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I do think the combat needs a rework and Im glad it is getting it. currently I turn off portals and temporal storms cause they just make you sit in your house or in a hole for the storm and the portals just cause you to do rather boring combat in very obvious combat zones for no reward at all. Meanwhile wildlife is geniuinely dangerous, surprising, interesting and exciting while combat against them is still pretty boring. Its the wildlife ai and environment that makes them memorable and engaging. For how much focus the game has on combat, it should be at least passable. Right now its just grab ranged weapons and keep yeeting. No reason to use anything else since there is no reward and very boring risk.
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We played it with friends and had a ton of fun. But at some point it started crashing on my desktop rig so I had to play off steam deck (another win for linux). Havent played since. I will get back into it solo some day so I can do it at my own pace.
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My issue with lack of water transport is that channels between bodies of water should level out but they don't as water runs out after a few meters. Transporting water is a workaround for that. I like high water worlds but sometimes these worlds are more akin to many small lakes. Rafts become very good modes of transport with some channels here and there.
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Best Linux Distro for Vintage Story gaming (Nvidia RTX)
Endeavour replied to Lingam's topic in Discussion
I've tried different fedora distros, mint, steamdeck os and I'm now on Endeavour(arch btw). I moved to endeavour when they had the borked nvidia drivers on install last summer and honestly I can say all distros are fine as long as secureboot is off, your steam folder is formatted to linux format and you use KDE. Whenever I happen to have nvidia drivers borked post system update I just run shift f1 at initial login and run system upgrade again and that fixes it. I really enjoy linux and I hope you do to. -
I've killed them naked in stone age by just kiting them over lakes and chucking spears at them. Spears thrown are absolutely deadly.
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Combat is too shallow for it to be so integral to the game.
Endeavour replied to Tabulius's topic in Suggestions
Building dirt towers and digging pits to avoid combat says a lot about the combat though. -
Combat is too shallow for it to be so integral to the game.
Endeavour replied to Tabulius's topic in Suggestions
I was playing tower of mask and thinking about this exact issue: VS heavy focus on combat that is boils down to "mouse click until enemy falls over". I think just adding critical hits would help a lot - they reward good aim, they reward staying calm, instantly weapon reach starts to matter more, it could tie into lore with the drifters and would make hunting more interesting. A breakdown how I would imagine a simple, quick implementation that would still be rewarding and add depth: A critical hitbox is added to each enemy, it can be head for a rabbits and wolves, heart for bears, deer and maybe drifters, torso for boars etc. Upon hitting the critical hitbox, the feedback would be the hit sound pitched differently and enemy flashing white. They could also stagger for longer giving even more advantage to players. The damage would be multiplied depending on weapon type, maybe even depending on whether enemy was aware of you making it important to be sneaky while hunting. As a result you would have a system where when fighting the horrors you have a way to finish the combat quicker or stagger the enemy in order to get in more hits or buy more time to run away. Bow close combat would be vastly more difficult and it would incentivize spending an inventory slot for a melee weapon. Hunting would reward accuracy and stealth cause you could catch a deer with a shot into the heart rather than chase after it while spamming arrows or cheese it with a pit. -
I reccomend you turn off temporal storms and rifts for start. The creepy crawlers really don't do much except keep you indoors at night or make you lock into a 1x2 size room for 10 minutes while the storm happens. If you want an easier time, mediterranian climate is also really good.
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I think the game doesn't need to be changed massively to appeal to the minecraft player and to steal their audience, it's its own thing. I'd rather see it continue on the path of the dev teams vision, since we are all here thanks to their vision. I play solo and I was captured by the crafting mechanics and the detail, it's almost an edutainment game with how you progress through the ages. People who want more multiplayer commune experience would definitely find the increase resource need and specialization a massive selling point - minecraft social experiments and multiple community servers usually fail or at best are completely underwhelming since a single person can easily get a full diamond set, working farm, animal husbandry and a gigantic mansion up and running by the time it takes a single person to get enough materials for bronze age in VS. Thanks to that trading between communities happens naturally in VS and can be a must for survival, as shown by this recent video from a zomboid group:
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I quite like bears, they are as terrifying as they are in real life. I usually just run away uphill or over a small body of water as they swim slow. If I kill them I kite them over a small lake and spam arrows or spears at it. I agree with others they could benefit from more noise as it would make them more scary. Unconfirmed but I had a situation where I accidentally stared down a bear and it did not attack. As for copper, I usually take my time in the stone age. I did not even know surface deposits were almost guranteed spawn in your initial spawn area so I always panned for pickaxe and hammer and it usually didn't take that long. I believe rather than making copper more common(which you can do with world settings), it would be better to add more to do in copper age- fishing, more hide craftables, bigger ruins to find potential copper nuggets in. Personally after like 5 worlds of advancing to bronze age, I have started to keep rifts and storms off as surface world is dangerous enough with wolves and bears and sinkholes and I don't feel like surface creepers add much to gameplay as they are they are countered by just shutting the cheapest door and covering windows with stick fences during the night. It feels much more alien to explore underground when they have their own threats. I encourage you to tweak your map generation and gameplay settings to your liking. I like no rifts, no storms, less than 50% landmass for oceans so boats have a purpose and I usually leave rest as-is.
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Now it works, seems like all slots have to be filled now.
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I've tried every combination of slots and items with red meats, carrots and various mushrooms and it just won't start cooking. Recepie of 0-2 meats, 0-2 veggies is just not working for me after updating. What am I missing?
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Linux distros/configurations under which VS is known to run
Endeavour replied to skol's topic in Discussion
ОS: fedora 41 driver: whatever the latest is for 40 series .net: dotnet-sdk-7.0 MP/SP: works flawless in single player. VS version: current stable start game: From folder. Only issue was finding a way to install backwards compatible dotnet 7. Solved with a simple google. EDIT: Since I reinstalled my fedora to get back to more stable gnome I had trouble finding the command, here it is. Pay attention it's "release version" not "release server" sudo DNF_VAR_releasever=39 dnf install dotnet-sdk-7.0