Hi! I've owned Vintage Story for about 20 days, I've averaged playing about an hour a day on singleplayer survival.I'm noticing my interest in playing is decreasing, while playing I took some notes on my experience so far and I'll share the various points here.
A quick summary:
The terrain gen
How easy adding mods is
Mobs & their spawning
Also keep in mind I've played minecraft for many years so the "erhmagerd I can build ANYTING!?" factor is a bit lost on me.
My overal opinion: The game is definitely unfinished (as stated very clearly), despite that I think it's worth the price and I am happy to have supported its development. It's missing content but the world is quite beautiful and I've had fun playing it so far. There are also a bunch of things I really don't like, but with some more development I think this game has a lot of potential, I look forward to seeing where it goes.
My views are currently based on playing a realistic climate bands world for about 7 hours, dropping it and playing on patchy climate for another 13. I've only gotten up to copper tools but did otherwise get into building and farming a bit.
Below in no particular order random bits and pieces of feedback I've gathered so far, and below that some opinions on mechanics.
Items are a bit slow in picking up, would be nice if they went into inventory faster and in a bit wider radius.
Moving around the world would be more pleasant if 1-high ridges didn't require jumps.
Throwing stuff doesn't follow the view line, bounces off blocks you're standing on, or are above you.
Casting stuff is really satisfying.
Inventory expansions with items still inside are a bit confusing, don't behave like other items/containers.
Mobs sometimes seem to glitch inside blocks, thrown/shooting stuff phasing through them and generally a bit wonky during combat sometimes.
Woodcutting on slopes seems to take really long, leaves maybe counting towards breaking timer, even in connected cannopies despite other trees not ending chopped?
I bet I could fit more than 4 tools on a rack
Pretty cool at first, but not a fan, takes a while to knap something and especially axes and javelins need to be made over and over and over. There's nothing to get better at, no improvements to outcomes or time spent. Conceptually I like actually 'crafting' the shape, but in practise it gets tedious. I think this could be much improved if it was possible to just leave your character to make a pile of something while you grab a coffee, or if there were ways to improve the outcome/speed up the process by getting better at it.
Clayforming is sorta similar in that regard. Cool concept, looks nice, but gets a bit tedious. Some tweaking could make it more fun.
Mobs & spawning:
Strongly dislike this mechanic, it's extremely shallow with the totally random placement. Drifters are a minor nuisance that mostly make night something to wait out early on, but are otherwise not particularly dangerous or rewarding.
Wolves, and to a lesser degree hyenas are a massive pain, their high damage means overlooking one is death. Overlooking them is easy, behind a tree, behind a hill. There's so many of them spawning totally at random, and missing just one means dieing. There is almost no reward for killing them, they'll just pop back up behind another hill or tree and unless you're constantly extremely careful they will get you.
My recommendation here is to go back to the drawing board and fundamentally rethink the system, as-is it's almost entirely a negative, it adds almost nothing to the game other than frustration.
This is awesome, it's really pretty to look at and very satisfying.
Another mechanic I dislike, it takes the worst parts of both vanilla Minecraft and TFC and combines them into something worse than both. Ores are a huge pain to find and you need very specific ones (TFC) and when you do find them you get a tiny vein so you need to do it over and over (MC).
This mechanic could also use a rethink, I think finding an ore vein should be difficult, but once you do find one it should be enormous. Building a bit around veins and knowing there's a substantial resource reward to finding them is one of the things I look back on fondly on TFC. Even better would be actual enormous 'build a whole damn dwarven kingdom by digging them out' style veins though. Give us a reason to build infrastructure around them, gives opportunity for deeper mechanics around mining and logistics in general.
Overal I like the mechanic, the fires look really nice and it's satisfying to get the results. Getting wood chopped is a bit of a pain due to how little durability axes have, but that's not really this mechanic.
The one thing I would change here is smelting copper, due to the time it takes to get it up to temperature there's a bunch of waiting involved, but you also can't leave and do something else because it'll eat up your charcoal and cool back down. Would be nice if you could just turn it on, leave and get back to it later.
Kinda meh, random minecraftish noodles. I feel like shallow cliffside dens for say hyenas or wolves, giant underground caverns and/or biomes could be used in various hostile mob mechanics to really add to the game, helping in replace the random spawning. Right now they're just kind of a slightly less annoying way to check for ores.
I do like how the larger ones with lava look, very eerie.
Awesome job, other than games integrated with massive systems like Steam (and even compared to some of those) I've never found it so easy. It's also nice to see that 'outdated' mods just tend to work.
I definitely recommend the graveyard and waypoint utils mods.
Recipe book / guidance:
Nice to have ingame, could use some formatting, filtering and stuff. Overal good to have. Still missing some guidance on things to look for, strive for etc. Wiki helps a bunch.