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Mac Mcleod

Very supportive Vintarian
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Everything posted by Mac Mcleod

  1. Blue/green/red color blindness is pretty common. You also need some kind of pattern/contrast change for those folks.
  2. Yes. Client-side / client-only mods must now be pre-approved or they don't work.
  3. They have approved the Accessability mod (which has a lot more features than StepUp (continued) ). It includes ".step" which restores step up. I was able to play with it. I still hope they approve StepUp. I'd hate for them to be picking and choosing winners and losers in the modding community. They have a lot of influence.
  4. I played Everquest for a decade. Went to the fan-faires in vegas. Talked to the devs. Ran a 72 person guild for 2 years before I burned out and handed it on to Faelin. Everquest was hard. People were leaving work to do epics or getting up at 3am to do an epic. People were losing all their gear and multiple levels on death runs. People had breakdowns. People quit because it was a lifestyle, not a game. WoW was *insanely* easy compared to Everquest. And so it was popular with casual players. And it went mainstream and sold 30 times as many copies. Vintage Story is no where near as hard as Everquest... but it is *much* harder than Minecraft. It won't be mainstream at current default difficulty levels. And there is nothing wrong with that. Eve Online has about 19,000 players (another 4,500 on Steam) . It's a niche game. It will never go mainstream. But the developers are happy. The players are happy. But if they do make the default play easier; for god's sake, don't call the easier default settings "easy" mode or anything like that. That would put people right off. IMHO.
  5. Yea... meanwhile many players refer to it as as sanity and not many people refer to it as stability/instability. It's intuitively a sanity meter. And lots of folks don't notice the gear turning left or right for surprisingly long in play. Especially if it is slow. IMO, the game would be immersive if the sky looked increasingly rusty / temporal stormy in increasingly unstable areas. Looking at a spinning green gear is not immersive nor intuitive.
  6. I hear you. But there is no value in cooking meals with mushrooms (and many other foods). So folks tend to monoculture and eat the same thing all the time. How would you feel if you only had turkey pot pie 356 days a year, for 10 years?
  7. I've been using the Mod Manager screen for close to a year now and never needed to look at the logs. Didn't even know they existed. This is really upsetting. I can't go in any unsettled area without Stepup. I'd be in severe pain within a half an hour. I hope they approve it. But they also nuked my map icons. So now it's a bunch of useless dots instead of arrows, skulls, etc. And they nuked oldmap that made the map look pretty instead of all sepia tone.
  8. Okay, the TOPS server has set mods to "whitelist" so nothing works now. It's not the game. It's the server moderators. I'll take it over there.
  9. The mod manager does have the feature of showing errors. It shows yellow triangles for mods that have an error. That's when I update them or remove them if they have no update. I'll look for a log. I changed Nothing. I literally played on Tuesday and had no problems and now today *nothing* works. Doesn't work for my son-in-law either. Makes our maps look like crap. Makes movement painful (literally painful for my hands to have to manually jump).
  10. This could simply be a matter of counting the number of cobble stone blocks in a chunk... all the way to a janos "Reality Anchor" similar to a "Rift Ward". The RA would provide a 30 game days of stability for any area above 105 (sea level -5) for one temporal gear. I've seen too many people find a perfect place to build a castle... just spectacular looking hill with a cliff or something like that ... only to get run off by the lack of stability. Also suggest you sepia tone the sky in unstable areas (like during a temporal storm) to make it more obvious the area is unstable. And really suggest you relabel the player's "stability" as their "sanity". A lot of players assume that. It's the intuitive choice.
  11. Yes, I wish food variety would improve your sanity ( aka stability ). Many people naturally think of this as sanity. They should retitle it sanity and that opens up options to maintain your sanity. Unstable areas drive you insane. Right now ... there is literally no reason to eat different meals out of the thousands of meals we can craft. If you change stability to sanity, then you can say that eating a new kind of food you haven't eaten for a while will make you happier / saner.
  12. Stepup no longer works. Without this, I burn out my wrists very quickly. The prettier map mod no longer works. The extra Icons mod no longer works. The list goes on. Is everyone else seeing this? They don't report an error in the Mod Manager. They just don't work. They worked 2 days ago.
  13. The biggest issue that I see right away, is that it's too hard for casual players. This is a fundamental design choice. Just as with Everquest vs World of Warcraft. Currently, the vendor has a purist idea of the game which is very challenging. People who like challenging games find this the kind of thing they like. But it's the difference between 568,000 subscribers (Everquest) and over 15,000,000 subscribers (World of Warcraft). VS is *too hard* to ever be massively popular. Hence the constant loss of many players who really liked their 5 months of play but now don't want to start again (even tho they'll be much faster since they know what they are doing this time). Minecraft is *too easy* to sustain interest for many people. Hence the "annual two week Minecraft phase". If you want to make the game easier (and more mainstream) then you are going to have to raise the DEFAULT settings to be easier. Easier panning, more common ore, less common monsters (including wolves and bears). Probably easier wolves and bears with less hit points that hit for less damage (at least when a player has played less than 30 hours in a given world). Funny as it seems, dying to a bunch of wolves a half dozen times in your first 3 hours of play turns some people off the game. Easier monsters too. Taking 3 to 5 strikes to kill a surface drifter with a steel sword is a bit insane. Taking 7 to 9 hits with a beginner weapon is crazy. And less common temporal storms. Better drop rates from the drifters (it's really bad and often not "worth" attacking them for the tool and weapon wear). But that's ONLY if you want to a be a mass market game. If you want to be a purist like Brad MacQuaid... then write the game you love and accept that it will never ever be a mass market game. Just hope it's profitable enough that you can live your dream. Anyway... Usual IMO, IMHO apply.
  14. Try moving your "gamma" level up under video options. It's dark but you are not effectively blind. Build pillars and walls every ~60 meters. 3 blocks high, one block a part. like this... X X X X This will give you decent protection from Shivers, Bears, Wolves, and some protection from Bowtorn. The Bowtorn do appear to have been turned down. Before 1.21, I had over 20 outside my little hut and they *were not despawning*. I literally had to dig a tunnel under ground about 15 meters and then sprint from that to escape. And caving was absolutely miserable- since you often faced fire from 5 to 7 bowtorn when in average sized open caves.
  15. Fortunately, no one wants to use a $5 wrench to get me to reveal my password to vintage story. And it's ironic because we were breaking shared secret shard passwords (aka Shamir's invention) today and xkcd came up the same way. In any case, I wanted to report there was an issue (that's affecting multiple players) that suddenly started. And to find out if maybe someone had a quick fix for the problem. But it did cost me two days of play. And by then I did start another game during those two days that I've been playing since. And now the self-referential coded password is properly written down and pinned to the wall next to my computer.
  16. Thank you for suggesting that. I had not heard of it. However I find this when I ask: Key Security Risks of Using KeePass 1. Local File Vulnerability KeePass stores the database locally (usually .kdbx), encrypted with a master password. If the device is compromised (e.g. malware, physical theft), the encrypted file can be brute-forced if the master password is weak. 2. Master Password Risk A weak master password makes the entire database vulnerable to dictionary or brute-force attacks. KeePass does not enforce strong master passwords by default. 3. Clipboard Leakage Copying passwords to the clipboard can expose them to: Malware that monitors clipboard data. Other local users (on shared systems). KeePass clears the clipboard after a configurable timeout, but it's still a risk window. 4. Plugin/Extension Risk KeePass supports many community-developed plugins. Malicious or poorly maintained plugins could compromise security (e.g., logging keystrokes or leaking data). 5. Auto-Type Vulnerabilities KeePass’s Auto-Type feature sends keystrokes to active windows. This can be hijacked by: Fake windows or focus-stealing malware. Insecure window focus logic (especially on Windows). 6. No Cloud Sync by Default Users often sync the KeePass database via third-party cloud services (e.g. Dropbox, Google Drive). This exposes the encrypted file to the cloud provider, who could be compelled or compromised. 7. Insecure Configuration Examples: Not enabling secure desktop entry for master password. Disabling clipboard clearing. Using unencrypted XML exports. 8. Side-Channel Attacks Not specific to KeePass (note this will get my google manager too), but any desktop password manager can be affected by: Memory scraping attacks. UI automation attacks. Keyloggers.
  17. I would suggest adding 1 or 2 numbers to that. Mutant!NinjaTurtles lacks numbers. Also, some sites require special characters and then disallow the bang (!) / exclaimation. One challenge I also have here is that VS has done variants of this three times now in only 8 months. Which has burned through every stable password pattern I had. So now, yup, I changed it *AGAIN* this morning, WROTE THE NEW PASSWORD DOWN in 1" high letters and stuck it on the wall beside the computer. And it's not a hyper secure randomized 32 character mixture of cases, special characters, and numbers this time but a new 4th stable secure pattern. And this also happened to the guy I was playing with regularly a few days ago too apparently.
  18. It has literally worked for the last 5 months and just suddenly stopped working sometime since last wednesday. It looks like I have to say I forgot my password *again*, then copy the changed password, and paste it into the game *tomorrow* so I can play again.
  19. This started without warning. I'm signed in to the site and my password autopopulates here but it will not populate the password field on the game. Anyone else seeing this / have a fix?
  20. No... What I suggested was 1) When a player in survival mode uses a bucket pick up from a water source block that can only created by the game, the bucket fills and the water source block remains. 2) When a player places that bucket of water in a hole, it remains (it currently vanishes) as a non-source water block. 3) When a player uses a bucket on a non-source water block, the water is picked up leaving the hole empty. 4) Players in survival mode cannot create new water *source* blocks with a bucket. 5) Only the game and players in creative mode can create water *source* blocks during terrain generation. 6) And then you can have an end game/near end game steam punk magical device that is capable of creating water source blocks. Currently, I can (and have) fill an entire cave system with water from one bucket. Does that seem realistic to you? I've created entire lakes from one bucket. That's fine for creative mode but doesn't fit the "gritty hard core survival" game. I'm going to move on. Cheers.
  21. Oh, but I'm not "mass dirt gravity" with avalanches everywhere ... My suggestion was that when you put a dirt block on top of a dirt block that has no other supporting block on all 8 sides, then that one dirt block will flow down to one of the four orthoganal sides to encourage the use of more attractive, and in game harder, dirt blocks that are basically free. You only have to dig up 6 dirt blocks to craft 6 packed earth or 6 rammed earth. You add a couple sentences to the handbook and bob's your uncle. New players will just see it as normal game behavior.
  22. I honestly don't see how you can feel that digging 6 dirt blocks to make 6 packed or rammed dirt is "grinding" but that could be addressed by making the recipe 3x1 instead of 6x1. For that matter, the recipe could be 2x1 with two dirt blocks next to each other in the crafting grid as there is no existing recipe like that. You add a couple sentences to the Handbook and new players following the progression guide would just see it as normal game behavior. There are *many* other aspects to the game that are much harder on new players. Drawing the line here seems like simple reactionism. Do you genuinely feel it would make the game that much more difficult or are you just resisting change? I say this because in TOBG, I've seen people vehemently resist suggestions made by other players... only to agree with those changes when Mojang made them six weeks later. Simply saying think about your motives and how you would have reacted if that the dirt behavior change had simply dropped in 1.20.4 . I see this as a bit of an almost cliched hostile culture here in the suggestion forum and a reason I haven't bothered making or even looking for any more suggestions to improve the game. This isn't my first rodeo but I was hoping for better here.
  23. Well I tested and it took about 5 minutes but the firewood did eventually burn. As long as it's consistent. the chests do seem to be made of flashpaper tho.
  24. No your options are: 1) Turn off water blocks so when you place a bucket of water, it vanishes within a few seconds. 2) Placed full water source blocks where you can transport one magical bucket of water with you and create a large lake from that one bucket of water. You don't have the option to carry a bucket of water which is a single non-source block of water which fits the game's simulation base much better. There would be no appreciable increase in availability if the odds were: 45/50 = 0 pieces of flax, 5/50 = 1 piece of flax (roughly what it is now) vs 45/50 = 0 pieces of flax, 1/50= 2 pieces of flax, 4/50 = 1 pieces of flax. But when you got 2, it would be memorable. Fixed rewards are boring. Random rewards makes things more fun. The player gets a little variety/dopamine hit. I think you missed the fact i said, "multiplayer". Currently your cherry crops may become ripe *while you are asleep in the real world* and *vanish* before you wake up. On a multiplayer server the game doesn't stop when you log off. If you log off at 9pm and get on the next day at 6pm, 21 days have passed. As you propose, you might need to set an alarm to wake up at 4am to harvest your crop. Server Operators turn off soil instability because of it's impact on the server when a large mass of dirt or rock caves in. I'm talking about something much less impactful. When a player places *one* dirt block, check to see if that one block isn't supported (same as for sand and gravel now) and have it flow down. Very low server impact. Gives a nudge to people to use packed earth and rammed earth instead of building really ugly dirt huts. Also, I think they should minimized floating blocks as a result of players digging. One block that is unsupported after a player digs away it's support should just fall. Don't set off a huge cascade because it will be turned off.
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