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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. Easy to say when you're not trying to track down a Chromite deposit and the best reading isn't in a forested area.
  2. I meant it quite literally. Not some wild world-ending, in-game consequence. The game should literally nuke itself from your computer's hard drive if you manage to achieve such a heinous act.
  3. If you kill tobias, the game should delete itself.
  4. omg dude, why are you killing the traders??!?? They don't even have drops!
  5. in all seriousness, you'll need good armor (at least bronze tier?) a good shield and a good hit-and-run tactic. Spears are especially deadly to them.
  6. I found a video guide. https://www.youtube.com/watch?v=F09HNpeiQZ4
  7. And yet it's still considered stealing if you ransack a dead person's house. You're supposed to be the good guy in this story. Stop trying to rationalize bad guy stuff. lol
  8. It literally belongs to someone else, even if they're dead. It's a survival game with sandbox elements, so not quite. So your idea would be okay if it were a sandbox game, but it's not. It has lore, it has a story, it has progression, it has puzzles and unique elements that few games try to replicate.
  9. Why are we all trying to desecrate the monuments that the devs spent a LONG time hand-crafting and creating for us to enjoy the story experience?
  10. I really fail to see what, if any, problems this suggestion solves. Especially since it hinges on the traders and other NPCs keeping their items in a physical location. The suggest fails on a false premise. It relies on there actually being something to break and loot. There isn't. Play the story @Parco, there are plenty of things to loot without destroying everything. More than you can carry from the 1st story location, for sure. It took me... 3 trips with a fully loaded elk and help from my blackguard friend and we finally got it all. and I'm sure I still missed something. As @LadyWYT said, the claims are there to preserve the puzzles required to complete the story locations and to prevent people from ransacking and destroying trader outposts for no reason. You're the good guy in this story and you're going to need their help. Best not to make enemies.
  11. I turned it up to 1024 view distance and stood in a temporal rift. He glared at me. I saw it. never again
  12. That said, They really should offer a way to have a vertical and horizontal encased shaft so that we can finally seal off our granaries and not have to make them separate rooms away from the rest of the house. I want to wake up in my cozy bed to the sight of my own terrible machinery turning away as if time had no end.
  13. I need this. It's mine now. Thanks.
  14. the dev team kidnapped him. They needed him for experiments. He will be returned when they have something news-worthy to post, likely here in a month or so. I'm expecting the next update to be a huge one.
  15. Where is our beloved Thunderlord, High Overseer Dave? Why does his giraffe-like stature no longer grace the horizon during a temporal storm? Are we no longer worthy of his presence?
  16. Then allow me to ask. Have you done the Resonance Archive and scrubbed the entire library of every single lore book you can find? Have you done Chapter 2 and found out what is causing the temporal storms and rifts? Because if you have, then I think you might have missed something. Jonas tech is what it is simply because Jonas himself [redacted] and abused [redacted] to [spoil the whole story up to this point]. He had help, don't get me wrong, but that help came in the form of [redacted] and [redacted] one of whom [redacted] and the other [redacted]. Suffice it to say there's a very good reason that temporal stability can only ever be interacted with using machinery because [major plot spoiler]. If you have done all of Chapter 2 and you don't know how to fill in the blanks above, then feel free to start a thread in the story forum, tag me in it, and ask me to fill in the blanks.
  17. The rift ward already exists in the game and it is powered by temporal gears. This is a classic example of combining "magic" with technology. Because, after all, magic is just science we don't fully understand yet. No need for supernatural magics. We already have that in the form of rotbeasts and wibbly wobbly timey wimey stuff. When the rot appeared, they didn't turn to the court wizards and mages. They turned to Jonas Falx. A tinker. An engineer. A scientist. Try to stick to the theme of the game and you'll be on your way to a solid idea.
  18. I don't necessarily like the idea either, but does a cat truly enjoy toying with a bug? Does pizza truly love being eaten? Yet it still persists on that path. I will call to your attention that I offered a second option: the finery forge where cast iron actually was turned into steel. I offered this in hopes that OP could see how much more complex their idea was if they truly wanted to make cast/pig iron into steel. I only mentioned the cementation furnace because I don't necessarily think the game would benefit from having TWO multi-block structures to achieve the same result: turning iron into steel. At this point we're drifting away from fun into the realm of realism for realism's sake. The crop diseases thread proved that this is not how Vintage Story should go. It's a game, it needs to stay fun. Realism will have to suffer for gameplay reasons to keep it fun and engaging and not turn it into Steel Worker Simulator 3000. We already have that game. We don't need another one.
  19. Well you said in big bold letters that the option was to disable it. That means it's active by default. Then you asked if what you said was perfectly clear. So I was just replying that it wasn't because what you had actually said was backwards from how it really is. That is why I took a screenshot to show everyone so that no one would get confused by the big bold letters that you pointed out were intended to spell things out for those who didn't know. We wouldn't want anyone to be misled by false information that was highlighted in big bold letters with the intention of setting things right, now would we? It wasn't perfectly clear at all! If you had said that there was an option to toggle it, then I would have left it alone, but you said that the option was to DISABLE it and that was just simply false. So the wording does matter, especially when you're attempting to set things straight in an incorrect manner with incorrect wording and misspelling the word "underground". Wording is everything on a forum where tone is completely lost.
  20. no, because the option is actually to enable underground farming... At least if you bother to hover over it, that's what it says.
  21. Might try lighting up that corner a little better... just so you can CLEARLY read the sign. I say this because I still wouldn't trust myself. Speaking of Aqua Vitae, I had a little incident completing story location 1 where I dunked the entire stack of 13 bandages into my jug and soaked up all but 0.4 liters of the stuff. I only used half of them before they dried out. Oopsie.
  22. To be fair, the only times I have ever had issues with my house spawning random creatures is when I have multiple side rooms. I have never had rotbeasts spawn in the room I'm occupying as long as it is small enough to count as an interior room. The wine cellar off the basement? Sure, I'll get shivers and drifters, even bowtorns spawning down there. But never when I'm in the room. I really think that half the people complaining about stuff spawning right on top of them during storms are building too big and the game is marking the interiors of their homes as valid spawning locations for these things. That's the only way I can imagine having something like a shiver or other create spawn right on top of you during a storm. I've played through countless storms and have NEVER experienced that except on one server I played on where I built a HUGE hunting lodge that was too big to count as an interior space. Every other interior space we had on the server was small enough to count as such and never had issues with rotbeasts randomly spawning inside on top of us while we were trying to hide from them.
  23. Suggested and summarily shot down as a generally terrible idea, IIRC. Or at least dismissed as going too far on the difficulty scale. The game is plenty difficult enough without your emergency hole in the ground suddenly letting rotbeasts through because the ground suddenly wasn't stable enough to keep them out. Difficulty ramps up after the first few storms anyway. I still have holes in my armor where a nightmare shiver sent me home fast than it takes to say it. EDIT: I'm going to say this: Most of these suggestions are harebrained ideas by players and haven't actually been tested in a real gameplay scenario. In the case of ground stability getting yoinked away, all one would have to do is just hide in a dirt hut and then punch holes in it during a storm and see just how long they last. I tried it. I hated it. The end.
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