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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. I mean I shamelessly admit that my first combat experience in this game was building fences in a cellar and baiting drifters so I could stab at them with my spear without them hitting me back. I don't think any "cheese" strategy is going to say anything about the combat experience. The rotbeasts are strong. Very strong. They hurt. The veterans aren't saying "Don't fight." They're saying "Don't fight unprepared." Sometimes the preparation is copious amounts of bandages and aquavitae in jugs. Sometimes the preparation is building pits and towers to out-range the opponent. Sometimes the preparation is a dirt hut to hide in until you have enough armor that it doesn't matter how much you suck at combat, the enemies can't hurt you. Sometimes the preparation is to run out there with nothing but bear armor, an iron falx, and a warcry daring the world to put you down... and laughing when it does.
  2. April rift storms bring May shivers and bowtorns.
  3. Don't throw sand! Make mudpies and share with friends! pizza counts as a mudpie if you put chocolate sauce and marshmallows on it instead of tomato sauce and pepperonies
  4. And for what it's worth, Tyron and his team are making the game that he wants to play. He was very kind to share it with us before it was completed. Of course we had to pay him for it, but let's not forget what the game is: unfinished. A work in progress. Incomplete. Until he marks it as completed and finished, we could all use a little more patience. These things take time, even for larger AAA dev teams.
  5. It's not even the attitude, it's the fact that it's mean-spirited (calling people names), antagonistic, and public-facing. On Tyron's own post where he's trying to share with us the progress his team has made. And what has happened in the last month? Let's make a tally: Tweaks to models, block functionality, game commands, game mechanics TONS of fixes for things we've reported and things we haven't reported A fix for an issue that has plagued the game for a long time and that I SPECIFICALLY researched on my own time. Tyron's team tweaked my fix and worked it into the game. Let's not forget that. Someone please pat me on the back! Recipe fixes API tweaks Performance enhancements More fixes More tweaks More performance enhancements And what was the gripe? Nothing about any of that. It wasn't civil, it was inflammatory and borderline hate speech, violating 3 of the forum rules stated here. And what was the promise? They are working on rivers. It's surprisingly complex to do them well and realistically in their style of world map. And knowing Anego, their rivers aren't going to be like rivers from TOBG. They're likely going to be teeming with fish and other complex aquatic life forms. They're going to have water flow between bodies of water. And if we're lucky, we'll get waterwheels to power our contraptions at the same time. So, please, for the sake of the forum's health, be kind, civil, and above all, have fun. If you're not having fun here, you're doing it wrong.
  6. 10/10 worth the cost of the game
  7. The COMMUNITY VOTED FOR 1.20 to contain the performance upgrades. Calling the devs names for doing what we asked is exactly why Adyneus got his hiney whooped. #sorryNotSorry #praiseDave #TyronDidNothingWrong
  8. Basically just troll the github PRs and Discord, yeah.
  9. I believe the team over at Anego has already made improvements towards this.
  10. You being ready for it: HEY PIZZA LADY! WANNA KILL A BEAR? Me: Say less. *reaches for spear collection*
  11. you keep saying that... but iunno... I think you'll be back sooner!
  12. don't forget weapon balance. A weapon with most of the weight towards the tip will hit harder but also be harder to swing. A weapon with the weight towards the hilt will be easier to swing, but more likely to bounce off the target. A balanced weapon will be relatively easy to swing and be effective. Examples: Sledgehammer: all of the weight towards the tip. Hard to swing. Hits very hard. Missing target will throw user off-balance. Not a balanced weapon. Rapier: Most of the weight in the handle. Very agile weapon. Typically made of steel for strength and flexibility. Used for stabbing and parrying. Cannot reliably used for cutting due to blade weakness. Balanced weapon. Shortsword: Most of the weight in the blade with a pommel in the handle for balance. Made of bronze but switched to iron/steel later for durability and repair-ability. Somewhat agile. Can be used for stabbing, parrying, and cutting. Balanced weapon. War axe: Long handle with small iron or steel axe blade towards the tip. Can be used for smashing and parrying. Balanced towards the tip for power but still easier to swing due to lighter payload. Balanced weapon.
  13. There is real world data that suggests that a lighter weapon is better because it can be swung easier. Don't buy into movie and cartoon tropes. Heavy weapon = harder to swing effectively and therefore might not hit as hard.
  14. This is wrong. Wrought iron is the softest of the irons. It is produced in a bloomery. After the slag is removed, the iron bloom is turned into wrought iron. The heating and forging process burns off some of the carbon content, making it more pure than bloomery iron. I don't know what any of this means "impurities oriented in the correct direction". Are you referring to tempering/annealing, the process by which iron alloys are able to reorient and relax their crystalline structures, thereby increasing the strength of the metal by balancing rigidity and flexibility? Let's look at the material science data again, folks. Don't be hasty with that "Submit Reply" button. Bloomery iron 0.02–0.10%Carbon Very soft, forgeable; mostly slag that needs to be removed; Primitive Technologies on YT produces this in his furnaces Wrought iron 0.02–0.08%Carbon Tough, malleable, low strength; product of removing slag from pig iron; This is probably what VS iron is Mild steel 0.15–0.30%C Stronger, still ductile; didn't become prominent until 18-19th centuries Medium steel 0.3–0.6%C Harder, still workable; this is your tool steel High/hardened steel 0.6–1.2%C Can be quenched to high hardness; This is probably what VS steel is Cast iron 2.5–4.0%C Hard, brittle, castable Pig iron 3.5–4.5%C Very hard, brittle, impure (needs refining); produced in blast furnace and contains silicon, too Somewhere on the list is stainless steel which has relatively large amounts of Chromium in it which helps the metal protect itself from corrosion by producing it's own self-healing protective barrier when exposed to oxygen, but I couldn't be bothered to look up the data sheets for it since it's not realistic to think that we could have stainless steel in VS. We just don't have the materials for it in game yet. Same for Alnico which is a weird iron alloy that requires aluminum and cobalt to make and has strong magnetic properties. Iron is just so good.
  15. OH YEAH! Pure iron would be softer! I didn't consider that. Wrought iron would have impurities which would make it harder! Thanks for reminding me.
  16. Iron is just more durable than bronze. You can work-harden bronze, but it becomes brittle and prone to breaking as the crystalline structures of the metal separate under force.
  17. Perhaps it does, but we still have material data to rely on and while it's fun to speculate about what some other video game developers claim they did, real world data tells a different story. Mohs hardness (scratch test, higher number is better) Bronze -- 3.0 Iron -- 4.0 Steel -- 4.0 Rockwell Hardness (tensile strength, higher number is better) Bronze -- 42 Iron -- 86 Steel -- 60 Brinell Hardness (Steel ball or TC compression test, higher number is better) Bronze -- depends on alloyed material but ranged between 70 and 150 Iron -- 200-1180 depending on carbon content Steel -- 120 Vickers Hardness (Diamond compression test, higher number is better) Bronze -- 250 Iron -- 608 Steel -- depends on carbon content and annealing/tempering but ranges between 120 and 900 Sources: https://www.metalsupermarkets.com/metal-hardness-testing-methods-scales/ https://www.nuclear-power.com/nuclear-engineering/metals-what-are-metals/alloys-composition-properties-of-metal-alloys/copper-alloys/bronze/tin-bronze/strength-and-hardness-of-tin-bronze/ https://www.open.edu/openlearn/science-maths-technology/design-innovation/manufacturing/content-section-9
  18. Sorry, I amn't a good writer of the Engli'sh language.
  19. the game takes place roughly 400 years after some major world event that essentially ended humanity's technological advancement. We can glean this just by playing the game. The technologies in place hint at a late medieval period. Even things referenced in the lore books tend to use language that suggests medieval themes with societal classes/castes being the major pointer to the political state of the world at that time. If it parallels real world history, then it would be somewhere in the late 1400's to early 1500's. There is mention of technology that could place it later around the 1700's so the game events could take place anywhere between 1900's to 2100's, realistically speaking.
  20. not to mention that historically iron was vastly superior to bronze by the late medieval period and this isn't Dwarf Fortress. This is Vintage Story, so the DF logic doesn't apply. like, at all.
  21. oh yeah that makes sense... that's amazing. I'm going to have to try it on my server now.
  22. until you decide to play Homo Sapiens mode and there are no NPCs, yeah.
  23. That's why you have to process the iron blooms after making them. Trust me, you wouldn't find it fun to play a game that made you go through hundreds of years of iron processing to master the techniques used back then. You might have been a bit too quick to hit "Submit Reply". Try thinking in terms of enjoyable gameplay loops. Requiring the player to learn the knowledge from the village blacksmith could be interesting, but might drag out the story content needlessly. Still I could see it being a "thing", especially for those who are really into the lore of the game. This ties into my previous statement of thinking in terms of enjoyable gameplay loops. I would absolutely NOT enjoy having to simulate hundreds of years of re-learning iron forging techniques. Hammering a bloom is tedium enough for me, haha.
  24. I'm torn between asking how and asking why. WHOWY?!?
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