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Tschady

Very Important Vintarian
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Posts posted by Tschady

  1. Hello everyone,

    I love the implementation of alternative monsters ingame. However, I wish there was some strategy involved in how to approach each of them rather than "hit until dead". Also I believe monsters should have some natural limits too. One specific example of a monster came to my mind for which I'd like to introduce a different mechanic: The "Bell" a subtype of locust (I assume) that has a head shaped like a bell and alarms surrounding monsters using it.

    What it currently does:

    • spawns randomly, endlessly (if player is nearby) various creatures such as different tiers of drifters, locusts.
    • unable to attack you directly
    • has a lot of hp (even with steel weapons hard to kill)
    • very dangerous/imbalanced in open areas (due to a lot of space in which creatures can spawn) -> somewhat useless because of that in narrow, small spaces
    • acoustically very repetitive and annoying tune, specifically if it is in an area nearby but you can’t directly attack it/reach it

    What it should do:

    • RNG based time limit for the creature to tune the bell before it staggers for a bit (due to exhaustion) -> this is to counter somewhat the imbalance in open field spawning
    • RNG based final limit of endurable staggers before it starts damaging itself(due to the fragile nature of a bell) -> this is to counter the bell endlessly ringing in a nearby area that you can’t directly reach
    • When cornered (narrow spaces) the bell should switch from the attempt of trying to spawn creatures to either:
      • tuning a ring that harms your stability
      • try defending itself by hitting you and damaging itself doing so

     

    Love to hear your opinion on this, cheers.

    • Like 1
  2. Below tested several times with Cabbage:

    If crops that yield only 50% due to exposure of heat are additionally eaten by a hare a wilted plant ist left behind. If this wilted plant is broken it sometimes still yields more crops than a nearby plant that is only heat damaged. So in other words the states "eaten" and "heat damaged" seem to not stack.

  3. Greetings community,

    first of all, my english isn't very good so please excuse me for not describing this suggestion flawlessly and feel free to ask questions.

    I am playing this game for years and actually gave a go to play on the multiplayer server a year or longer ago. I love the idea to have classes, as they give this game a greater depth. However, playing on an online server for this long, I am really struggling to see the "vision" that was involved with the implementation of some classes.

    Shortly said: class traits are imbalanced and lack vision in the endgame specifically in a multiplayer enviroment. Therefore I'd like to maybe give some ideas into which direction classes should be implemented to give every class some kind of basis of existence and interaction options to other classes. And also would like to show you the imbalance of the traits with the comparison of the classes Malefactor and Blackguard.

    Every class needs traits that enable them to:

    1. take actively part in the global economics, as they have a craftmanship specialization (Explanation: current implementation of serverwide trading is great but saldy barely used as there is a severe codependence to missing craftmanship specializations here as there is currently only one class that can fill into this role: Tailor
    2. allow them to fill into a certain role in combat (Explanation: Some classes currently have only combat maluses for the exchange of "discovery traits", best example to name here would be Malefactor, while other classes have very powerful combat bonuses for the exchange of having bad "discovery traits" read point 3 please as this is higly relevant)
    3. have a certain role in the discovery of the map (Explanation: In the lategame some traits do not really matter, the best example would the be Malefactors Pilferer trait which is badly utilizeable in areas of high discovery vs Blackguards Heavyhanded trait - at the same time Malefactor suffers a heavy combat malus while Blackguard is one of the best classes overall.
    4. gather specific ressources better/be able to interact with animals (selfexplaning)
    Quote

    Malefactor:

    Forager (+10% loot from foraging1, +20% wild crop drop rate)
    Pilferer (+15% drop rate, +10% rusty gear drop rate, 10% chance to collect cracked vessels)
    Furtive (-35% animal seeking range)
    Improviser (Exclusive craftable sling)
    Frail (-2.5 health points, -25% bow drawing strength)
    Nervous (-15% weapons damage)
    Quote

    Blackguard:

    Additional Positive and Negative Traits
    Soldier (+30% melee damage, +15% armor durability, +25% movement speed)
    Hardy (+10% mining speed, +5 health points)

    " Merciless (Exclusive craftable Blackguard Shortsword and Shield)

    Ravenous (+30% hunger rate)
    Nearsighted (-15% ranged damage)
    Heavyhanded (-10% loot from cracked vessels, -15% loot from foraging1, -20% wild crop drop rate)

    In addition to the above some ideas:

    Classes should be overhauled entirely so picking a class enables you to spec into trait trees rather than static traits. So for example a blackguard should not have flat +25% speed (which is lets be very honest here a huge bonus in the lategame in comparison to the Malefactor bonuses) but be able to specialize into a tree which gives +5 %, +10%, +15% etc. speed for the cost of not beeing able to specialize into other bonuses.

    There is a severe need for discovery traits that are actually utilizeable in the "lategame" of a multiplayer server. Having a bit more loot from foraging or wild crops - these traits really do matter only in the very early game. The current situation on a multiplayer server is: if an area gets overpopulated, or a new patch is released people move into another area to ensure to have new ressources in undiscovered chunks and the cycle goes on. An idea would here be giving certain classes traits to enable them to track certain occurences that are vital for a multiplayer server - best example here are Translocators. And idea here would be a craftable compass (involving precious materials) that for example reacts if a translocator is near... 

     

    Please let me know what you think of these ideas, post overall. Thank you, Aluviya.

  4. Generally I believe the best type of enemy/villain is always a person/creature that has a story behind it, a path full of suffering before they turned into what you identify as "evil" not just hostile by nature. With the difters I can hardly identfy any reason why they attack you - they seem seem somewhat just braindead vermin like creatures - I think the NPC's in this game should add into a specific atmosphere rather then generating just an avoidable "threat" or "scaremoment". Also I disagree with creepers beeing well designed. They just add a "scare" moment for a few secs but this is like the oldest idea ever which you see in every horror movie. I think more frightening is actually an enemy from that you know that it is following you and will eventually face you directly. Look at the mordern horror games. For Minecraft picking the creeper as logo is just having no other creature in the game that is visually unique enough. Also just to mention it here again - you can totally avoid temporal storms by sleeping if not even deactivate by game settings - this discussion for me is personally about the direction we are going to - I think this randomly "mystical-temporal-Storm-psychosis" thing is not leading to the right direction for a survival-sandbox game. I'd rather see heavy weather effects such as storms, or" ice age close" occurences.

  5. On 12/14/2020 at 12:54 PM, Mikel Monleón said:

    Let me start off by saying I really loved it when the first storm hit. Seeing the land shifting for the first time was a very unique experience, and I very much appreciated it.

    But, I feel like the storm, and drifters, are an odd addition to the gameplay experience. Vintage Story seems very focused on hyperrealism. What makes this game so amazing is just how tedious and detailed every process is, and how accurate it represents the development of humanity. Frankly, I've never had such an immersive gaming experience. Having to naturally select animals, fend off wolves, prepare for the winter, it all ties in so well together, it feels like I'm actually living in the time period. 

    However, I find the storms and drifters, that element of fantasy very off putting, as if it didn't belong in that world. I imagine if temporal storms did exist, the physics, chemistry, plant and animal life would be very different to real life. I would love to see a game like that, but I don't feel like that's the direction Vintage story is going.

    Why not eliminate the storms and fantastical creatures entirely? Focus more on the realism. Perhaps the periodic threat, or challenge to the game, could be having to compete with other NPC humans. Imagine if there were other tribes that could hunt you down, or even kingdoms that could pillage you. 
    Perhaps it doesn't have to be entirely void of fantasy, but the drifters seem odd, maybe Vintage Story should take in some inspiration from Witcher III, and base its universe in a more concrete mythology. I don't think it needs it, but if they need some explanation to justify re-spawning, magic is usually the easy way to do it. 

    I'm not sure if other people feel this way, but I feel very strongly about this. I love the direction Vintage Story is taking, but I think temporal storms takes away from the immersion.  

    I couldn't agree more. I also wish the realism would be a focus in this game too. Everything else kinda seems like "wanna-be-minecraft-zombieinfested-world". After a certain time of playing this game I really feel that Drifters are just annoying because of their moans - but thats it. I love the idea of other tribes, kingdoms or actually generally npc's that are hostile to you with a story or reason behind it .Temporal storms should be actually replaced by heavy weather effects. Also the dangers of that lure around the world should be compesanted by temperature effects, animals, diseases that dwell in this world. The focus should be set to natural enemies rather than mystical, randomly spawning creatures.

  6. DId you ever give a thought about providing more character customization :)? . Starting with gender and apperance options. Also - while this game has also a strong focus in battle, i would love to see more roleplaying elements. Like character attributes providing more defense or offense (connected to that limitations in what weapons or armor they can use). Or even magic (offensive- defensive) as an option in lategame.

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