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ribbbbbs

Vintarian
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  1. ribbbbbs

    Firearms

    @LadyWYT This game has cementation furnaces which go back to the 1500's in Europe. Matchlock and wheellock handguns fall well within this range. https://en.wikipedia.org/wiki/Cementation_process Bows were only superior to muskets in terms of rate of fire and long-range accuracy. I believe firearms didn't catch up to longbows in terms of frequency until repeating weapons were invented. However, even 15th century arquebuses were an order of magnitude more powerful than longbows and crossbows and could reliably penetrate all but the heaviest plate armor at short & medium range. <=============> I think the key to balancing guns would not be in nerfing their performance per se, but making them tricky to sustain, awkward to load, and possibly hard to obtain. For sustainment, there's the obvious point that lead and blasting powder aren't trivial resources to obtain in bulk, so it won't be economical to fire upon everything that moves. To fire, hand-cannons and matchlocks use a smoldering match cord that burns up after a while, while wheellocks and flintlocks use some mineral ignition source that gets ablated with each use, adding another consumable to be carried with a gunmen. To prevent a player form killing a bunch of enemies quickly, I'd suggest making the guns cumbersome and slow to load forcing the player to select a bunch of items in the inventory bar in the correct order to load the gun. To show what I'm talking about consider the video posted above of the matchlock demonstration, notice how he has to prime the firepan, load the charge, load the wad, load the ball, insert the match & only then shoot? In the most popular VS gun mod these steps are done automatically, https://mods.vintagestory.at/firearms. I propose that to realistically simulate the loading steps, that the gun should be held in the players offhand and that the powder, wad, ball, and match should be selected in the correct order from the player's hot menu in order to load the gun correctly. If the gun is not loaded correctly, it should either misfire or break (hope missing that shot didn't get you killed). To fire the gun, the player must click while holding an empty main hand and a loaded gun in his offhand to aim and then click again to fire (for a hand cannon a player must click while holding a burning match in his main hand). Having to dedicate multiple slots in the inventory hotbar prevents the player from being able to load and fire quickly in a situation where he is unprepared to do so. Having to hold the gun in the offhand with an empty main hand to shoot should prevent players from rapidly cycling through multiple loaded weapons too quickly. Finally, to make more powerful firearms harder to obtain I'd make all non-hand-cannons craftable only by the clock maker. Higher tier weapons, or specifically the matchlock, wheelock, and flintlock actions, might be obtainable as rare dungeon loot or locked behind one of the story quests. I few other things I'd throw in are that gun damage not be affected by ranged damage buff/debuffs. I don't really see firearms as a "ranger" weapon but more as a secondary weapon for melee players or as a high damage 1-shot for classes who otherwise aren't otherwise combat oriented. Guns need to be dry in order to work so they can't fire if the player is soaked, it's raining, the player is underwater, etc. Reflecting its historic role as bullet-proof protection, plate armor should have disproportionately better protection against firearms than other types. TLDR: if noob-lords are crying in the forums about guns being too difficult to obtain and/or use, they'll be balanced correctly
  2. Are you unfamiliar with the game lore perchance? Anyways, I think trains, paddle-boats, and steam-power in general would make for awesome late-game tech. I think the main issue is the that the devs just plain haven't gotten that far yet; presently steel is optional end-game gear that lets one win harder. I also think introducing trains should coincide with other steam-powered tech such as a steamboat for water transport, a static steam engine for a more reliable and/or stronger source of mechanical power, and possibly excavators in the style of "Mike Mulligan and His Steam Shovel" (pic related pls pls add Mary Anne to VS). The thing is, adding all this stuff requires that the underlying mechanics be worked out first: the devs still need to add rivers and polish sailing before adding steamships make sense; a reasonable rail system must come before full-blown locomotives; fuel-efficiency rates must be determined for all the steam-powered contraptions; we might need another way to mass-produce iron or steal to build enough metal rails; etc. So we have at least one, probably multiple major updates worth of things before the steampunk/industrial age comes to the game. I'm sure it'll get there eventually.
  3. I don't want to have diseases just for the sake of having them. Illness and disease should be integrated into a broader damage/healing mechanic. I also think sources of disease could come from nutrition deficiencies, eating spoiled food, fall/crush/burn injuries, etc. Most diseases should mainly cause debuffs that might EVENTUALLY damage/kill the player if left untreated for long enough.
  4. This would be an awesome cooking update. Hope these ideas are added someday.
  5. Oh no! Not this thread again! MOOOOOOOODDDDDDDSSSSSS!!!!!!
  6. It seems to me what you're really asking for are diseases and status conditions, which aren't really in the game at this time. What you're describing would probably require a whole expansion fleshing out how health and healing work in the game. Also, vintage story doesn't have leveled skills, just the starter classes. Some kind of medicinally inclined class would be a logical addition, if healing mechanics were expanded. While I'm not opposed to sickness in vintage story, contagious diseases don't seem like good basis for illness and disease in vintage story, as the player hardly interacts with other players besides a few traders on occasion. Randomly getting sick (even under specific conditions) is an inferior design choice to a clear cause -> effect dynamic for VS. What I think would be a better place to start would be introducing illness and diseases as a follow-on to the existing health and nutrition mechanics. Certain combinations of empty nutrition groups should produce debuffs that significantly hinder/kill the player if left untreated (scurvy, anemia, etc). Eating partially spoiled food has a probability of causing food poisoning proportional to its spoilage. Being below half health for too long causes sepsis. Maybe some kind of special status condition for a "burn" injury. We could have medicines that cure these ailments. Some players will want to play without illness (Vintarians must customize everything) so I think it is best that medicine recipes consist only of existing ingredients. After all, if we have an elderberry bush that's only real use is to produce elderberries for medicine. It's a pointless addition for players who always disable diseases. At the very least, any new medicine ingredients should have an important non-medicinal application.
  7. @LtMare Correct me if I'm wrong, but isn't the way we preserve meat stew by cooking, then sealing the crock with fat/wax essentially potting it?
  8. ribbbbbs

    V.20 Bug?

    >>> Issues · anegostudios/VintageStory-Issues
  9. I like the idea of sheering domestic goats for wool with yields increasing with each generation. It would be cool if pigs dropped more fat as they became more domesticated. I never have enough for all the axles and gears I want to build.
  10. Honey is already in the game; one could use that instead of sugar. I think honey + flour + milk + egg => cake would be a fun honey analog to fruit pies. Maybe we could have fruit cakes made of fruit + honey + flour + spirits as a less honey-intensive way to preserve fruit. Cookies seem fairly pointless because we don't have a lot of common "cookie" ingredients begin with. And the ones we do, nuts, don't spoil quickly anyways.
  11. I think the best solution would be introducing a simple hydration system that depletes faster as player's insulation + outside temperature increases. You could also add heat dissipation ratings for different sets of armor to encourage players to wear lighter armor in hot climates. Heavier clothes -> faster thirst depletion is a pretty straightforward mechanic. You could also have some foods like fresh fruit + veggies + milk + beer & wine increase hydration; salted meats & seawater decrease hydration. Drinking fresh water might give the best hydration boost but you have to do some kind of filtration for best results. My favorite implementation of this is probably in the Tough as Nails mod for [the block game that shall not be named].
  12. I like this idea as a way to getting mounts. I would like to add that wild horses (and reindeer) ought to be very dangerous, able to 1-shot an unarmored player, and slow to breed, making their acquisition risky and arduous proportionate to their great utility. Personally, I would like to have an Aurochs/Yak/Buffalo serve in the pack-animal/tractor role whereas horses/reindeer/camels serve as fast & rangy mounts.
  13. @Xsarda, @cjc813: To be clear, a SINGLE wolf would be no stronger than it is now. The idea is to make wolves more RISKY targets, requiring a player stop and use their knowledge of game mechanics and situational awareness to decide if/how they should engage, instead of just going "Me hav stronk geer, wuffs git rekt". Also, I'd like to add that wolves (and basically all other large animals) are trivially easy to dispatch with ranged weapons since they are easy to shoot from outside their agro/flight range. Animals should at least run around randomly a little bit when they take damage from an "unknown" source (as seen in the block game that shall not be named).
  14. I like this creative thought process and having a mechanical log splitter would be cool, although the device should allow the player to swap out an axe head for a saw blade so one may automatically make either boards or logs. The only problem I really have with this idea is that in an austere situation, requiring a specialized block to chop firewood significantly increases the amount of time needed to set up an emergency fire. I think merely changing the manual process to 1-click -> 1 action makes it sufficiently grindy to motivate players to get a mechanical log splitter (although it should probably be holdable like the quern to keep people from getting any more carpel tunnel from this game). HOWEVER If this change were to be added into the game, then for consistency's sake, the process of crushing stuff with the hammer should work the same way. Imagine grinding out all the logs needed for cooking, pottery, and metalworking, or all the copper for tools, weapons, and armor. Overall, I think it would be pretty limiting to what one could do in the early game and significantly emphasize the role of mechanical power thereafter. These changes might well make the game too much of a grind fest for most people. I think that for it to work, the devs would have to concurrently add some nerfed from of mechanical power that is accessible earlier than wind power and less resource intensive (maybe waterwheels that are underpowered compared to windmills or animal tractors that tire after a certain amount of time). Also, I am deeply opposed to having durability for mechanical tools. They are hard to set up and not having to worry about durability is part of the reward. I do agree that there should be functional tiers for pulverizes and helve hammers like there is for anvils.
  15. Hello, I am new to this game. My total experience is ~100hrs in one 1.19 world. I'm now solidly in the iron age and at the point where I can explore the word without constant fear of starving/tools breaking/no inventory/etc. I have many thoughts and ideas from my playthrough thus far that I'd like to talk about, but this is the one I thought through the most. For me, wolves became very underwhelming after playing for a little bit. It is stupidly easy to exploit their slow swim speed by jumping into a pond and spearing them. And despite their high damage they are pretty fragile and can be reliably killed in mele with iron gear. They also don't really pose a real danger most of the time because their agro range small enough that you are almost guaranteed to see the wolf before you enter it. After the first few hours, I only ever died wolfs if I basically stepped on one while walking through the woods at night. Firstly, I think wolves should cease pursing prey (or maybe just the player) when they enter 2 blocks of water. This would still allow underequipped players to avoid becoming lunch while preventing them from abusing wolves slow swim speed for EZ bushmeat, fat, and hides. Obviously, simply increasing the swim speed would make wolves TOO dangerous to under-equipped players. Second, wolves' aggression mechanics should better approximate their IRL counterparts. To implement this, wolves should have a "tracking mode" which they enter if a player passes within say 40 blocks of the wolf. While in "tracking mode" a wolf should follow the player at a distance >20 blocks and periodically make a "tracking howl" which causes nearby wolves to move towards the calling wolfs position. If a player leaves the tracking radius of the wolf, the wolf reverts to its passive mode. If a player moves within 20 blocks of the wolf, it becomes hostile. When the number of wolves in tracking mode is greater than or equal to the certain value (for example if there are three or more wolves tracking the player), the tracking wolves all agro and attack the player at once. I think this behavior would increase the threat posed to stronger players, while still being balanced for weaker players, who have to avoid the wolves regardless. I think this mechanic would have very singular fear factor of hearing the howls following you increase until they suddenly stop, and a wave of enemies hit you at once. It makes wolves more interesting and unique than just weaker bears, which is how they feel now. I suppose these mechanics ought to apply to hyenas too, but I've never actually seen one in game so I can't say for sure.
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