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Jameh

Very Important Vintarian
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Jameh last won the day on March 8 2023

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About Jameh

  • Birthday June 17

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  1. I like this idea, has a kind of Hounds of Tindalos feel to it which would work along with the other Lovecraftian themes in the game. +1
  2. Coming back to this now, it's fun to see that one suggestion has been implemented in 1.18! Looking forward to seeing what other fun stuff this release brings
  3. I see, thank you for taking the time to respond! I really appreciate the work you all do!
  4. Jameh

    pot for food

    Ah, okay, so when the number of portions in a pot goes down, the food level should go down too, similar to how the barrels have a liquid level that rises and falls. This would be a cute little addition, so why not? +1
  5. Wow, this suggestion list is... wow. From my perspective, this feels like a feature list for a different game. A lot of your suggestions are focusing on the hardcore survival aspect of the game, which is certainly a play style that some enjoy, but at the moment, the game tends to attract a more casual crowd looking for an easier, less-punishing playstyle. That being said, here's my opinions on your list: I agree that the mob AI could do with some work, but there needs to be some degree of sanctuary, some place the player can call safe, especially during the first few nights. This is something I disagree with, currently, the progression can feel like a chore more than something to enjoy, especially with how far you need to travel for certain resources already (like borax, halite, resin, lime) I'm not necessarily against this, but it would need to be implemented in a way that doesn't feel like a grind. See my previous point about travelling far for certain resources, this is already in the game to some extent. I don't hate this, but I don't really see what it adds either. This is too punishing, players would likely just stop playing a save after an event like this, rather than see the results of it. It's not fun having everything you've been working on removed in an instant unless that's what you wanted. This could be interesting if the player also had precautions that they could take to keep themselves safe from such an event. If it were to be implemented (which seems difficult from an implementation perspective), it would need to be able to be disabled. This could work, depending on balance of course. In my opinion, this isn't fun, I don't see why this would make the game better? This could certainly be interesting, but I get the feeling that foreign plant species moving around would just lead to a homogeneous world Yes More enemies, but yes. This already somewhat exists with certain resources and plants, etc. but could definitely be expanded This is often requested, but I don't think that overhauling the combat system in this way is something that the majority of the player base actually wants. There are other games you can play for this style of combat. Depending on timescales, I can see this being an interesting option, if it's also a configurable option. Yes With some expansion of fresh/salt water systems and the ability to boil water, I don't see why not? I'm not sure what you mean by this. Commonly requested and probably coming at some point. Sure, why not? Again, commonly requested and probably coming at some point. There already is a system in place to benefit the player for having a balanced diet, I don't see the need for a mechanic that punishes them for having a poor diet
  6. Yeah, I totally agree. I love how making a simple change like this can pave the way for other items and mechanics in the game that are more efficient/effective, making it feel really rewarding for progressing to more modern technologies/tech levels. Thanks for the input!
  7. Hi all, I have been playing Vintage story for about 2.5 years now, and have recently had a play through where I interacted with most of the game’s mechanics, through to steelmaking. Whilst the game has made leaps and bounds of progress since I’ve started playing, I have some ideas on how to further improve the game, and came up with a list of items, in order of importance, to make the game into something that is, in my opinion, better. Whilst this is aimed at vanilla, I’m aware that these could be implemented as mods. I do not have sufficient time to do mod development at the moment, so feel free to take these ideas for your own mods at your leisure. Kiln A simple request, but how to achieve it? I would have a kiln operate somewhere between the coke oven, pit-kiln and the clay oven. I imagine a multi-block structure, with a single-block hollow for you to put your unfired items. A firebox, which you can load fuel into (the same types of fuel that you can use for pit-kilns), and the rest of the structure made of fire bricks (or perhaps refractory bricks, but this seems a little over the top). This would use more fuel than a pit kiln but would be slightly faster and would have the same benefits as a pit-kiln for using better fuel types. You could also use coal-type fuels, which would give it an advantage over the pit-kiln, and make it feel like you’ve actually progressed from putting stuff in the ground. The main advantage would be not requiring sticks or dry grass, simplifying the firing process. Modular Armour System It’s great that amour repair has been announced, this was one of my main issues with the current system, but I have another idea that could further improve (in my opinion) the armour system. The basic idea is that armour would be split into layers, which can be swapped out and repaired at an armour station of some kind. This would allow, for example, mixed metal armours, where you have say, copper chain topped with bronze brigandine, but would also allow you to upgrade your armour once you have the sufficient technology, time and resources to do so, without needing to painfully recreate things such as chains or leather if you have specific resource issues. Firepit Rebalance The firepit is very frustrating to use in it’s current form, as the best and most efficient way to use it is to baby it whilst it’s cooking things, which feels unrealistic and is jarring in comparison to a lot of the game’s other systems. Currently, the best way to use the firepit is to allow a stack of items to reach cooking temperature, take the whole stack out, and feed items in one-at-a-time to let them cook. This is because if you leave the whole stack in there, the temperature resets to 0 each time an item is cooked. This could be fixed by either making it so that once an item is cooked, the stack stays at the same temperature, or by doing what the crucible does, and have the stack take longer to get up to temperature based on how big it is, and have all of the items cook at once. Rift Blocking Device (Added in 1.18) Once you start to hit mid-late game, it starts to get frustrating having rifts spawn in and around your base. A device which may require some difficult to acquire items, that prevents rifts from spawning in a generous radius (say 50 blocks or so), would be great for this. There are several ways this could be made into more of a mechanic, perhaps with a sender and receiver node, making it so rifts stop spawning in one place, but are much more common in another, or having a minimum spacing between blocking devices, meaning that you can’t make everywhere safe. Temporal Storms are currently useless There is currently very little point to temporal storms. I realise that the next update is a lore update and is likely to address this though, so I won’t stick on this point for too long. That being said, it would be cool if we could utilise the time dilation effects of a temporal storm in some way, maybe to quickly age cheese, compost or alcohol? Drifter Accuracy Currently, the rocks that drifters throw seem to hit more often than not, especially in multiplayer. Some adjustments to their accuracy to make them less accurate, as well as less likely to throw rocks would be less frustrating. Tool Handles I think it would be cool if higher tier tools weren’t made with a simple branch you pulled off of a tree. Perhaps some kind of wood carving mechanic where we can make tool handles of various types of wood (with rarer, stronger kinds of wood like ebony being better) for use with higher tier tools could affect the tool’s durability. This would be somewhat like the Minecraft mod Tinker’s Construct. Hoe Usage Currently, once you’ve tilled a field, you no longer need the hoe. Metal hoes thus feel like a waste of metal, and it doesn’t feel very realistic. One idea could be that when you pull up plants, you should need to re-till the soil before you can plant more. This would of course need to be it’s own block, as you couldn’t have the soil return to it’s base form as it would lose the nutrient information, so it would be called something like “farmed low-quality soil”. Another could be that re-tilling the soil redistributes the nutrients, giving you a boost in nutrient levels, making re-tilling worthwhile for fast farming. (Idea from PlasmaticChrome26 on Discord)
  8. This is cool, well thought-out, and I agree wholeheartedly. I'd love to see character development like this in the game! +1
  9. That makes sense, I can't say I've looked much into the collision logic, but this seemed like the most obvious solution. I can see now why this warrants a changes to the collision code instead.
  10. Isn't the simplest solution just to make stairs have an inaccurate ramped collision box, instead of an accurate one? I feel like this would solve the issue of jitteriness, as well as the speed of climbing stairs, all without needing to modify the collision code, as suggested in the bug bounty program.
  11. A nice, simple addition that fits in with the aesthetic and technology of the game with good in-game benefits. I literally cannot see a reason why not! +1.
  12. You see it as a slippery slope, I see it as giving the player additional options. I would actually be for adding in all these options, of course, disabled by default, to force legitimacy. It's very easy in these kind of games to die to something, see it as the game's fault, and then cheat in order to get your stuff back. If this isn't an option, you of course cannot do it, so this isn't necessarily a bad option. This is definitely something that should be added to the game at some point. This would really enhance the survival aspects of the game, especially hunting for food earlier on. Of course, this probably won't be added until the game is more fleshed out, but a good suggestion nonetheless.
  13. Later-game methods for clayforming such as a potters wheel have been suggested before. I would personally prefer to have an mid to end-game structure or device to allow easier clay forming than a half-assed "you get better at it" after some time of playing. I think there's value in doing something the hard way for a while, to then unlock an easier way of doing it. This makes the progression better, you'll enjoy the upgrade more and feel like you've accomplished something by managing to unlock/make it.
  14. Indeed, allow the player to configure the difficulty to their choosing. I would like the ability to turn off sleeping through temporal storms as it suddenly no longer makes it an option to do so, and from my own personal enjoyment perspective, finding a way around this would be cheating and ruin the fun. If it's an option to sleep through them though, suddenly it's fair game and not cheating so it just makes more sense from a personal perspective to sleep, even if it's not as enjoyable. Ultimately, this is a personal preference thing and an easy option to add to the world generation settings / server config. So why not? +1.
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