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Everything posted by Maelstrom
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Re-reading my last comment, I'm with @dakko seeing how my emotional investment is getting childishly large affecting how I post in a less than mature way. At this point it seems locking this thread would be prudent.
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Holy jumping to conclusions Batman!!! At one time in the past the roadmap had Alchemy. It no longer is on the roadmap being replaced by "Herbalism / Brewing system". The roadmap is a reflection of the current vision the dev team has for the finished product. Because the project is so ambitious taking a lot of time to complete and the vision of the devs may evolve over time the communicaiton of that vision expressed on the roadmap can, AND WILL change. What about early access do you not get? SMH
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Bad RNG. I've had similar luck in 1.20 and earlier versions.
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That info is from my muddled memory and also at least 12 months out of date. Probably more like 18 by now. The actual sales were likely from this website only and likely didn't include sales form Humble Bundle or Itchio. Sales could have easily been double to triple the estimate I mentioned.
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I think he may have worked a small company early in his career. But that was 30 years ago. Between then and now he worked at a couple a large companies, one of which is HP.
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My brother is a career software engineer. IIRC, he was usually up and running within a week or two; depending on how complex the coding situation was for that company. That includes working for government military contractors.
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If it takes more than a week then the coders wouldn't be worth their salt. It isn't too hard to get up to speed, mostly commenting conventions and error checking protocols.
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Consider Hytale... Started even LONGER in the past than VS, had a much bigger development team, much larger budget aaaaaaannnnnd... kersplash! You say you're not one to tell someone how to develop their game, and then proceed to do so. VS is being developed the way the original devs (Tyron and Saraty) envision it, at the pace they feel allows them to produce the game they envision. What they have done FAR outpaces what Hytale managed and I'd argue has outproduced even TOBG itself not talking about you @Thorfinn.
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Ever since I started playing on 1.14 iron and steel spears have been a delusion, pipe dream or nightmare, depending on which *ahem* entity you attempt to communicate with.
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Isn't that just another name for meteoric iron?
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Thank you @Tyron, for taking such a high degree of care with insuring Vintage Story is the quality game that it has been for the 4 years I've played. I trust and look forward to the continued development of what is by far my most favoritest game since I started playing games in 1978 on my dad's Apple ][+!!!!
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Glad you weren't around for the 1.17 "De-Jank" update that was sorely needed and didn't have a lot of content. Hard to say how long you've been around given your private profile, but your comment indicates you haven't been around more than an update or two. 1.20 had to pivot to performance (particularly MP performance) because of an absolutely monstrous increase in sales (300% increase) during the 1.20 development cycle and pushing of some features (like coral reefs) to 1.21. Until about a year ago Tyron would post rolling 24 hour sales figures. Projecting that number out to a month VS was selling about 1,000 copies a month, iirc. How about sticking around for a few more updates before sticking your foot in your mouth?
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I doubt chiseling will work like other blocks. But it's worth a shot.
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A blur effect could be cool. If done right. Maybe like an out of focus camera taking a couple seconds to focus.
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Glad you see it my way.
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Tried it. Once. The yield wasn't worth the resources. But I think it now cooks more than 6.
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@Thorfinn Uhhh... How do they get to that point, if they haven't played default settings?
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Additionally, the settings allow for a huge variation for adjusting the difficulty. Putting on my devil's advocate hat - Aren't we always encouraging new farts, err, newbies to play default for a while? To which, the goal for that 2/3 should be the focus of the default settings.
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I find that the voices arguing for an easier game tend to be the newer players with less than 2 years since creating their account. It's hard for me to gauge how hard the game is now, since I've got 6 updates under my belt and all that experience doesn't go *poof* just because I wish it so. Given that, I think the game is easier now (thanks to the survival guides and tutorial) than it was prior to about 1.18. Call me an old fart, but I liked the difficulty involved in being able to survive that first night, then the first summer, then the first winter. I think I started, abandonded and restarted a half dozen worldsstarting with 1.14 before I started my serious long term world to discover all the lore I could find in 1.16. So given the hard start from those days? I don't have a lot of sympathy for people complaining about the difficulty of the game. It's intended to be difficult.
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Typically there isn't a 2nd pre-release. After the pre-release we'll get RC 1 when things start really humming for updates.
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Alternatively, creative mode is another way to acquire said coveted building block.
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Default months are 9 days long. If it's May 10, you changed that in the world settings.
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That depends on how long you chose the months to be. Shorter months makes it harder since there's less time to harvest wild crops for seed and capture animals for breeding. Regardless, it as long as you don't ignore one of those game loops, you should be fine. Grain and vegetables last at least one year in cellar storage. Even a modest garden of just 16 blocks of farmland should provide enough for the first winter.
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Cologne? I hope you picked a good scent. Some colognes are just horrific!
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Unless you don't have ladders or blocks with you. WAIT, what about that pickaxe, you say? Yeah, busted it mining the iron deposit and pitched stuff to make room for the iron I mined. Now, it would have been better to be faced with rage quitting or respawning. >sigh< first world problems I guess.
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