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Nimm

Vintarian
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Everything posted by Nimm

  1. Have you ever fallen into a gigantic hole and died in hardcore 1-life mode because you were just chilling, cutting some leaves? If so, you know that's bullshit. Trees stabilize the soil and prevent landslides and cave-ins; their roots make it so. My suggestion is: make trees stabilize the soil they are above, making it impossible for cave-ins and landslides to happen if there’s a tree nearby.
  2. I don’t think this game needs high magic—like firestorms, creating fake suns, traveling the multiverse, summoning high demons or gods, bending mountains, or creating meteor showers. But I do think something is missing—a sense of wonder beyond the mechanical marvels and distorted beings we encounter. For me, mysticism could fill that gap. We could have rituals that add a grounded, spiritual layer to the game, something that feels like it belongs in this world while enhancing immersion. Rituals Rituals could involve natural items, crafted tools, and specific environmental conditions to interact with the world in subtle but meaningful ways. Here are a few examples: Rain Calling (or Stilling): Use feathers, birch bark, and spring water at dawn or dusk. Light a fire in a stone circle and scatter the items to summon or stop rain, with weather changes happening gradually. Harvest Rite: Sacrifice an animal and combine its blood or bones with seeds and ash. Perform the rite under a full moon to speed up crop growth or increase their yield. Protective Totem: Craft a totem from wood, embed it with copper or gold, and place it on your land. Use smoke (resin or peat) during the ritual to protect your area from hostile creatures for a limited time. Health Bonding: Under an aurora or a new moon, perform a ritual using a crafted bone charm and a blood offering (from yourself or an animal). This could grant permanent health increases or temporary regeneration. Spirit Beacon: Use temporal shards or rare crystals in a ritual to create a spirit beacon. It could reveal hidden resources, spectral creatures, or even visions tied to the world’s lore. Runes and Arrays Runes could act as a complement to rituals or work on their own. Runes: Engrave runes on tools, weapons, or blocks using chisels. They could have procedural shapes and effects, discovered as you explore your world. For example: A rune that lets your axe absorb blood from kills, gaining a bloody edge that boosts damage and heals slightly. A rune that sparks deep purple lightning with every strike. A recall rune for thrown spears or arrows. Arrays: Combine runes in larger ceremonial patterns drawn on the ground with chalk or etched into stone to create advanced effects, like: Faster crop growth. Slower hunger in an area. Health regeneration fields. Protection barriers against hostile creatures. Mystical Creatures Mysticism could extend to the creatures in the world: Runed Beasts: Animals or monsters born with natural runes on their bodies, could be in their furs, their bones or their organs, gaining unique abilities: A fire rune boar could ignite the ground as it charges. A water rune deer might purify lakes as it drinks. A shadow rune wolf could vanish and reappear unpredictably. These creatures could drop rare rune fragments or reagents for rituals, giving players a reason to seek them out. The Shaman To introduce these mechanics, you could encounter a Shaman deep in the wilderness. This NPC could teach you basic rituals and runes, sell rare reagents, or send you on quests to uncover powerful runes in ancient ruins. The Shaman’s guidance would tie the mystical layer into the game without overwhelming players early on. This kind of mysticism would deepen the sense of mystery and wonder in Vintage Story, giving players tools to interact with the world in subtle and meaningful ways. It fits the grounded tone of the game while offering a new layer of exploration and discovery. What do yall think? Would rituals and runes like this work? How would you expand on the idea? Do you think this is ultra garbage?
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