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Everything posted by Rudometkin
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Navigation tools for all stages of the game.
Rudometkin replied to Native Copper Bits's topic in Suggestions
Something like this is needed. Many of us play without the minimap feature. Aside from the aforementioned tools, a cartography feature would be good. Cartography is the art of making maps. Imagine a system that allows you to create your own maps, whether drawn by freehand or some other similar way. If you inaccurately draw your maps, you will have innacurate maps. Most people would likely draw basic maps that give general ideas of their surrounding locations, and have to update them as things change. Someone who is skilled could make highly accurate maps. Also to have a marker system to add to the maps would be wonderful. Imagine a charcoal drawn map, drawn entirely by the player. Vintage Story was built for this kind of idea, and it makes the automatic minimap system appear out of place in comparison. Eventually having some electronic gps map tool that acts similar to the current minimap could be possible as a late game tool. -
Hunting Adjustments (Animal health, Bow damage)
Rudometkin replied to cautious_asparagus's topic in Suggestions
Just came back and re-read our discussion here, and I don't think I ever saw this response. I appreciate it! I definitely am still relatively inexperienced and new. I didn't feel like you were "ragging" on me. I hope to have more discussions like this. To keep this on topic, I wouldn't think the developers would be against implementing locational damage like Asparagus suggested. I think that would be awesome, just a more difficult system to implement. I think it would tie into the game well. -
Hey, everyone. I wanted to bring this thread back up for 1.20. I heard maybe berries adjust to 30 day months properly now? I haven't tested it, as I'm still finishing up a 1.19 world before I update to 1.20. Do any of you guys have any new information on how this 30dpm has changed in 1.20?
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I think this is what solved my problem, and I found this solution here. Thanks!
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I want difficult, but not difficult in every sense. I appreciate long months. It would be great if we could choose when our world starts. Choose to start the world a month before winter, for example.
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Are there any mods that pre-generate a portion of a world and display it in a map, so you can see your world generation settings put into practice from a map point of view? I'm doing a lot of testing, and it's difficult to figure out when I've found a good ratio between oceans and continents. The only way I can see my worlds is by flying around and loading it myself, which is very slow. It seems like there aren't any of these mods out there, but I don't want to spend all of my time searching if someone here already knows of one. Thanks.
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Hunting Adjustments (Animal health, Bow damage)
Rudometkin replied to cautious_asparagus's topic in Suggestions
The idea is to make no changes with what damage fire currently deals. It is to add a burn affect which comes with its own set of problems, (arguably minor, as discussed). Get burned by fire, take the 5hp hit and heal it back with poultices like normal. This is no problem and is not erased with the expanded damage system. But you do have a problem. You are burned. That is a status effect that you see perhaps in your character screen. You can keep healing the burn damage with poultices. But to get rid of the burn itself, you need to either treat it specifically, or wait it out. Similar can be applied to bleeding mechanic. Which should not happen every time you are hit. -
Hunting Adjustments (Animal health, Bow damage)
Rudometkin replied to cautious_asparagus's topic in Suggestions
I don't intend to steal this thread with a burn mechanic. Advocating for the burn mechanic was a deviation from the proposed bleeding mechanic. I'm all for the bleeding mechanic, but I do think it should have a chance at happening. Excessive bleeding doesn't always happen from shot wounds. Even in small animals. Sometimes you have clean shots. -
Hunting Adjustments (Animal health, Bow damage)
Rudometkin replied to cautious_asparagus's topic in Suggestions
I'm thinking the system would work best as having penalties less severe than cutting half max hp from 10 to 5. More like 8.5 from 10. I think the system can work while being minor enough for the n00b to widely ignore while they are learning the game. "Why am I taking damage?" "You're burned. See? You walked into that campfire for too long. Don't get so close. Don't worry about it. After the night is over we'll look for some Aloe Vera plants. If we don't find them, don't worry about it. It'll go away later. Be careful around fires." "Okay, awesome". For burn damage, I'm thinking something like starvation type damage, except only once every minute. Something minor that serves as a reminder you're burned. With the addition of the slightly reduced health cap. On a side note, I propose the steep learning curve in Vintage Story is not a negative that should determine it's future growth. It's a side effect of a masterpiece of a game. -
Hunting Adjustments (Animal health, Bow damage)
Rudometkin replied to cautious_asparagus's topic in Suggestions
So then 15% is more reasonable. If you're on an expedition that big and crucial, it becomes more reasonable to need more preparation for health. I mean, if you're thousands of blocks away from home doing dangerous things, prepare for it. We could all agree with that. Being able to craft a 'first aid' kit that can bundle a couple of different salves would be a cool way to keep the system mobile without bogging inventory system. Not in an area where you can get specific salves? Maybe don't go on any of those huge crazy expeditions until you find and pull from those more fundamental areas first. (Also, I wouldn't suggest just standing around because you have a mid-term health problem like missing 10-20% of your cap) I get simplicity, and added complexity should be handled with extreme care. But this is a survival game, and health is a crucial part of survival. I think expanding on minor damage types atleast deserves serious consideration. -
Hunting Adjustments (Animal health, Bow damage)
Rudometkin replied to cautious_asparagus's topic in Suggestions
I get the problem of needing 12 kinds of healing salves. Overcomplication to the point you can't go on an adventure without filling up the inventory to account for one feature is not necessarily a great idea. It would be terrible in this case. But if done right, you could have different types of damage that are more 'afterthoughts' and not so integral to life. Special damages like burn might do minor occasional damage until treated. So you're not going to die from your burn wound, but it is taking up some minor damage here and there until you get home to treat it. Definitely not necessary, but would add to the healthcare side of the game without ruining the game in my opinion. If I'm out adventuring and die from burn damage because I touched fire 5 minutes ago and didn't have the specific burn salve I needed, then that's making a huge footprint for everyone who plays the game. Very extreme and demanding. But if I'm out adventuring and get burn damage because I touched fire, making my health generally lower until I get home and find a burn remedy or just wait it out over the course of 2 days, that to me sounds like a good system. If a burn effect just lowered your max health a bit and perhaps did minor occasional damage for, say, maybe 2 days, I don't see a problem with this. Burn salve would be something not necessary, but is advantageous for the adventurer who cares to get it. Small enough for the generalist to ignore, big enough for the health concerned adventurer to benefit from. This game is already so far in the right direction, I'd be cool with just having it as a mod. I still like the idea for vanilla though. -
Hunting Adjustments (Animal health, Bow damage)
Rudometkin replied to cautious_asparagus's topic in Suggestions
I'm all for a bleeding mechanic across the board. Keep bandages and first aid kits handy to tend to your wounds and stop bleeding. In fact, even burn damage could be treated by different plants found in the woods. (Not sure if burn damage is currently a thing) -
did you spawn with a golden spoon in your hand? peasants like me struggle to get anything better than improvised armor. How are you managing without it? (im still new to VS and not at all concerned about my ability to eventually progress, but I am shocked that you have never used improvised armor )
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I did still have the armor after. I would suggest it got damaged, but I'm sure the wolf would have demolished that leaf-woven t-shirt in one chomp.
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This year was a bad time to get into Vintage Story...
Rudometkin replied to tibbers's topic in Discussion
I just got into it, and it's an excellent time to get into it. But I do kinda understand the update paralysis. But is 1.20 really going to be that big of an update? I don't know how big VS updates usually are. -
What do you think of Thorfinn's take? Do you alter hunger and food spoilage rates?
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I was testing out the 25% tool mining speed setting and learned that a flint shovel takes about twice as long to break dirt as a hand does. Shouldn't the hand be considered a 'tool' and also be affected by the slower speed, to keep flint shovels from being obsolete in this way? Just thought I'd post this here so we can talk about it.
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So I wonder how exactly the ratio would be affected (if at all) ((relative to the standard balance)) if you slow down spoilage to 25% Also, I have heard of hunger rate working at 50% on 30dpm. This is something I will probably ultimately have to test for myself to get my ideal balance. I'm just hoping I can get a bunch of feedback from you pros if you have already figured some of it out Thanks for chiming in.
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I am too early for this topic, but I am eager to atleast get it started. I haven't even experienced a winter yet. I'm still learning new things every time I play, and I enjoy all of the surprises the game has to offer. I just found grain the other day, and I'm loving the idea of having to rotate crops when farming due to nutrients in the soil. So, this topic is focused mainly on how the hunger system changes when months are stretched to 30 days. But if there are other important factors to consider, then please write about them here. Anyway, here are quick thoughts I wrote down: When choosing how many days there are per month in world creation settings, developers wrote this: >Amount of days each in-game month should have. This determines the length of a year and the length of seasons. One year is always 12 months. We recommend adjusting hunger rate, health regeneration rate and food spoilage to match any changes to days per month. What exactly does it mean to adjust hunger rate and food spoilage rate accordingly? If I start a world with 30 days per month, am I recommended to have hunger and food spoilage rates at 25%? I am considering eventually starting a world with 30 day months. Longer seasons - longer winters. I have seen people say the game is really not tuned for this 30 day setting. That's fine with me, I would actually prefer a harder game (in general - I mean I haven't even encountered winter yet). But I'm exploring this idea of months being stretched out. I understand crop growth is attached to days per month, or DPM. This is great. But what of hunger? I suppose it should be slowed down to account for slower crop growth. But do you think one can make it on just, say 50% hunger rate with 30 dpm? What might an ideal food spoilage rate be? If spoilage rate remains 100%, is it still possible to comfortably survive a winter to the experienced player? Of course, lower hunger rate means easier game start. Since, the possibility of starving on the first night is practically removed. There are enough factors in play here to make this a complex subject. What are your takes on this?
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Thanks for your input (especially on complimenting my reflexes! ) I didnt think about the wolf possibly getting sidetracked on a rabbit. That's a great point. I also didn't think about armor slowing players down (currently wearing improvised armor as my best). That's the only chomp I've ever heard a wolf do, and it could've been a bark for all I knew. But yes it does sound low.
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The encounter happened here at 20:45 into the video. You can hear the chomp it takes, but I took no damage. I think it just barely missed me.
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Ah, I didn't realize this. Thanks! This customizability is one of vintage story's strong points.
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Encountered my first wolf up close. I was exploring some land when I saw it resting on the grass. I wasn't sure what it was, so I got a little closer. Then it woke up and started chasing me. I turned around to book it, but in the excitement I opened some kind of inventory. So I couldn't sprint until I closed that inventory. I heard the wolf try to take a bite out of me, but it dealt no damage and I got away unharmed. I'm surprised I was able to outrun it. I'm thinking wolves are too slow.
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After spending just 3.5 hours in Vintage Story so far, I look back at Minecraft and it just looks like an arcade game to me. Of course we have the 16x16 textures compared to the 32x32 in Vintage Story (I counted the pixels on a stone block in my cave). But just looking at the little items like the meat. It's so simplistic. It's like the fruit scores in Pacman. Even the way Steve holds his tools is comical. I still love the look of Minecraft Alpha though.
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I agree, it would practically force (if there were such a thing) the people who prefer building at their current pace to always choose the builder class. Seems best as a world setting option.