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Everything posted by Teh Pizza Lady
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OH sure, it can be fun to speculate as long as everyone else is clear that it's just speculation and not "this is how the game works, trust me" kind of thing. Even worse when someone tries to argue with your speculation because they misunderstood it as you stating facts. Maddening!
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I don't mind a deep discussion around the lore and game mechanics as long as it stays on topic and doesn't delve into idle speculation posing as fact.
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Personally I think the arguments are too much. There's discussion and then there's arguing to convince the other person that they're wrong. I see no value in that and it derails the discussion. You can disagree on something and respect the other person's opinions without compromising your own integrity or beliefs. However I will point out that Anego is very forgiving when it comes to handling reports. I've gotten at least one hand-slap that's in my own personal record and yet... I'm still here! If you want to stay, then find a way to communicate your feelings without making it personal dragging it out into a nauseating argument being abrasive when engaging in healthy discourse. This will help foster a better community, not kicking out those who don't understand how to communicate well. That said, if you feel the need to leave then I guess this is goodbye.
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A healthy and commendable mindset that we both share. Things you find challenging now become easier as you get experience doing them. For example, harvesting cattails to make baskets. Once you get your first backpacks, you may be wondering "What do I do with these baskets now?". Well, you can put them in a crafting grid with a knife and recycle them back into cattails that you can use to make other things, like poultices, to name one such other use. I actually play with mods, so now i'm struggling to think of ways outside of beekeeping, storage, and baskets to use them that I'm sure aren't modded ways. Ropes for ladders? I think that's in the base game. I need to go back and check now LOL
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This ties into a point I made in a different thread. There should be no difference from what we have now if a player chooses not to dive into the complexities of an upgraded system... say farming crops for example since it's come up a lot. However should one CHOOSE to dive into it then they should be aptly rewarded with better crops, time savings in the future, and an easier winter because they actually have food stores that will last longer than a couple of months. Another example would be smithing. If a player opts not to engage in smithing, there are still viable weapon options available to them. Casting copper weapons and trading for upgraded weapons are all viable options. However should the player choose to smith weapons then they will find that there are much better options in the iron and steel categories. Same goes for armor in that regard. It shouldn't feel impossible to survive without diving into these systems. It should feel incredibly difficult! It should also feel very rewarding when the player finally figures out the system or chooses to spend time doing it. A lot of ideas that come across this forum do not adhere to that philosophy which I feel relegates them to the "mod suggestion" category. Increase your own difficulty if you so desire, but time and time again, the devs have shown us that they want us to be rewarded for our time, not punished for failing to operate a system exactly to the letter. This is just an opinion, of course so feel free to disagree, but if anyone wants to argue with me about my opinion, please don't. I'm begging you.
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C is fine. It's rudimentary compared to C++, but it's fine. C# is a whole other animal. It's Microsoft's answer to Java. And as the saying goes, "Anything Microsoft touches is worse by default." Now I wonder if Python has graphics libraries that would enable someone to make a video game.
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Appeal to Authority is the main logical fallacy at play here. At least I assume that's what you're doing when you keep pushing that "BuT tYrOn SaiD uNcOmPrOmiSinG" button that you're wearing out over there. You also use another logical fallacy called Loaded Labels in which you assume because something is an untrue statement then the exact opposite must therefore be true. An example of this would be to look at any compromise taken by the players or developers and say it's bad because it's not uncompromising because of your (already pointed out as fallacious in the first sentence) belief that uncompromising is good, when in fact, compromises are good because they allow freedom for everyone to be equally happy with a situation. Just because something makes you happy doesn't mean it will make 95% of the players happy. To summarize: Appeal to Authority by using the words of the game developer to falsely enhance your position when you do not speak on behalf of anyone on the dev team. Loaded Labels by using the stance taken from #1 to assert that the opposite must be untrue. And that's only the most recent ones. I don't really care to make a deep dive into everything you've said, because I'm already annoyed at having to spell this much out for you, but just from these two examples it clearly is sophistry.
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The commands are still there. I had to use them on my server because the world generation wasn't cooperating. Had to redo the world gen, which caused a trader wagon to move and blocked us from interacting with the world where it used to be.
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this sounds fun but only because I could play as Link from Legend of Zelda and HIYA and KEEYAAAAA my way around the drifters.
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voting "Coffee/Tea" because Cacao wasn't on the list.
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Server Hosting. Server not showing up on public search.
Teh Pizza Lady replied to BigBooty's topic in Discussion
Servers by default are not announced to the public anymore. You will see a note of this when you start the server software from the console. You should still be able to direct connect to it if you know the IP address:port of the machine the server is on. -
100% yes. The game should make it obvious for a first-time player 1) that there even IS a handbook 2) how to use it But I've also heard that it's something they want to work on, but it's taking a lower priority to things like performance fixes, bug fixes, and pushing out the rest of the content that was supposed to come with Chapter 2 but didn't because it wasn't working right. So my opinion is biased because I know it's the direction the devs want to go.
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Don't... C# is a scam. I use it every day for work. Python >>> C# any day of the week, haha But in all seriousness, it's a useful tool to have especially if you want to ... idk make VS mods or something.
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Good RNG: Animal spawns and pathing Rift and Drifter spawns Weather patterns Scale patterns on iron blooms Ore and terrain distribution (though some would classify it as bad RNG because the terrain can be... well.. they're working on it, okay?) Bad RNG: Anything you can't reasonably be expected to defend against such as getting struck by lightning or a massive cave-in because you touched the wrong block. That's just bad luck. Requirements for progress in any game mechanic needed for survival. Imagine needing to plant 3 flax plants just to get one usable fiber just because RNG said "no". I know there's only two examples in the last one, but I find it hard to think of things that aren't fun. Getting struck by lightning isn't fun. I didn't even know it was possible, but without any way to defend against lightning strikes, getting hit wouldn't be fun for me, personally. As for the last one, players should be able to expect that if they plant 3 crops they should get 3 crops-worth of harvest. Even if that harvest is a range between 1 and idk... 2... it still shouldn't feel like a chore to play a game. I've seen it stated before that "we play games to escape reality. When reality creeps into the game, we lose our immersion and the game is ruined." Balance isn't necessarily keeping things predictable by eliminating RNG, but rather giving the players the tools to handle the unexpected when the RNG comes up negative. It's up to the player to figure out how to use the tools effectively. It's when that RNG becomes a chore, that we "demonize" it as bad RNG, to quote someone.
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I don't like the idea because it makes farming, which is a core mechanic of the game, more difficult than it already is for a single player to manage while trying to do the other 2364827634 things (exaggeration but you get the idea... lol) that have to be done before the first winter. Plus the time sink of tending to crops to make sure disease doesn't wipe them all out discourages exploration and adventure which is another core mechanic of the game. Sometimes you have to be away from your base for weeks at a time just to go to the places, do the things, and come back. I wouldn't enjoy the adventure if I were being forced to constantly worry if my crops would even be alive when I got back.... Thus I believe it would hurt the game's design overall and would be better relegated to a mod. I've said this before... but it was a while go so I don't fault anyone for forgetting, but my stance has always been the same. If it flies in the face of established lore or would upset the balance of existing game mechanics then it would be better served as a mod. In fact, this idea is already part of a mod, which unfortunately doesn't have many downloads, so I don't really think I'm the voice of the minority here. I'm sorry, but that's just how it is unless you have proof that people outside this thread would love it.
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I feel like that is a prerequisite for suggesting something be added to the base game.
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out of curiosity, I looked on the ModDB and there is already a mod that does this and it's not very popular. Only just over a thousand downloads which is like.. 1% compared to the other farming mods. I don't think this idea is very popular and if you REALLY think it would be, you're not selling it well at all.
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I still have a problem with the whole "growing rust" thing because rust is <spoiler> and because of that <spoiler from Chapter 2> and <another spoiler>. Call it blight, or whatever, but rust is a very specific thing in the lore and what you're suggesting makes zero sense whatsoever.
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Seems to be an early game accessible mechanic for new players! and cures aren't the only thing that can help your crops. Proper watering and good soil (which is already in the game) play a part in the health of the crop! Maybe we can suggest another early game method for starting players to combat the disease? I don't like this response because diatomaceous earth doesn't work that way. It is composed of the fossilized remains of diatoms, which are microscopic algae with silica-based cell walls. The structure of diatomaceous earth is highly porous, making it excellent for absorbing oils and other non-water liquids. However, it is not hydrophilic and will not readily absorb water. In wet conditions, diatomaceous earth tends to clump together rather than soak up the moisture, which reduces its effectiveness for purposes like pest control. My mother found this out the hard way one time when she spilled some on the floor and tried to vacuum it up with our Rainbow vacuum which uses a reservoir of water like a high-powered bong to filter dirt out of the air. It clumped and then the clumps burst open and filled the internal workings of the vacuum with the dust which wore away and broke down all the seals on the bearings. It burned itself up in about 3 weeks of regular use. Diatomaceous earth can be used for pest control, but only because it is composed of razor-sharp silica particles which scratch the cuticle of an insect's exoskeleton causing them to leak moisture and die of dehydration. My counter for crop diseases is to destroy the crop, but what's to prevent another plant from getting sick outside of lucky RNG? Again, it seems too punishing for no reason.
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I believe my point was clear and remains valid. If you want to be less abrasive, then you should demonstrate that you're trying to be less abrasive. I notice you’ve sidestepped much of my argument in favor of questioning details or reframing the discussion to fit your own narrative. That’s understandable -- it’s your thread, after all. But if the goal is a collaborative discussion, let’s focus on the broader implications of your suggestions rather than sidestepping critique. Your idea that plants should suffer diseases requiring cures raises significant concerns. How do you propose starting players, who may not have access to cures, should handle this? Is there even a viable counter once diseases set in, or does it simply punish them with no recourse? While a challenging game is great, pushing the "uncompromising wilderness" concept too far risks making farming feel like an unfair grind dictated by RNG. Games should be rewarding and engaging, not frustrating to the point of driving players away. Striking that balance is key to maintaining player interest and satisfaction. So, how do you solve that problem?
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It’s clear this is a topic you’re passionate about, but your tone comes across as arrogant and dismissive. It was this arrogant and dismissive tone that got the other thread locked not too long ago. Acting as though others are simply ‘wrong’ or need to ‘swallow the pill’ undermines the collaborative spirit of discussing ideas. The fact is, farming in this game is already challenging and far more nuanced than in any other block games. It’s not just about planting a seed and waiting. You need to account for soil nutrients and moisture, temperature, wild animals, and weather, as well as plan carefully to avoid wasting seeds. Adding random crop diseases would likely make the process too punishing, especially for new players, and could push them away from the game entirely. If your goal is to advocate for a better experience, consider discussing ideas constructively rather than dismissing others' perspectives. In your own words: Maybe you should walk your own talk before you think about bringing something to the table.
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Vintage Story Is a Challenge-Centered Game.
Teh Pizza Lady replied to Rudometkin's topic in Discussion
Then drop the arrogant attitude when faced with rebuttal from those that disagree with you. -
I think for simplicity sake, we should toss out anything that would threaten to alter the existing lore. If you're unsure of the lore, complete Chapter 2....at a bare minimum. So... rifts corrupting plants is out. As far as plant diseases, it should scale with farm sizes, honestly. Otherwise the starting new player might find farming to be too difficult or more difficult than it already is. Even experienced players aren't that interested in mods that make farming harder. I went ahead and looked at the modDB and the only mods I could find that made farming harder had maybe a thousand downloads. Interestingly enough there is a poop mod that has nearly double the downloads. Twice as many people are interested in pooping as there are interested in making farming unnecessarily harder. Even more people liked the pee mod. That should tell you something. Especially since the MAJOR farming overhaul mod (which makes farming easier btw) has over a hundred thousand downloads! Do with that information what you will. Stuff like this just won't be popular or well-received by the majority of players if implemented outside of a mod. Even the other crops thread similar to this one had people saying, "don't wanna poop on your parade, but I hate this idea" (paraphrase).
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(By Default) Hunger is too oppressive
Teh Pizza Lady replied to Ezekiel Rauch's topic in Suggestions
I would classify most of the foods in your list as "emergency" foods... something you would only consume if you're about to starve. There is also one item you missed which is the Cattail root. It can be cooked over a fire and eaten. The point of these being emergency foods is that you are supposed to seek out better, renewable food sources. The wildlife that you cannot breed only drops bush meat which cannot be cooked except over an open fire and provides very little sustenance. My friends and I joke that it tastes like "not starving". Animals that you can breed produce far better foods. Pigs drop Red Meat, chickens lay eggs and drop chicken and feathers when culled. Similarly, plants that you can cultivate produce better foods, grains produce bread and fibers which can be turned into clothing and sails for boats and windmills. The game all but *requires* you to farm in order to survive, which is why I am baffled by the recent uptick of posts suggesting that farming somehow be made *more* difficult than it already is... baffling. The hunger is oppressive, but perhaps it is a side effect of just being who the player is.