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cjc813

Very supportive Vintarian
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Everything posted by cjc813

  1. Here's a brief tour. Our Town Map (Lots of Water for Docks and Sailing!) Fort Cheese Spawn Road Bridge Community Storage (The Warehouse aka Ikea) Windmill Mountain (SOMEONE COME MAKE IT PRETTY) And last but not least... Steve (Town Mascot)
  2. UPDATE! Our second winter is upon us and we've come a long way, but there's still plenty to do. We have enough food, leather, and metals to sustain a much larger population. Our little town is also coming along nicely, but there's plenty more to do if you wanna help us build, farm, or explore. @Dupreism is currently rennovating our tavern and keeping food cooked. (Almost no one gets sick. He's fantastic.) We've got a windmill and forge that are coming along, but there's opportunity to expand and make them even prettier and cooler. Soon, we want better walls and lighting around the whole place, too. Everything is player built and will always be player built. No admins exploiting creative mode. This is *our* server. Not mine. We also want to get a dock set up and start sailing! If you're interested in helping us continue to build and expand, you're welcome! And if you'd rather strike out on your own on a stable, reliable server, there's an open slot for you as well. Interested? Click the link in the OP to come say hi to us on Discord!
  3. Bit of both. We have a main town with some folks and there's others who struck out on their own. All playstyles are welcome.
  4. Unbelievable first day! 5 - 6 players, and we're on the cusp of the iron age! Now to build a settlement. Still plenty of room for more folks. Get in and help us build!
  5. Started a server with a handful of mods and a small community. Paid hosting from central US, running 1.20.10. Slots open for players who wanna progress and build cool stuff. Everyone is welcome, just don't be a jerk. I'm focused on keeping combat/progression fairly vanilla, though I did just add xSkills since we're about a month into the server and most of my active players wanted it. We are in the process of starting a village near a story location. We'll be moving world spawn and starting a new settlement. If you want zero story spoilers, you might want to join us after you've gotten halfway thru Chapter 2. Hop into our Discord and say hi! Custom Settings Equator distance halved (warmer climates are closer) Days and months extended slightly (60 RL minutes per day; 12 days per month) Cave-ins turned on Food spoils 10% slower Trees grow 25% faster More lakes/seas/rivers (incl. rivers mod) All other settings are standard survival QoL/UI Mods Auto Map Markers Player List Prospecting Together Sortable Storage Terrain Generation Mods Better Ruins Rivers Systems/Features Mods Primitive Survival Expanded Foods Culinary Artillery Stone Bake Oven The Working Classes Containers Bundle Food Shelves Player Corpse Stone Quarry Carry on (back slot disabled) Chisel Tools Canoe Mod Substrate (mushroom cultivation) xSkills From Golden Combs Make Me Leak Lite Bark Beetles
  6. This is always how these conversations go. We start talking about one thing, then, somehow we end up discussing wildly unrealistic edge cases that are so far beside the point it's not funny. Yes, if multiple nightmare bowtorn shoot you, you're going to die. Therefore... combat is broken? Bowtorn spawns are broken? What are we even talking about?
  7. I think wolves in their current implementation add to the game, and the game would be less fun if they were nerfed. To me, they're a fun challenge and make early game survival more interesting. But you obviously know better, Mr. Buisness and Products, so I guess my opinion is invalid? To be honest, tho... I don't think they'll get nerfed any time soon. People have been saying wolves are "broken" for a long time, first of all. Secondly, VS bills itself as "uncompromising survival," and hyper lethal wildlife is part of that. I don't see the devs "compromising" on that any time soon. Third, and I'm not trying to be sarcastic, but there are plenty of settings to either delay enemy spawns or make mobs less dangerous. Everyone can play VS the way they want, without the devs having to "fix" anything. EDIT: I agree with you on one thing tho, Shasta. Early game armor kinda sucks. It'd be nice to have hide armor or something to hold you over before you get leather or gambeson.
  8. Really not trying to sound like a jerk, but... a) Digging a pit in a digging/building/crafting game strikes me as a valid strategy. I don't tend to use it, but I don't see it as an exploit. b) Bears aren't a threat for you? Genuinely curious about that one. c) It takes 3ish well placed spears to down a wolf as a commoner. That's far from an "inventory full" of spears. Early game, I usually run with 3 flint spears, improvised armor, and a crude shield. My survivability is not 100%, but it's pretty good. I also prefer playing as a hunter so I can just run if I want to. d) Wolves are pretty easy to avoid a lot of the time, in my experience. You can hear and see them from afar, especially if you avoid forests while undergeared. When I first started and ran around willy nilly, yeah, I died a lot to wolves. Not trying to be "elitist," but once I learned to pay attention, wolves became less "overpowered." I honestly think wolves add a lot to the game the way they're currently balanced. I wouldn't be sad if the spawns got reduced/tweaked, but, once ya get used to them, they're not overwhelming to deal with by any stretch of the imagination.
  9. You said they'd "obliterate you in seconds" regardless of gear. The only way that happens is if a person isn't moving. I was just responding to what you said in the OP. If you want to talk about them "whittling you down," then ok. That's a different issue. And I'd respond to that objection honestly, but you wouldn't like it.
  10. Oh look... it's this thread again. Move. Shoot back. Take cover. I've never been obliterated by Bowtorn in seconds. If there's a brazillion of them, I simply do not stand there and let them shoot me. I move. I go behind something. Sometimes both. Wild stuff. It's *really* not hard. Also, every new player gets mad at wolves. Learn how to deal with them. Stay alert, throw spears, and/or run. FUR-THER-MORE... Had you taken 5 seconds to scroll down, you'd see there's ALREADY a post on combat and/or a combat overhaul. On the front page. Right there. Right on it. Yep.
  11. Joined up last night. Was a bit drunk and someone gave me food before I wandered off. So that was pretty cool. Wandered around for a bit and was like, "oh snap, they got snakes on this server!?"
  12. I think that's a good idea. Maybe make the red flash on the screen brighter to one side or something, and make it fade out slightly slower.
  13. What time settings (time speed, days per month, etc.) would y'all recommend for an 8 slot server with fairly to very active players?
  14. I'm paying for an 8 slot server hosted in the central US. Looking for folks who can play a fair amount. I probably play 30+ hours per week, depending on my work schedule. Especially evenings and Sundays. Looking for folks who roughly match that pace/schedule or folks who don't mind if I progress faster than them. (If you progress faster than me, no big deal.) After hundreds of hours played, I prefer the following settings for faster progression, but I'm open to tweaking them or even playing vanilla. Surface copper deposits -- increased by 80-90% Global deposit spawns -- increased by 40% Mining speed and tool durability -- increased by 50% Equator distance -- set to 25% of default (25k blocks vs 100k) Story structure distance -- set to 50% PvP -- off Everything else default LMK if anyone wants to hop on Discord Tuesday. That's my next day off.
  15. My bad, bro(?). I was getting a bit cranky. Didn't mean to be a jerk.
  16. And these are the folks who are complaining about drifters throwing rocks. Those rocks do literally 1 damage. What are you doing? Walking around in the middle of the night with no armor and 25% health? Maybe don't do that?
  17. Literally any game ever, if played with lag, things won't work right. To say, "this mechanic is broken because it doesn't work on a laggy connection" is kinda silly. At that point, it's not a Bowtorn problem, it's a problem with your setup. That'd be like me saying, "omg, Anego, fix your worldgen" just because my potato of a laptop doesn't have enough memory to generate chunks faster than I run. The problem's not with the game, it's with my setup.
  18. Do people really not know how to... move? Every time someone calls bowtorn "super accurate" or "snipers" I facepalm.
  19. It's not that I think mortar is difficult, it's that, after spending hours getting other materials and machines set up, I look and there's one more step that I forgot about that is going to have to run in the background. I couldn't be arsed to go mine more chalk and then cook the shit. I've got a chest full of bauxite and quartz and maybe 30 cooked bricks that I haven't touched since. I decided to do other stuff for a while, because honestly, I was straight up not having a good time.
  20. cjc813

    Sticks

    This is the way. Get a copper anvil and make shears asap. After that, you'll have more sticks than you can... well... shake a stick at. As an aside, it makes zero sense that you can't make sticks. But I guess it is what it is.
  21. After playing a little bit more today, I kind of agree with the folks who say combat feels janky. I think it's a combination of factors. 1) weapon animations take quite a while, and 2) the mobs jitter all over the place, even the slow ones like drifters. This results in a lot of swinging and, during the swing animation, the mob will zag and you'll miss and have to adjust. It's not *awful,* but honestly, swinging and missing and swinging and missing while a drifter just derps about aimlessly feels kinda bad. I honestly think it's working as intended with shivers. They're obviously meant to dodge your attacks and run and ambush and stuff, and it makes them interesting to fight. But, with drifters and bowtorn at least, having them jitter and derp around while you swing at them doesn't feel great. I honestly think 3 things could be tweaked. First, make the mobs less erratic. The ai/pathfinding seems to just go in random directions and change directions for no apparent reason. They just feel weird and spastic and not really aggressive enough. Lotta times they just end up jittering in a corner while you try to connect. Second, I think melee animations could be a bit faster. Also make the second half of the animation cancelable, so you can switch to a ranged weapon if the most recent hit makes the mob run. Third, implement a collision-based system where if your weapon's hitbox connects at the right time, you've landed a hit. These changes, especially the first two, would probably make the combat feel more fluid and less janky without changing the overall mechanics.
  22. That would at least give Malefactor something interesting to do in combat. I like that idea.
  23. I honestly like the core combat, and wouldn't want to see something too much more complicated than the point and swing stuff we have now. What I *would* like to see, is a more diverse sandbox. a) More mobs, and better implementation of the existing mobs. I'd like to see the enemies attack together more often instead of trickling in one or two at a time. I think the skeleton of a solid mob sandbox is there, but most of the time you might see a couple drifters, kill them. Then go fight one bowtorn, and occasionally get attacked by a shiver. Think something like Doom 2016/Eternal... each mob has a role on the field, and the way you move and fight depends on what mobs are out there and where they are. b) More weapons. I'd like to see different weapon speeds and ranges. Slow warhammers, fast daggers, swords in the middle, stuff like that. Maybe even a battle axe that could cleave, something. Have weapon diversity and make them useful for certain situations. Hell, even just cosmetic differences would be cool. I'm tired of looking at the same reskinned Falx.
  24. First time working toward steel today. The material processing required is absolutely ridiculous, tbh. And this is in a seed where I have *everything* (short of olivine and black coal) very close to my base. Plenty of trees, quartz, and bauxite, chalk, etc. I even have a huge supply of borax. I didn't have to hunt for a thing, and it's *still* an insufferable grind. From processing all the charcoal and flint, and processing the iron itself, and mining and pulverizing the quartz and bauxite... next I have to fire the bricks just to make the blocks to make the furnace to smelt the g-dang steel. (Which means next I'm going to have to make a scythe and gather a crap ton of grass...) Oh, and NEXT I have to also cook the lime and then mix it in a friggin' barrel to make mortar!? Saw that in the handbook and logged off for the night. Uncompromising survival, blah blah blah. Fine. This game isn't Minecraft, and that's why we're all here. Generally, we love the process and the satisfaction our effort gets us, but this crap is the opposite of fun. There's a line where the tedium required to do something *completely* kills the joy of the game, and @Tyron bloody well crossed it with steel making. Who the heck thought this would be fun? Seriously.
  25. Overall, very creative. I quite like it. It has paladin vibes. I'd at least consider trying it out, unlike Malefactor, Tailor, or Clockmaker. RP folks could have a lot of fun with it, too, I think. I'd say definitely include at least tier 4. (And maybe bears? Just for funzies? Lore-wise, nobles hunting bears for sport makes sense.) Side note: Doesn't feel like it'd fit The Noble, but think it would also be neat to have a class that got better prices at the traders.
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