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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. No, I mentioned it....
  2. I chased a deer into a hole. It should have been simple. Deer goes in, I follow, I win. Instead it turned into one of those situations where the ground betrays everything you thought you knew about the game and you just go along with it because... well... what else can you do? The deer vanished into what looked like a harmless dip, and I followed it straight into a cave that immediately stopped behaving like a cave and started behaving like an entrance fee to something deeper. Turns out the cave wasn't just a shallow walk into a subterranean maze. It wasn’t just a hole. It opened into a pit, and then further on another pit that opened into something that went down farther than it had any right to. Farther than I had any business investigating. And in the walls there it was: hematite. So I did what I always do when the world gives me something interesting and immediately stops explaining itself. I marked it on the map with a star and wrote: “DIG HERE TRUST ME.” I shared the location and told my friend over voice chat what I was doing and why and then left it alone, and got the heck out of dodge, because hunting without armor or bandages is difficult work. And then the Blackguard showed up. She saw the marker, ignored the cave entirely, and started digging nearby like she was trying to prove a point the ground had made in a past life. That turned into a completely separate cave system, and she immediately broke into a respectable coal deposit. Just like that. No drama. No deer. Just efficiency. I bandaged myself up, ate a few bowls of food (thank you devs of Expanded Stomach mod) to replenish my nutrition bars for some extra bonus health and put the cave out of my mind. Eventually my friend says we're ready for iron. I remembered the cave, so we came back together later and actually looked at the original cave properly. Turns out.......... .....the hematite I’d seen was the poor band. We started harvesting it anyway because it was still iron and would still smelt into iron blooms. After gathering a bit, I explored a bit further in the pit and found it: Rich hematite and a dome of halite beyond it, and sylvite embedded inside like the salt had decided it wanted to be complicated. I shook my head and decided I would be more useful exploring than mining. I looked up and saw sulfur near the ceiling, and on the way back out of the cave I found galena in the wall like the cave was just casually distributing every useful mineral it had in reach. Then a sawblade locust spawned. The blackguard didn’t even hesitate. Just quickly crafted a set of bronze lamellar armor and dove in and tore the locust apart like it was a broken tool. “This is why you keep your blackguard fed so they can do this…”, she said. I didn't argue We should have left after that, but we didn’t, because we found a translocator just casually sitting in the wall of the cave. I gathered all our temporal gears and powered it up and got dumped into another cave full of saltpeter. I shook my head and just... left. Too much was already riding on our shoulders and a careless cave dive without armor or any decent weapons just didn't sound sensible to me. At that point the map already had olivine and bauxite marked for refractory bricks, so the whole thing had quietly turned into industry whether we agreed or not. Then she ran a prospecting reading. Ultra high aquifer, 25 permille. Poor halite, 17.78. Trace hematite, coal, galena, sphalerite, cinnabar, and just enough scattered sulfur, copper, and emerald to make it feel like the cave is hoarding everything it was supposed to give us one at a time. She looked at it, looked at the cave network, and didn’t say anything for a while. And I just kept thinking about the little red star on the map. “DIG HERE TRUST ME.” It still feels correct. Oh and the deer? It got away. I never did find it.
  3. I think you summed it up pretty well. I definitely see a need for improving the damage model especially when lining up shots with steel arrows and a recurve bow. One or two shots with a broadhead should be sufficient to do what you're suggesting. There are mods that make the whole "following it to where it collapses" bit easier. My argument was that getting into what is effectively a brass knuckle on a stick fight with a deer shouldn't cripple it and slow it down until it's maybe one hit away from being gone. Then it can slow down and be easier to catch or get away from, depending on what you need in the current moment.
  4. I can tell you from personal experience that when hunting, an injured animal is faster than you think, especially when it's in flight mode. I can't go into too much detail without making it gory but definitely get some real life hunting experience and you'll see what I mean. Also our spears bounce off and it takes about 5-6 hits with a copper falx to kill a deer so I don't really think that our weapons are hacking them half to death as much as you think. More like blunt force trauma-ing.
  5. Well yeah but that would require enabling locational damage. Which would be cool, but given that most hits are going to be on the head or body due to hit box sizes and the fact that they're moving around, your chances of getting that "lucky" hit are going to be very slim. So sure, develop the system and turn it on, but I don't think it'll work quite the way you're envisioning. Also don't forget to apply the system to the player so they can be crippled by the first bite from a wolf attack!
  6. Adrenaline is a hell of a drug! You can be nearly dead and as long as there is *something* to pump through your veins, adrenaline will keep you going until the something stops pumping.
  7. Most everything in the game is. Tyron said that everything they create, they try to make it extensible by the modding community.
  8. I see the ModDB that way. *points* Maybe someone will come up with a way to figure that one out. Probably a prime candidate for the suggestions forum. You'd have my vote if you did put it there.
  9. There is actually a mod for this.
  10. The idea is interesting, but it assumes a level of collective labor and coordination that doesn’t exist in typical gameplay, which would turn survival gameplay into infrastructure management work rather than fun interaction. Remember, it's a game. And games are supposed to be fun!
  11. From my understanding he had already been dealing with harassment over it, so things were already near a breaking point. When he didn't respond, someone got a moderator involved and then we all saw what happened. That specific incident isn’t the point. The point is that tying gameplay systems to real-world religious preferences can create unnecessary friction and cause people to act out against each other either in-game or in real life. That’s why I suggested keeping Age of Confession’s religious elements purely decorative unless they’re handled to ensure balance and equal and fair treatment for all.
  12. Something about this statement isn't adding up for me, but I'll bite. How does your idea solve the problem of not getting experience in things when you're not playing the game, especially in a multiplayer scenario?
  13. Honestly if 2.5 hp is the difference between life or death, you probably weren't going to survive anyway. I just enjoy the ranged benefits of hunter too much to switch. To be clear: What you are suggesting is the core of what XSkills offers the players. It is a well-established mod that fleshes out a lot of the ideas you have already put forth in this thread and has the synergy with the rest of the game that you are looking for/requesting in this thread. I also used to think like you until I tried the ideas you're putting down here. They're not bad ideas, but over time I didn't enjoy playing with them in the game because every world wipe, every restart, every new game all my progress was set to zero. I have a way of playing. I am the hunter. I enjoy my range, damage and accuracy and taunting my blackguard friend that I can harvest more berries than she can. I think the devs know this and that's why a system like this hasn't been added to the game yet. It also won't likely be added to the game since the devs aren't too keen on skill-based progression, but they could change their minds later. Either way, I was raised that a person isn't allowed to be against something until they've tried it or the alternative at least once. I've played with XSkills. It's fun at first, but sucks in multiplayer because you aren't gaining any skills while you're not playing. Any single player restart leads to the same conclusion: All my progress is lost and I have to start over figuring out what I'm good at. Your suggestion here will have the same core weakness, too: Only the players that are online will be able to develop their identities. You'll find that you're better off only playing in single player with this kind of feature. And since VS is a multiplayer game at its core, this kind of goes against the tone/vibe that the devs have already set in place, so I would say this is generally best left to a mod so people have the option of playing this way in order not to screw over everyone else who is already enjoying the established systems and game mechanics. Give XSkills a try and see if you like it, especially in a multiplayer scenario. You may come to the same conclusions as me. And if you don't, you may glean some more ideas to improve the system you have here. As it is, if this was added to the game, I'd create a mod to remove it... and that's not something I really enjoy saying on the suggestions forums because it feels mean-spirited and doesn't foster good discussion.
  14. Because a large part of the time what people are suggesting doesn't match with the vibe/tone that the devs have already set in the game, goes against the lore, or already exists as a mod that isn't very popular. Example being the ever popular crops discussions that seems to turn into arguments more than anything. There are crops mods on the moddb that do 90% of what people are asking for but they don't get many downloads. The most popular of them is Art of Growing which has over 11,000 downloads on its latest version before being abandoned nearly a year ago, so it might be worth looking into that being added into the game, who knows? But the point is that the majority of the other crops mods that do what people are asking to be added to the base vanilla game aren't even close to being that popular despite the apparent demand on the forums for their features to be added to the game. One of the mods in question contained features that people asked for 3 times to be added to the base vanilla game. You want to know which mod had more downloads than it did at the time? The poop mod. So I'm not here to argue if these ideas are well thought out or not, or even well explained. What I am here to say is that when an idea comes across the suggestion board, and it already exists as a mod, we're simply asking you to try it out as some of us have done and see if your idea is still fun or explain it a bit better so that the rest of us can understand what exactly it is you're asking for. Granted none of us have any control over what goes into the game, but if you can articulate your idea in a way that makes it seem fun, then you're more likely to catch the developers' eyes and get it added to the base vanilla game. Your idea may very well be valid, but if nobody on the forums can see it, how are the developers supposed to know it's a good idea? Nonetheless, the game is still in the early stages of its development and the devs are still ironing out the features they want implemented into the game. Give it time and they might add some QOL features from the forums, but I'm more concerned about getting the lore established and getting the features needed to support that then I am in adding features to a crafting grid. The devs have already stated that they're trying to move crafting processes away from the crafting grid so adding more features to the crafting grid falls into the category of "doesn't match the vibe/tone that the devs have already set in the game" so I would toss it into the "could be a mod" bucket and move along. Cool idea for now, but it doesn't make sense to add it to the game when I know it's just going to be potentially removed later in another update.
  15. I would check your mods first, especially any that modify the firepit. They may have broken some functionality unintentionally.
  16. Every pit will have losses, but the larger the pit, the less impact those losses will have. There is a break-even point, but I and others have found through inspecting the code and testing that you can expect an average of 70% efficiency. However the larger the pit, the closer that average gets to 75%, meaning that you are getting back more charcoal per stack than you would otherwise. See video: https://www.youtube.com/watch?v=34cGxFgYG04
  17. BillyGalbreath was bullied off the VS Discord and ended up deleting all of his mods because his religious preferences offended some people. I think it's best to leave it alone and just have the items in Age of Confession be purely decorative unless you're prepared to implement your proposed changes in a way that respects all of the religions represented equally and in a way that doesn't make any religious choice better than the others. Otherwise you're opening yourself up to a host of problems you didn't think possible before. Like, especially this... this just opens a whole bunch of cans of worms that I'm not even going to touch because of the host of discrimination claims that could result from it. nope.jpg
  18. Welcome to the forums! First, let me address the test versions. The current rc.7 has a couple of minor bugs, but they aren't game-breaking in the slightest, just a few visual glitches here and there. However, if you're looking for a stable game to play, definitely stay away from the pre.x version. Those will often be riddled with bugs that the team will patch out in later pre and rc versions. In case you didn't know RC stands for Release Candidate, which means they are finalizing things and checking to see if that version can be released officially as the next stable release. However, if you want to get a jump start on 1.22, then the bigger the number after the "rc" then the less likely you will have to regenerate your world when the official release comes out. Now, that you know, you should be able to make your own decision on whether it is okay for you to start your journey with the latest version or not. Now as for tips for beginners... Some world seeds just suck. It is perfectly acceptable to delete your world and try again, especially if you spawn in a desert with no cattails around. Getting those hand baskets and reed chests early on is a huge boon and will allow you to actually enjoy the game instead of playing catch-up against your own doom. I've mulligan-ed countless worlds because the spawn was just terrible--no food, no reeds, and no desire to challenge myself that much. Make more flint spears than you think you'll need. They break easily but do a significant amount of damage, so much so that they are the preferred weapon for a lot of people until you can get a decent supply of iron OR make your first falx from copper or bronze. 1.22 will be nerfing the spears a bit, but the flint spears are still a very good and solid weapon of choice when you're first starting out. Make your flint axes and knives with bone handles. They will last longer! Getting into pottery sooner will help you establish a better food supply. Cooking your food in a cookpot and eating it allows you to absorb more nutrients than if you had just eaten the raw ingredients. Consider using mods like Expanded Stomach (shameless self-plug btw, I made the mod ) so you can eat entire servings at once and go longer between meals and not have to carry around partial servings of food in your bowl or a partial serving of pie which takes up an inventory slot. You can also store the food in a crock sealed with fat to preserve it for winter. Because the cookpot can make up to 6 servings of food at a time, I also recommend getting the Crock Mod which expands the crock from 4 servings to 6 servings, making it easier and more economic to store large quantities of food! There is no shame in spending an entire day levelling a forest to get a charcoal pit started. The larger the pit, the more efficient it is in converting firewood into charcoal. You will need a lot of charcoal once you get into metallurgy. Charcoal can also be used to fire a pit kiln when making pottery and will make the kiln finish faster! Don't be afraid to play with mods, even if you're just starting out. A lot of players will tell you that the best way to enjoy the game when you first start out is to play it vanilla without any mods, but a lot of mods out there improve certain game systems and make them easier to enjoy. Others make them harder. Don't be afraid to play the game you want to play! Hope this helps!
  19. Once again proving that Valve can literally do nothing and still win.
  20. I did not know you could do that but I use the hot bar so in frequently while crafting that I really don't know how it would speed up my crafting endeavors. I also don't really use the number row when gaming if I can help it. still it's cool to know.
  21. You should be admin on your single player world by default. You run client side commands by using the dot prefix and server side command by using the slash prefix. See below. .clientSideCommand Option Value /serverSideCommand Option Value If you are still stuck, try editing the StartupCommands section of your serverconfig.json file found in your VintageStoryData folder (in %appdata% by default on Windows or /var/vintagestory/data on Linux)
  22. I think the queue is because people are on and the server has limited slots. If the game sells 1000 copies but only 75 slots are open on the TOPS server, then you are going to have to wait to play.
  23. Minecraft's fanbase is mostly children. Vintage Story is a game for adults, or at least those with more maturity than your average child subscriber on YouTube.
  24. I think your concerns are valid, especially when access is limited and people are clearly eager to be a part of it. That kind of setup will inevitably lead to frustration even when it's not the intention. That said TOPS is not inherently a bad idea. There is only so much testing the dev team can do, only so much feedback they can get without opening up the game for a large number of players to test in a multiplayer scenario. That is why TOPS is not an acronym, but actually a "pseudo acronym" because TOPS actually the Official Public Test Server. The whole point of the server is for testing the latest releases of the game with real players interacting in real conditions to test things like game balance, system stability, and to see if any unexpected behaviors will pop up during gameplay. That kind of data is then used to further tune the game. So you ask the question whether it is better to have played than to have never played at all. That is a question that only you can answer, but I believe that if you are seeking a multiplayer experience, then you could find it elsewhere with friends or by starting your own server and advertising it in the multiplayer section of the game. Just be aware of the challenges that come with such things. Should there be an official server? For reasons outline above, yes. Hope this answers your questions.
  25. yay! I just experienced this last night and was about to report it on the GH when I saw it was being fixed in rc.7. Glad that release is today! Is this related to the translation issue I reported in the Discord a couple days ago? but now I'll have to actually chase them down to hunt them. Oh well.
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