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-Glue-

Vintarian
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Everything posted by -Glue-

  1. I see a lot of people with towers that have 4-8 large windmills on it for mechanical power. My issue is that I really don't want to be forced to put multiple windmills on one tower. It doesn't look aesthetically pleasing. But one large windmill doesn't seem to be enough to power anything meaningful. I can run a single hammer, but if I try to speed it up, or attach anything else, it stops dead. Sure, I could make multiple different windmills, and connect them together, but that's a whole other thing. I think one large windmill should let you have some breathing room on gearing and attachments, even if it comes in the form of better, yet more expensive sail upgrades. If I am just being dumb, and a single windmill can be effective, do let me know how!
  2. I don't see VS ever becoming a toxic community by any means. The game, at its core, is a cozy, yet hardcore survival crafting experience. Better combat mechanics would definitely lead to PvP communities at some point, but they would likely remain in the minority, at least until VS picked up traction and became a more well known game. I could see VS PvP communities being very friendly and welcoming, as smaller communities typically are. Don't want to scare off the few people who want to play with you! If VS got big enough to have large gamemode servers full of PvP games, then we may see some toxicity begin to grow. But otherwise I think the majority of the community would still be chill, if a bit divided. As long as the devs maintain their focus on immersive survival, I'm not worried.
  3. Yeah, it was always kind of disappointing to me how hand crafted pottery always looked the same. No varying colors based on clay type, no option to make your own textures by mixing and matching clay. Nor a system to paint, or glaze them with custom patterns. Feels more like an assembly line than art. I had an idea for the ability to make your own paintings in game, by painting textures pixel by pixel on a canvas. If that were implemented, it could be reused for a pottery painting system. I think it could really liven things up.
  4. Its an interesting idea. Making a gameplay feature out of something every gamer does, tossing random crap out of their inventory to make room! Taking it further, the material of the pile could be contextual. So like, if you toss a bunch of sticks, logs, or planks, it would look like discarded pieces of wood. If it was food that rotted, it could look moldy and have flies buzzing around it. It has a lot of potential for immersive value. However, I could see it being more of a hassle than its worth. Both in gameplay, and implementation. I would need to see it in action before deciding if I would want it in base game.
  5. I was under the same impression when I first heard it. The first half really feels like the start of combat music, but the second half is a bop, and I don't mind listening to it while building or doing other tasks. Its still weirdly chill despite its intensity. Like it doesn't quite fit in combat, or relaxation. I do think a dynamic music system for playing specific music when a handful of enemies are in close proximity or something could be cool, but this song feels like too much of a slow burn to work in short bursts of combat like that. We would need new music for that purpose. Not sure where this one would fit other than where it is tbh.
  6. I know its on the roadmap, but I really hope they go all out when they do add them. Seeing flocks of birds flying in a V formation across the sky, migrating for winter. Hearing mourning dove's in the morning, and owls at night. Ducks and geese skimming across the water. Woodpeckers pecking in the woods. It could give a lot of variety to the auditory experience of different biomes. Overall, it would massively improve the sense of life in the world. Honestly, now that I think about it, this might be one of my biggest wants from the game. Just for the sheer amount of ambiance and immersion it could offer. Now imagine if you could tame and train carrier pigeons to send mail across a server lol
  7. Why not just have it be more immersive contextual crafting? Instead of putting meat in the crafting grid, you place it on the ground, or a table. Then, with a knife in your hand, you can cut it, or you could tenderize it with a hammer, etc. You could add further recipes depending on if the meat is in a container, or how many pieces there are. An example could be. Place meat. Cut with knife. Cut the slices again to make diced meat. Then right click with a stick to make a shishkabob. Or cut the diced meat again to make minced meat. For the pick. Typically IRL, tools like that are just hammered on to the handle tightly, and don't require nails. Off the top of my head, you could place the tool head on an anvil, then right click it with a stick, then right click that with a hammer to fit it together. A wooden mallet could be an early game hammer for crafting reasons. You could go even further, and make it so a non primitive tool would need an actual handle to be crafted. Which would be a whole other system. Personally, I would love some wood working features to be added. Imagine being able to make fancy leather wrapped handles! For primitive tools, you could just place the tool head anywhere, then right-click it with a stick, then hold right-click with flax fiber or dry grass to 'tie' it together. IMO, the less we have to mess with the crafting menu, the better. I love the immersive crafting that's already in the game, and I have plenty of ideas for further additions to it. Such as shift right-clicking a log with an axe would make firewood. An axe with a hammer in your offhand would debark it. A saw would make planks etc. No need to fumble about in the menu.
  8. -Glue-

    Carts

    As someone who loves making paths and infrastructure, I was thinking the exact same thing when I saw mounts were coming. I think it would be pretty difficult to smoothly implement into a big boxy voxel game such as this. Carts would either be left floating off blocks, or rest at a sharp angle when not on the same block level as the mount. I don't see it looking all that pretty anywhere but flat land, without some clever ideas. That being said, I think it could have some really awesome implications. Such as caravan carts that can carry players, or animals. Or the ability to place filled chests or barrels, to quickly move them long distances. Or additions such as plows. Or even a covered cart full of tool racks, so you can bring everything you need to distant build locations. One thing I think would be really cool to add to the game, and would work amazingly with a cart system, would be making large, heavy objects cumbersome to hold. So like, an anvil, large chests, or just full chests/barrels, would be heavy objects, that you need to carry with both your hands, or in a bag slot, and it would slow you down. However, you could load them onto carts to move them with ease. You could even have wheelbarrows or hand carts for early game.
  9. I always dread Temporal Storms. They are cool at first, but really don't offer anything other than an annoying visual effect, and drifter spam. I ended up enabling sleeping through them, because I would always just hide inside anyways. I was never hurting that bad for temporal gears, and they block you from venturing out, or building. They really need to have something of value to offer. Something you can't get anywhere else. Like unique enemies that drop unique or rare loot. Or maybe special rifts spawn, and you need to go out to find them for loot. Just, some sort of benefit to sticking it out. I know its a very different game, but Terraria has a lot of events that can really disrupt your activities, but they are typically met with excitement, as they offer new items, and can help with progression. They feel worth while. You can also find items to summon them when you actually need them. The chat log notifications are also a pretty lame way to announce them. There should be other, more immersive signs of one approaching. SFX, sky color, short bursts of that shifting effect, slowly getting stronger and more frequent, etc. This is all off the top of my head, but overall, the benefits need to outweigh the annoyance.
  10. I'd say the more Drifters you kill in an area, the more the spawn rates should temporarily diminish. That way, you get the initial large amounts of enemies deterring you from jumping right in, but you can earn yourself a break by killing a bunch. Which gives you time to explore, mine, and whatever else. It wouldn't be as bad if the combat wasn't so janky. I think if we got a bit of an overhaul to that, plus enemies that attacked in new ways than just whacking you, such as range, or AOE, we could turn down the spawn rates, and let the variety be the difficulty, rather than the numbers. Also, armor seems to break ridiculously fast. Which doesn't make sense considering the time and resource investment.
  11. Do the devs typically keep some content secret until an update releases? This will be my first update since starting to play VS. I always love when dev teams hide stuff from patch notes. I am far too curious, and end up spoiling updates by looking at everything new while waiting for the release. lol As for what I hope is added, I guess fishing! It fits the theme of the water updates and boats. Plus, I always love having an excuse to build docks and other waterfront builds. Flowing rivers would also be a really cool feature. I've seen the mod, and will definitely start using it once I got my fill of Vanilla.
  12. I don't mean detailed wind simulations. Think like this. So know how blocks only get wet or covered in snow when in direct view of the sky? Imagine those blocks check to see if surrounding blocks can also see the sky. If they can't, it detects how high the occluding block is. The obscured floor block could then sorta leech precipitation from that nearby sky view block, at a value based on the occluding blocks height. The higher up it is, the more precipitation the floor gets. Valid occluded floor blocks could also search for how far away a true sky view block is, with the distance determining their value of leeching. Meaning, the higher the occluding block is, the more precipitation that floor block gets, and the further it is from a true sky view block, the less it gets. Of course, if you wanted to simulate snow drift building up against a building, you could have snow blocks detect if it is near a wall, with the height of the wall determining how tall the nearby snow blocks can get. I don't actually know anything about code, but am obsessed with gamedev stuff. So hopefully this makes at least a little sense? This is more intended to be an idea that people with actual code knowledge can interoperate in a more performant, and functional way. Yes, it seems to already be a thing. I just think it should be able to get darker. At the moment, clouds can seemingly be, at most, a very light grey. For more severe storms, they should be able to get to a dark grey. I am not sure how they calculate for weather and clouds, but if they have a precipitation % or a density %, those stats could contribute to how dark a cloud looks.
  13. A super small, simple idea that could add a lot to the world. I am all for it!
  14. The weather system is one of my favorite aspects of Vintage Story. Seeing the clouds and knowing they have actual impact on the gameplay. Being able to see or hear distant lightning and know I am about to be hit by a storm. Its something I have always wanted in a game like this, and I absolutely love it! That being said, I have had some ideas throughout my first playthrough on how to potentially improve it. This is a bit of a list, but they all impact the weather system directly. Distant Rain Sheets: Currently, you have no real way to tell if a distant cloud is just a cloud, or if it is currently raining underneath. Having visual sheets of rain under distant rainclouds could both improve immersion, and hold gameplay benefits, such as planning travel routs around weather. This could be as simple as a flat animated texture, or multiple large particles falling from rain clouds above a certain precipitation threshold. Which would always face the player, and fade out as you get near, or enter the rain, to avoid visual issues. Darker Clouds: The more intense a storm, or dense a cloud is, the darker the underside should appear. This would give more visual indication of how large a distant storm is, while also giving more variety to weather patterns. If you get caught in a super heavy rain storm, daylight could become nearly as dark as night. (Also, dark ominous clouds in the distance on an otherwise calm day are a vibe) Snow Drift: Ever notice how snow never builds up under blocks, even if they are dozens of meters above? Having a system that can detect how far above an overhang is, and allowing snow to build up underneath it depending on that height, could stop the weird, large grass patches under trees and overhangs during winter. Essentially, the higher the overhang is from the ground, the further in the snow can reach, and the deeper it can form under said overhang. (Not sure how well I explained this one, if necessary, I can make a visual aid.) This could also affect rain to a lesser degree, so your crops don’t get blocked from being watered due to a single leaf block on a cliff 100 blocks above the farm. Hopefully I got my thoughts across well enough! I have a bunch of other ideas from my time playing. Such as ideas on more immersive crafting features, or disease and injury systems, or just a bunch of QoL ideas. All of which I may make separate posts on in the future, once I get my thoughts more organized!
  15. I'm still pretty new, so far the only thing I have used crates for is coal storage. I love the ability to just pull out items I need without having to use any sort of interface. But the fact I can take coal out of a box, place it and my ore into a forge, light it, grab my tongs and hammer off a rack, then take the heated ore and place it on an anvil, all without using any form of user interface is incredible. I hope to see more seamless interactions like this in the future, honestly. I can see how crates could get cumbersome when storing larger amounts of items, but using them as a utility, or excess storage is great! As others have suggested, an add all option would be nice, so you don't need to full your hotbar.
  16. This is a really interesting idea tbh. It would make the world feel more dynamic, and make survival that little bit more involved, which I am all about! Sure, it is super easy to store your wood in a chest, or build a small roof over the piles, but its that little detail that you need to find a dry place to store them that really sells it. I think having rain sorta "blow" under blocks a bit, so you need a one block overhang for the pile to keep dry, would help. That way, you can't just put a single dirt block on the piles and call it a day, it requires a bit more effort to keep away from the elements. If that makes any sense. This could also be transferred to stuff like ore. Like iron getting rusted when left in the rain, or copper oxidizing. Not sure how that would affect smelting them, but its a thought.
  17. -Glue-

    Maple Syrup

    I really like this idea for two reasons. 1. It adds even more player presence in the world. One of my personal favorite things about the game, is that leaving piles of material, or tools laying around makes the game feel very lived in, personalized, and immersive. Seeing trees with taps and buckets under them would further that sense of presence and intractability. 2. I like the idea of syrup being an alternative to honey for cooking. Having the option to take care of bees for honey is great, but If you have to farm bees every playthrough for those specific items, the game will start to get repetitive. Allowing alternate options of items or progression could alleviate that sense of requirement and repetition. Syrup can be an alt of honey, and maybe there could be an alt of beeswax for candles, like making tallow from animal fat. Just so you don't feel like you have to keep bees every time you play.
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