporarily boosts its speed. Or even just double tapping sprint to enter a temporary speed gallop. Also, just as a side note. Every time I reload my world, or even just unload the chunk (I think) the rope used to tether my Elk disappears, so he can just wander off. The rope tends to be glitched, sticking out of the ground nearby. I can usually still grab it from the fence post, and it appears in my hand. EDIT: Also, the running sound repeating every time you run down a block is really annoying. When on a slope, it just loops that first second of audio repeatedly. That also adds to the sense of jank.
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Is there any way to turn already placed dirt into a path block? I am making a huge path across my mountain range, and around a lake, and I REALLY don't want to have to dig up every block of dirt, just to place a new type of dirt... Also, path blocks are expensive! No way I'll make a proper path all that way without spending hours grinding out stone! Honestly, I think it would be nice to have a cheap dirt path to use for keeping direction, no speed benefit. I know we have packed dirt, but you still need to dig up the other dirt to place it, and I like the little dip the path blocks have, where its not flush with all the other blocks. We could do what that other block game does, where you right click dirt/grass with a shovel to turn it into a dirt path. Then you could possibly shift right-click those blocks with stone in hand, to turn them into the current stone path blocks? It would let you plan your paths easier, and remove one more crafting grid recipe. It could open up other opportunities for alternative path types too, by clicking on the initial dirt path with different materials. Sand, gravel, maybe even asphalt. All done without needing to use the crafting grid.
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I think a rope climbing system could be a really cool idea if balanced correctly. Though, they would likely need a huge overhaul to the rope physics. Personally, I think a simple system would work best. Perhaps something similar to how it works in Death Stranding. You place a post with a rope, and toss it over the edge of a cliff to rappel down. You could also use it to climb back up. Would be perfect for those vertical shafts that go miles into the ground! Descending would be faster than a ladder, climbing is about as fast as a ladder when against a wall, but when free climbing with no wall to walk against, it would be slower. That way it won't be an easy in and out. Maybe to add further balance, if you take damage while on a rope, you fall. Unless wearing a specific climbers belt. The post/piton should be only iron and above, so you can't just climb everything day one, and need to work for it. I also think a grappling hook would be cool. You could toss it up a wall to climb, with the same rules as above. Only iron and above, it would have durability, and could only be picked up by the hook, so you can't just magically get it back. However, a late game mechanical version could have a release button, so you could detach it from a distance to use it for more advanced traversal. I think it would be awesome to be able to use them to swing across gaps. This actually isn't a bad start. Perhaps a type of cracked stone could be climbable, albeit slowly. The risk of it crumbling or breaking would make climbing tall cliffs too risky. However, you could craft pitons to place in the sturdy stone walls as you climb, which, with ropes, act as checkpoints. So if you do fall, it catches you, stopping you from taking damage or dying. Though, this would require wearing the aforementioned climbers belt. Placing pitons in cracked stone, dirt, or other such materials would mean they have a high chance of coming lose when you fall. In my head, you climb the rock, place a piton, hammer it in, attach a rope. That secures you, and you can continue climbing safely. Rinse and repeat until at the top. You could maybe even craft climbing shoes, or gloves, to make climbing faster, or reduce the chance of falling. I really like the idea of specific gear for specific tasks. So long as its not super RPG like. You could leave the rope where it is, and use it to quickly climb and descend that rout whenever you please. Great for people living in a mountainous areas, or who want their caves to be easily traversable. However, we would need a way to balance out ladders. Why go through all this trouble when you can just place ladders, which will be faster and easier to set up? I could probably think of ideas for that, but this post is already waaaaaay too long. Personally, I just think having pitons and ropes hanging off cliffs and caves would be a really cool aesthetic. It would look like you are well set up, or actually delving into an area you shouldn't be. Making your presence more grounded, rather than everything being covered in ladders, or having convenient stairs carved out.
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- Putting slabs in the crafting grid makes it so you can only place them horizontally, so you don't have to deal with the finicky placement when just trying to make a floor. If you put those slabs in the crafting grid, they can only be placed vertically. Very handy. - When chiseling, you can place two logs, planks, or other rotatable blocks, in different directions, turn them to chiseled blocks, pick them up, and put them in the crafting menu together to combine them. Now you have both texture orientations on one block. Its also a good way to make sure the textures are facing the right way, when using multiple materials in one block. ie, making sure planks are facing the right way when adding them to an existing chisel block. - When making chains or scales for armor, start by making plates, then forge those plates into chains or scales. Its easier to do, and you can use the helve hammer to really speed up the processing. - You can fill a bowl from a crock in your inventory without having to place the crock. Good for when doing story locations, where you can't place items. - You can oil hides with fat to make pelts, which opens up some new crafting options, such as warm fur clothing. (I was confused why I couldn't craft them for a while) - You can put non-stackable items in crates. For example, I put all my temporal gears in a crate, since they don't stack, and cant be put in a pile. I swear I had more things I learned, but can't remember. I may add to this list later!