Jump to content

Rudometkin

Very supportive Vintarian
  • Posts

    217
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Rudometkin

  1. Hey Katherine! Sorry I don't understand your comment. Are you suggesting this thread is not appropriate?
  2. If it is nebulous, then perhaps we ought to clear it up with a proposed dichotomy and come to a clear definition for better understanding. Shouldn't those of us who use the term want to be understood? Ah! Well case closed for me, then! This game is designed to provide uncompromising challenge. It's generally designed to be 'artificially' difficult by this definition. I see, very interesting. If a game quadruples an enemy's health, who am I to determine whether it is to compensate for bad AI? but I can totally see a problem in rubberbanding. I mean at that point, the game rules are not even consistent! Unless the racers are explained to have some ability that gives them more speed power while they are losing the race, that seems like some cheap difficulty that isn't consistent. That is something I'm not inclined to appreciate. I agree with this. For those who call that artificial difficulty, I ask them, then what is the antonym? Or what is natural difficulty? Yeah, I've probably never heard of it myself. It was an original thought that I formed when contemplating the artificial difficulty objections. "Well, if they consider this to be artificial difficulty and to be looked down upon, then what is good difficulty in their book?" Thus, natural difficulty was born. Hahaha Thanks for your comment!!
  3. Rudometkin

    Coinage

    I agree with this sentiment.
  4. Shoot, I've got one of them in my house. This thread started off strong
  5. Here's a wild thread idea. What do you guys think of the flat earth theory? The theory that earth is actually not an 'oblate spheroid', but a relatively flat disk of some sort?
  6. I generally agree with both of these takes. What would be super awesome, but take a huge amount of development effort, is if it was possible to create and customize classes in world settings. So the current given classes would be vanilla templates. The "Standard" experience. Create a class, name it Lumberjack, choose through a selection of clothing to make up the style, choose a list of available pros and cons. For example, exclusively mines (X block), proficiency in (X tool), starting HP (x amount), cannot craft (X item). There can be a dozen of these options. For the large immersive server, the Lumberjack might be the only class allowed to mine lumber blocks (main pro). For the small server, the Lumberjack might be able to mine lumber blocks faster and make better use of axes or something (main pro).
  7. hahaha I'm serious! The roof Ryilo displayed here is considered a Mansard roof. It has the typical barn shape. For standard residential roofs, there are Hip roofs and Gable roofs. Straight gable roofs are more simplistic and straightforward, with just two facets, or slopes, unless it has cutouts. Hip roofs are more complex and probably needs the most attention here. Hip roofs have hips, which is a ridge with a diagonal slant. These are your standard 4-facet or more roofs. This is where a lot of the complexity comes in as far as needing more pieces.
  8. There's a lot of discussion centered around the making of Vintage Story, and I keep seeing the term "artificial difficulty" being used. Can anyone clarify and justify the use of this term for me? The VS character class system is said to introduce "artificial difficulty" by way of limiting certain abilities depending on the class you choose. But it also introduces buffs for balance. The entire package is wrapped in an intelligible class system. How is this not as 'natural as it gets' for difficulty? Enemies having extremely high levels of health is also said to be an example of artificial difficulty. But artificial according to what? The entire game is artificial. I suppose another synonym for the term is "forced difficulty". But the entire game is forced into motion by code. So surely the term is not being used in a metaphysical sense. So in what sense is it being used? I see a lot of talk about artificial difficulty. But I don't see a lot of talk about natural difficulty. For those of us using this term, do we also have a framework that explains what natural difficulty is? or are we perhaps arbitrarily using the term 'artificial difficulty' as a weapon to undermine game design choices we simply don't like? perhaps as an artificial argument? Perhaps 'Natural' is what Anego Studios makes. Perhaps it is as simple as that. 'Natural' and 'artificial' difficulty must be relative to something. If tomorrow Tyron decides to double the health of the standard Drifter, is that artificial difficulty? If so, why? What is making it artificial? Does difficulty need to be explained with a complex system that makes sense? We are doing that with the class system, and we're still calling that 'artificial'. Are we basing it off of what the game used to be compared to how it is now? But the game is in heavy development. Perhaps what we are calling 'artificial difficulty' is actually 'natural rebalance'. Look forward to somebody maybe clearing this up for some of us. Thanks!
  9. I agree roofing deserves deep attention. Source: am a roofing contractor.
  10. It is suggested adding classes is to add artificial limitations. I disagree with this sentiment. The entire game is *artificial*. Let's be honest with ourselves. '*Natural*' has to be relative to something. Tying limitations to a proper class system is natural and has depth. If that isn't natural limitation, then what is?
  11. Thanks for the post! Glad to have you here! Vintage Story is the game I am willing to sink my time into, and I also share your enthusiasm in having a community around it.
  12. Great question. We can break the word down. Where the prefix "un" renders it the opposite of "compromise". Basically, in general, the game is not so much intended to become easier just because we find it difficult. For example, in general, if people complain it is difficult to find clay, the game affirms this is precisely their problem to figure out, and it is not geared toward making clay easier to find. It isn't referring to the "development" of the game. It's referring to the experience when one is playing it. That it's uncompromising in its gameplay. Not its development.
  13. Well, this poster boy is sitting on 4 warnings, about to get banned if one more infraction. So I'm keeping my engagement light. Apparently not even the poster boy has immunity, hahaha Edit: To keep the message relevant, I really do like that clay is hard to come by. It gives the stone age justice, and helps us appreciate the pottery age!
  14. When members new and seasoned continuously express dissatisfaction about the difficulty of the game that you specifically designed to be uncompromising, you know you've succeeded! Every such complaint is a love letter. I hope Vintage Story continues to grow in this uncompromising challenging direction. It is so refreshing to see a game be developed in the right direction, against the popular opinion. I have faith Anego Studios will keep this up. As Markus Persson (aka Notch) once said (I paraphrase him): "I think it is better to have a game that is too difficult, rather than too easy." The difficulty keeps you coming back, and provides the sense of reward. It makes the adventure *rich*. Enjoy your adventures, everyone!
  15. I think it would be fire if Tyron keeps the grass on top of the clay and we all have to deal with it in this uncompromising wilderness survival game.
  16. I'm mostly staying out of this thread because of possible spoilers. But yes Vintage Story is an uncompromising wilderness survival game. Tyron built Vintage Story precisely to be uncompromisingly challenging, with little to no regard to what people say. He saw to it that the official trailer of the game makes the challenging nature clear. The trailer has over 1 million views. Tyron decided that the first thing these hundreds of thousands of people would see, is this dialogue: If you only do what is easy, Your life will be hard. Prepare yourself For uncompromising Wilderness survival It doesn't get more straightforward than this.
  17. I think there's still a planned adventure mode coming out - more fantasy adventure-like, with developers from Hytale involved. Maybe one day you can come back and give that mode a shot!
  18. These sound like they could be excellent ideas! I don't know much about those later game contents yet, but I like the sound of it.
  19. Based on your listed points, my priority list would tend to go Food, Shelter, Farm, and then Copper. I'm naturally a slow progressor while I'm figuring out new systems. I think I like to immerse myself in one system at a time to master them before moving onto the next. But I think I've become a master at collecting berries, seeing as how looking at a wild animal the wrong way tends to get me yeeted across the world in wilderness survival, and I am always surrounded by wild animals.
  20. I'm back after a necessary break filled with rigorous study and reflection. On my 4th warning. Next step is said to be a ban.

    I therefore intend to traverse the boards carefully and occasionally. If you notice I have stopped posting, you might know why.

    Still Active on my Youtube channel. RudometkinYT

  21. A soft answer turneth away wrath: but grievous words stir up anger. [Proverbs 15:1]

  22. No longer posting on the boards. I haven't learned how to deal with forum drifters to my standards.

    Still occasionally present. Active on my Youtube channel. RudometkinYT

    1. Pervy

      Pervy

      Nice of you to link the yt, subbed for "just in case"

  23. Yes this seems to be what I found intuitive. Great point. Posts like traugdor's here are what make the community valuable. Btw this conversation will likely be my last here due to a history of general incompatibility, at no one's fault but my own. So I want to say thanks to everyone for the conversations. Since we're on the topic of temporal storms, let's just suppose I fell into a rift and am living on the other side now, where I am more in my habitat of being in a more hardcore survival environment
  24. I think a world setting option to customize proximity is a great idea to compromise. But I like it in the base game, because it creates a sense of fear. No matter where you are, it could spawn on you. Making temporal storms truly something to be reckoned with. The counterplay is fighting off the thing that spawned in your personal space.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.