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About Yukihira_S

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    Berry Picker
  1. I suppose that another source of temporal gear would be useful but not for the reason told by DrTenebrae but because drifters are quite lame as monsters (wolves do a much more better job) and I wouldn't mind if Tyrone decide to remove them from the game.
  2. I really like the idea to add more survival mechanics. If I can go a bit off-topic and express a thing that I have inside, I feel that among videogames the game plays are quite standard. One of the reasons behind the success of Minecraft was that for the first time you can play a game where you were free to do what you want. In short, Minecraft traded a slick graphic for something much more valuable: the freedom. Vintage Story is also free to become everything it wants and it can become a game focused on survival, careful pianification and team work and, beside this, introduce new, non standard mechanics for the aspect related to player and mobs status. Of course we need stamina, as we need strength and agility which is the classic of RPG games but I think that many variables should influence them like: - rest (the lack of sleeping should be punished) - nutrition (a correct nutrition help you to increase stats and gives you a bonus) - lifestyle (eg. if you spend your time showeling dirt you should develop strength but lost agility) - temperature (have you ever thought that the player should take damage by cold? Well, I did. Also the idea that you need to find or craft warm clothes in order to explore cold zones could make the game more interesting) - affliction (instead of losing HP the player could suffer an injury or fall ill)
  3. I really love your ideas! They add a lot of realism.
  4. I also think that the hunting (read killing animal) mechanic should be rethought. If I have to tell the whole story, I'm an opposer of the classic "health point system". This is a mechanic which has been created for table top games and I think that in a computer game it's possible to do much better. In the real world, if you stab an animal you can either kill or wound it. It depends by the place that you hit. I think that in the game a wounded animal should die because of the blood loss after a while, maybe have a malus on its movement. The same thing should happen to the player. At the present moment I've been able to play only with a video game which implemented such mechanics and it is "the long dark". (I say this only for comparison purpose. I'm not using this forum to advertise another game) About food preservation, I hope that in the next future it will be possible to preserve meat by fumigation or by drying.
  5. I can't wait to see such interesting things implemented into the game. About the topic, I can say that a more realistic seed system should be advisable. In particular, for grains seeds and products are actually the same thing. Maybe it should be possible to obtain - for example - 8 grain seeds by placing a unit of grain in the crafting grid and vice versa (8 seeds should give a unit of grain). Pumpkin's seeds are actually edible. It would be good to be able to eat them in game. Other vegetables need to let them stay beyond the harvesting stage in order to produce seeds. It shouldn't be possible to obtain seeds at the harvesting stage. I suppose that RedRam has something similar in mind. About real time growing, I agree about it but what about trees? It would be unfair if trees had instant growing while crops didn't have... On the other hand, I don't feel like waiting 50 years in game to grow an oak.
  6. Yukihira_S

    Food decay

    Once the weight based inventory system will be implemented that won't be an issue anymore.
  7. Yukihira_S

    Food decay

    Please, try to think about dice: every time a die is drawn you have the same chance to obtain a certain number. No matter if you draw 64 dice at once or a single die 64 times. About linear decay, I should say again that I don't think that it's good and it should increase overtime.
  8. Yukihira_S

    Food decay

    Hello everyone. It took a while but I red all the interesting contributions that you added. About this topic I can share with you my real life experience. That's why I'll use potatoes instead apples. I hope you won't mind. I start from the assumption that a single potato shouldn't have a decay but be simply edible or unedible. Well, when I go to supermarket and get a 2 kg bag of potatoes it's likely that all of them are edible but anyway I check every single one when I prepare them. Obviously I don't use 2 kg of potatoes in a single shot then I have to store the rest. The day I cook potatoes again I look in the bag and sort out if there are some potatoes which are went bad. If there are I just discard them and use the good ones. How to adapt it to the game? Simply a bag of potatoes is a stack. A stack should have a bar which don't equal the decay of the stack or of a single potato but the chance (DC decay chance) to sort out an edible potato from that stack. For example, if I have a stack of 40 P with an empty DC bar I'll be able to sort out 40 edible P. If the DC bar is 25% full I should obtain (it's a probabilistic calculation) 30 edible P and 10 rotting ones. Combining 2 stacks should give a single stack with a DC bar which is the ponderate average of the 2 stacks. For example. S1 (40 P with 50% DC) + S2 (20 P with 0% DC) = S1+2 (60 P with 33% DC). The same mechanics should apply to the single potato which is a stack made by 1 item: you will still have to sort out if it's edible or not which, in my opinion, is realistic. The DC should have a non-linear increase. In other words, higher the DC, bigger will be the next increase. For example, if stack's starting DC is 0% i should wait 7 days to reach DC=5% but if DC=60% I'll have DC=65% after just 1 day. This is the opposite of he half-life system and more similar to reality.
  9. I suppose that introducing food decaying will make ice boxes (along with other ways to preserve food) a necessity. In future, if extreme cold will be a thing that can affect the player also igloos building will be a thingh. I will appreciate if walking on the snow will seriously slow down the player or make the food saturation decrease faster unless snow shoes or skis are worn. They can be either craftable or lootable in dungeons. Also using sledges to transport verious items through icy or snowy terrain would be an interesting addiction.
  10. I really appreciate Stroam's ideas to improve VS. If I can add something to the discussion, I'd like to say that I actually do hiking and practice survival in real life hence I think that introducing more accurate survival mechanics, could give also a didactic value to the game
  11. Some ideas to make the game different and perhaps more interesting than minecraft: 1. Enphasize the survival aspect by introducing stats like fatigue, thirst, hot/cold and so on. 2. Introducing afflictions like infections, common cold, psychic traumas and some kind of immersive way to heal them. (I'm thinking about the survival visor of metal gear 3 in this moment) 3. I also vote for the weight based inventory and since it will inevitably reduce the carry capability more "stuffs on the ground" solutions should be inplemented. In particular, I'm thinking about storing bulk materials like rocks, ore nuggets or seeds in bags that can be either let on the ground without despawn, hung on trees (to prevent animals to destroy them if full of food) or combined with a frame made of sticks in order to make a Yukon pack.
  12. I can say that I'm satisfied of the actual cooking system. Right now, the only thing that in my opinion would be nice to add is the possibility of make sandwiches with meat and bread. It would be the ideal food when I wander around the world looking for resources. A nice thing to add would be the leavening process in order to obtain different products.
  13. Hello everyone. This is my 1st post on this forum hence I would like to thank Tyrone and all the ones who are involved in the development of the game. Keep up with the excellent work! I'd like to give my little contribution by telling you about my experience with building materials. Let's start with clay: in my opinion clay is a fine material to make roofs. During a run I decided that I wanted to top my base's buildings with blue clay stairs and slabs in order to simulate a tiled roof. I cooked some clay and I realized that the process yelds one block of clay instead a single brick. Who wants to make a block of brick has to use 4 units of clay for a single brick. To me this is a nonsense: why a single brick should be 4 times more expensive than a block made of the same material? It would be more logic if 1 or 2 pieces of clay made a brick and 9 made a raw block. Another 2 ideas about bricks: 1. Bricks forming. Instead putting the clay on the crafting table it would be nice to craft a wooden frame then put the frame(s) on the ground and fill it with softened clay (clay + water, in a similar fashion of bread dough). After a certain amount of time the sunlight would dry the bricks and make them ready for being cooked. 2. Bricks cooking. It would be nice if it was possible to build a multi block structure (like the charcoal making one) where raw bricks can be cooked in large batches. In order to make stones collection more efficient my suggestion is to use both hands: the left hand would hold the chisel and the right one the hammer. Hitting a rock block a certain amount of times would drop the whole block. I suppose that this thing could pave the way for other 2 hands mechanics like: quiver and bow or tongs and hammer for metal forging. Right now clay is used as binding agent to make brick blocks. I think that it could be interesting to use lime instead. Burning animal bones or certain types of stone on a campfire would yeld dye which mixed with water would make lime. The mixing could be made in an empty bucket placed on the ground instead using the crafting table.
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