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Everything posted by Teh Pizza Lady
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this is probably better suited to a mod idea due to the fact that marshmallows aren't typically made out of grain You also have to consider this: If the suggestion doesn't fit in the lore or simply isn't realistic, then there is no other feedback to be had other than to dump it on the "mod suggestion" pile. If the person suggesting the idea has barely played the game, then it can be almost guaranteed that 1) their suggestion has already been made into a mod 2) their suggestion doesn't quite fit in the game world as-is and would need significant rework to make it compatible with the current state of the game and into a workable suggestion for the devs to consider. Unfortunately that rework is not the duty of the other forum visitors, especially if the person suggesting makes or has made a name for themselves as the type of person who doesn't accept negative feedback very well. If the first comment, is "This doesn't fit with the lore of the game. This should be a mod", then how are we supposed to offer constructive feedback without spoiling the story for the OP or even other forum visitors who might not know the lore?? Also the majority of this post doesn't fit in the Suggestion forum... it would have been better suited for the Discussion forum and the Flax Marshmallows (which are better suited for a mod idea) left as a separate suggestion post. Just my $0.02.
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Experience with using AI to generate texture packs?
Teh Pizza Lady replied to Thorfinn's topic in Discussion
I have tried it and it was... okay. the AI doesn't understand that the textures need to be able to be tiled so the final product was lacking. -
this is getting off topic, but I just wanna say that there were also some Wii ports of games that were entirely MIRRORED because Nintendo knew that the majority of their players would be right-handed. My sister (also a lefty) was soooo disappointed when she tried to play the game because Link was suddenly right-handed.
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Am I somehow playing in your old worlds because I swear I get some of the weirdest terrain generation...
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I like this idea but make it less about remembering who you are, but just picking a class that resonates with your play style. This would of course, require the Blackguard class to be renamed because IIRC Blackguards have ties to the lore. I might entertain the idea of the first trader you talk to having a dialogue option to select your class in which they say, "Oh btw, I found some things in a heavily deteriorated bag and brought them with me to trade, but I think they might be yours. Would care to take a look?" And if you say Yes, you get to pick your class. But if you say NO, just give me some supplies, you get a random class and can't go back. This makes it still accessible to new players, but can potentially give veterans a new challenge, because honestly who really plays Tailor??? This would require these creatures to not only exist in the game for these storms, but also in that one Chapter 2 area where you go to fetch the macguffin. And idk about you, but I had a hard enough time fetching that danged thing without all the extra stuff trying to shoot me in butt for existing... also breaking chiseled blocks... I don't relish the idea of having to repair or recreate chiseled blocks. You also can't add an exception for chiseled blocks either, because players could just make their house out of chiseled blocks and tada, it's no longer penetrable. My 2nd protest against this idea is that other block game having flying creatures that are annoying. I shudder to imagine a horde of them. I would cower in a 1x1 hole in the ground and try not to cry. I think your ideas are better suited to a mod so players can choose to play base defense if they want to, but with the story and exploration that's coming in later chapters, I don't think that's the direction that Vintage Story is supposed to take.. at least not yet.
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The point of communication is to convey an idea. If you know what I mean and choose to correct what I said, then you are intentionally engaging in pedantry. It's like if I were to mispel a word. You know what it means, but if your only contribution to the discussion is to corect the speling, then you have aded nothing of valyou.
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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.