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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Tyron and team aren't hurting. Last I saw (back when the posted sales in past 24 hours) they consistently sold about 1,000+ copies a month.
  2. No. Pre and post apocalypse meaning the humans before the apocalypse weren't capable of aluminum production and that didn't change for the humans that survived the apocalypse.
  3. Indeed reeds grow faster in water. At least they did in 1.17 and I doubt it's changed since. 3 stacks = 192 reeds; yes.
  4. Surface deposits can spawn up to 10 blocks below the nugget, which may be the 6th or 7th stone block below the dirt level.
  5. Seems like the humans (pre and definitely post apocalypse) were not technologically advanced enough to produce aluminum.
  6. I gotta agree with @Thorfinn on this one. The only thing I would consider grindy is mass deforestation to create sufficient charcoal to fuel my steel furnaces. But even that isn't too bad given a pine tree farm and iron axes. If one has a background in the minecraft auto-farms then I could see how VS would feel grindy, but that's the sole fault of minecraft making everything entirely too easy to accomplish and not VS accomplishing its goals.
  7. Given the look of the traders wagons and the limitations in multi-block vehicles, I'm willing to bet the end goal for the current traders is for them to become wandering traders in some future release.
  8. For curiosity's sake - what are some of those some of those mechanics? btw: I find 3 stacks of reed production (planted in water) is barely enough to keep up with demands of a 16 skep apiary in the traditional 2 gap apiary pattern, so I'm not intending to change my current production model.
  9. Perhaps tree frogs could be added using this mechanic to add more ambiance? Please???
  10. I'll join the dogpile of compliments myself. A few months before I heard of Vintage Story (thanks @Vallen for your Utoob video introducing me to this wonderful game) I described a mod for that other popular block game in which one punched leaves to get sticks, dug in dirt or gravel for flint to craft an be able to craft an axe, spear and shovel to acquire wood and bones (hunting with the spear) to then scratch at iron bearing stone which would allow for the rest of tools to be crafted. Little did I know I was describing this most wonderful game. Once I watched the first video on utoob, I knew I had found the game I wanted. Hundreds of hours of game play later and I'm no more bored than I was after the first hour of frustration climbing the learning curve.
  11. Welll... There was this one time I was building a pathway over a sea of sand. No holes in the ground indicating potential danger lurking until the sand gave way. It's really fun when the seconds turn into hours waiting to land. Half my health departed when I landed and the wonderful help of the friendly neighborhood den of drifters I found kindly relieved me of the burden of the remaining half of my health.
  12. LOL The only way drifters would be throwing my food in my face is if they opened the chest and dug out the sealed crock of food. Have you seen the number of loose stones on the ground, though? It makes sense why they're always throwing stones.
  13. I'll be sure to download the next opportunity I get. Thanks.
  14. Uplift can play with how "spiky" terrain can be. Increase it to smooth things out.
  15. Better to report suspected bugs to through github.
  16. It takes time before you start to freeze. having a water status (like soaking wet) will also help hasten the freezing impacts.
  17. So a month into my current world I was out on a calm rift night to get some resources. All nice and safe from the chorus of growlers and then I saw what I first thought was an interesting statue. Funny thing though, that statue looked amazingly like a black bear standing on it's hind legs... uuhhh... YIKES!!!
  18. So let's stop talking about respawning and start talking about this circle of death. Since you survived escaping spawn on 2b2t you should be good at avoiding every single thing that causes death in VS. If you don't die then you don't respawn and temporal gears aren't as a big a problem.
  19. Bombs only work on 1 or 2 stone blocks making it a poor choice.
  20. Wimp! I'm taking down double headed au naturel even after I have gambeson. Playing as a blackguard my ranged damage is a bit lower and takes me 8-10.
  21. That addresses end game issues but introduces difficulties to early game in choosing between harvesting for the now (food/produce) vs. harvesting for the future (seeds) makes early game dramatically more difficult. It seems like your idea introduces problems while attempting to fix others.
  22. Why make only 1 clay bowl? First night I'll make 1 crucible, 1 bowl, 1 cook pot and 1 crock and cook them all in a single pit kiln when resources are still really scarce. After that I'm doing the 4 items per craft.
  23. How about matching the animation to the mining rate to fix the mismatch between animation and mining speed? The historic (and current) mining speed seems reasonable for the game, nerfing mining speed just to make the animation match was a cop out solution to the problem. As for variable durability cost to tools based on target block? Yeah it's more realistic, but at what point do we admit that this is a game and there are going to be unrealistic elements to maintain the FUN FACTOR. Otherwise, we'll just demand more and more realism until we have a reality simulator that is nothing but UNfun. If the devs wanted this kind of meta to the game it should have been introduced much earlier, as it is a fundamental aspect to a MAJOR part of the game - resource acquisition and tool wear. As you mentioned, to introduce it now would be difficult. Both options, should the devs have their hearts dead set on implementation, would best be done in increments. Maybe tweak the mining speed by 5% per release until the target 20% is achieved. Same with adjusting wear factor to tools. Make incremental changes over multiple releases until the target is reached. Yes, I was one that put up a stink about the mining speed, mostly because of such a large increase in resource acquisition it would constitute. If Tyron had introduced a 5% increase to mining speed I don't think I'd have even made comment on it. The biggest beef I had with that tweak was that it was fix an animation problem (as stated in the patch notes), not to fix a mining speed problem.
  24. This should really be a post by itself since it isn't about the original topic.
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