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-Glue-

Vintarian
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Everything posted by -Glue-

  1. 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!
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. 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
  8. 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.
  9. 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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  10. 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.
  11. 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.
  12. 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.
  13. -Glue-

    Paths

    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.
  14. 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.
  15. -Glue-

    Paths

    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.
  16. 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.
  17. - 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!
  18. I remember finding a mass grave, or tomb, that had a bunch of children's toys laying around inside. Was one of those "Oh... OH!" moments lol The ruins are one of my favorite aspects of the game, always a treat to explore and loot!
  19. Oh my god. I thought that may be a thing, but tried to do that in the crafting menu, so assumed it wasn't a thing. I just now tried clicking on the crock with the bowl in my inventory, and would you look at that, it worked! Would have been helpful earlier, but at least I know about this for the future lol. Thanks for bringing it to my attention!
  20. I also tend to do an unmodded playthrough of games first, with a few QoL mods sprinkled in throughout. For me, QP's Chisel Tools, and Stone Quarry are a must have in any playthrough! I'm surprised no one has recommended Stone Quarry yet tbh! It makes gathering and crafting stone materials waaaay less tedious, its also done in a really immersive, and engaging way! I desperately hope the base game adds those features in the future. I also use the mod Heat Retention, which adds a new simple item that lets you turn chiseled blocks into insolated blocks. So you can have nice detailed chiseled builds that actually function for survival! (Vanilla has given me a lot of problems with insulation, so its a really nice workaround!) Most the other popular mods seem a bit too much for the first playthrough or two, the base game has a lot to keep you active as is. Though, I do want to try out Primitive Survival at some point! I see a lot of people swear by it!
  21. Update: I ended up finding a whole lot of meteoric iron, so made full scalemail of that. Then I finally got my stuff together and did the Archives. My first attempt I ended up having to head back, because I ran out of food. I didn't expect it to be as involved as it was, and my stock was low, since it was mid winter. (Also, can't believe no one told me not to bring crocks of food. I had to leave the archives every time I needed to eat lol) My second attempt I died to the boss right before killing him, as I forgot to bring my shield, and extra healing supplies. Anyways, I got my Elk, and am going to start prepping for the next story location. That shit is waaaaaaay out there, so I am probably going to spend the rest of winter actually finishing my house, and moving everything in. Then I can build up a proper supply of food in the summer, to go out on one massive adventure! Hopefully I am ready before next winter hits lol.
  22. Its definitely not the best world generation. However, I messed with some settings, and managed to get a world full of consistently beautiful generation. Large lakes and oceans, islands, and large open fields. I found a lot of areas I wanted to build in! Unlike my first default setting world, where I struggled to find a place I liked. Try out these settings. Landcover: 80% Landcover Scale: 125% Landform Scale: 120% I have only done one world with these settings, so maybe its not consistently great, but my world has been very beautiful! Very few areas full of ugly, bumpy, untraversable hills! It tends to look far less broken and unrealistic too, but that could just be coincidence on the biomes I spawned around. Maybe I can share some screenshots later. I'm currently in the middle of winter, with long months, so its pretty bland now lol EDIT: I do hope we get some updated world gen stuff in the future. I would love to see better caves, and especially flowing rivers!
  23. I was thinking of going in with iron chain, or scale. Would need to double check the stats. I actually have the opportunity to buy the blackguard armor from my local trader, so I may go with that. I just don't have a lot of gears, and know the Elk costs 100, so I dont want to use them all up. Thank you! From what I saw when I peaked in, its pretty cool! I've been incredibly unlucky with temporal gears this run. My first would I was drowning in them, but I only just managed to repair a translocator on my 1.20 world. I haven't found much of any loot, or underground ruins. I wonder if my world settings messed with them somehow? Anyways, I considered setting spawn there, but I only have one gear, so if I die at home later on, I would be back at the Archives lol I'm not necessarily scared of it being too difficult, but I am worried that it will be a bit jank, due to VS being VS. I have had lots of wtf moments fighting enemies due to the jank combat. Good point on the poultices! I wouldn't have thought to bring the raw materials for space. I appreciate all the tips! I am probably going to have to wait a bit more before I actually get into the Archives though. I got bored forging iron blooms on my temp setup, so I started making a whole blacksmithing building instead, so I can be cozy while crafting lol.
  24. I'm getting ready to dive into the archives for the first time. I made my first expedition to scope it out, find a good path, and take a peak inside. I know there is a boss somewhere in there, and I want to make sure I am properly prepared to fight it, since dying miles from home is a fast way to ruin my night lol. Without spoiling too much, what sort of gear should I have? Should I go straight to iron? Does the arena have light, or is it pitch black? (I want to know if I should bring a shield, or expect to hold a lantern) Do I need range? Or would an iron sword suffice? Also, should I expect to sweat, or is it pretty casual? Speaking for someone who has no clue what it is or does lol Again. I don't want a play by play or anything. Just really general tips that don't spoil too much! Thanks!
  25. Definitely finish what you have in progress. Nothing should ever be kept half baked, or broken for a prolonged time. However, if new content is going to build off of an existing feature, that existing feature could potentially hold off on final optimizations, since adding onto it, or building off of it could break it again, causing you to waste time polishing it twice over. That being said, asking a bunch of people, who likely don't understand the intricacies of game dev, is probably not the greatest idea lol. In the end, you and your team will know best what course of action to take for your own project. Though, I, and surely many others, appreciate the open development, and reaching out for feedback! Personally, I just want the immersive first person option to be less buggy. Before, your head glitched into blocks, now it gets stuck on them and disconnects your camera from your body, which is way more disruptive. Swimming in tight spaces is also a nightmare. Plus, beams are entirely unusable with immersive camera active. If all that gets fixed, I think the game is already significantly more stable lol. Though, I would be lying if I said I didn't want a focus on more new content to round out the games features. It does feel, quite noticeably, a bit lopsided and underdeveloped in some areas. To be expected in an early access game, of course. But still, there is some content I would kill to see get added, sooner rather than later.
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