Zx573
Vintarian-
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Everything posted by Zx573
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Bread balance may not be massively high priority, but I would like to see this. Increase the cost and increase the satiation so you don't have to eat so many entire loaves of bread to get full.
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I quite like this idea, even a partial implementation would feel better than what we currently have. It's odd for clutter to supposedly be fragile and yet take as long as it does to break when you don't want it. Non floating clutter makes sense as well. I could take or leave it breaking when stepped on, it makes sense but doesn't have the same gameplay boosts for me that I see from the other suggestions. I imagine that it wouldn't be too difficult to mod this either. I might have to take a swing at it at some point. .
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Jewelry is a fantastic idea for using wire.
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Very well reasoned and thought out additions. I just want to second everything you've said. It's all great
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A backpack system like Core Keeper would be interesting. You've got your main, upgradeable, backpack storage, but you can also get various extra pouches that are smaller and only hold specific item types. Core Keeper has ore, seed, valuable, and fish. For Vintage Story I could see ore, seed, hunting, and like, clothing perhaps.
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While this may be a disproportionate change for the specific use case, I think it would be cool to introduce wire drawing as a mechanic for making chain mail. It would mean adding two forgeable items, a rod and a drawplate. Players would forge the rod and then heat it back up to pull it through the draw plate multiple times with tongs equipped in the off hand to create the wire. Then the wire could be wrapped around another rod to form a coil and cut to make chainmail rings. It may be a bit much to add just for chainmail, but it would feel a lot better for creating chainmail than the existing chain forging. Other uses of the system could be making lead wire to use as a crafting material for windows, and potentially using wire as a replacement for rope in some crafting recipes.
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I don't have a lot of ideas for rope uses, but I would love to see some form of ropewalk in the game to get rope creation out of the crafting grid.
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I think it's just called DarkVision. It is configurable to whatever level of bright or dim you think is reasonable
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I use a mod that let's your eyes adapt to lighting conditions, which is good realism. If I'm out at night with a lantern, I can see around me well but nothing in the distance, and if I put it away I can't see anything until my eyes adjust to the darkness and I can see dimly enough to navigate by moon and starlight. Its a system I think belongs in VS.
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I mean... food doesn't spoil when offline in a single player world. This seems like a non-concern from a balancing standpoint. Cellars don't exist so your food stays fresh when you're not playing, they exist to keep food fresh while you're playing. The idea of updating the claims system to also include food spoilage seems like the cleanest idea.
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I think it makes for a good optional setting. That way the people that thrive on making the best out of whatever random start they get can play as they desire, and those that would like to have the opportunity to find a good home farther away from initial spawn can play as they want. As a world setting everyone gets to play the way they want.
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I imagine that ideas exist for updating poisonous mushrooms once they implement the status system they are talking about.
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I love the idea of some early game boats/improvements to the existing raft system. Plus the secondary idea of rawhide strips is really good too. The canoe I'd love to see would be a dugout. I'm not certain that the mechanic would be entirely worth implementing for just this purpose, but the idea of alternating burning a log and chopping at it to make the canoe is really engaging to me.
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Shouldn't tier 1 shovels be wood instead of stone or flint?
Zx573 replied to DeanF's topic in Suggestions
In addition to the pan idea, I don't see why there couldn't be a woodcarving mechanic, something like a cross between flint knapping and chiseling. Place wood on the ground, hit with a piece of flint just like in normal knapping, and make a shovel. It preserves the same limited crafting menu method while increasing historical accuracy. It's definitely a step away from video game norms, which usually just stick with the same material for tool tiers, but it is also a fun way to improve accuracy. Also, we just recently found the oldest wooden shovel on record at 3500 years old, which is cool. -
To take something of a middle ground on this idea, I could see a simplified version of OP's idea nicely balancing the gamification, the realism, and the immersion. Add Annealing, it improves durability by a variable amount, with better gains the closer the player gets to optimal temperature timing. Then Quenching, improves power and reduces durability according to a similar variation Then Tempering improves durability and reduces power, once again working better the closer the temperature is to the correct temp. I don't think that the idea of the buffs being reset completely if the piece is heated up too much seems overly complicated either. Slap some diminishing returns on there so there is no need to repeat the process to excess in searching for optimal results, and the system itself will enforce player preference use cases. Someone that only cares about durability? Anneal and go. Someone that just wants the boost in power without spending the time to "do it right"? Quench and go. Someone that enjoys the process? Run it through. Someone that loves optimization? Run it through multiple times. Someone that loves skill based applications and optimized equipment? Focus on paying attention to the temperature and getting good at pulling pieces at the right time. That sounds like a good time to me personally.
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I'd love to see further expansion on the mushroom system in order to bring them out of a fully foraged status into something that can be cultivated and farmed. There are a lot of ways this could be accomplished, with differing levels of complexity and modernity. The oldest recorded cultivation method for mushrooms involved chopping logs, scoring their surface and leaving them to sit near trees and stumps already growing mushrooms for a year or more until they became inoculated. Nothing new would really need to be added for this method except the interaction to score the wood to prepare it. Its a slow but historically effective method, and the inoculated logs could then be moved back to a players base for continued use, continuing to fruit for a few years before production stops, similar to the new berry mechanic but faster, since a log like this generally only lasted for about five years. More modern practice could involve gathering spores with parchment and making plugs that could be added to logs or trees (drills could be added for making holes, but just using the knife would work too) and then sealed with wax. For non wood growing mushrooms, substrate could be made with dry grass and grain that are boiled for sanitization and inoculated with collected spores. Substrate would be converted into mycelium blocks over time that could also be broken up and used to inoculate new substrate rather than left to fruit. Collecting spores could be as easy simply interacting with a given mushroom using parchment, or could involve mushroom life cycles under which the spore print would need to be taken at the right time in the process. Overall I just think it would be cool to be able to grow my own mushrooms instead of only foraging them.
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Did a search to see if coppicing had been suggested already and wanted to second the idea. Willow trees would be fantastic as well, but even without them specifically, just the ability to create high density stick production in line with historical techniques is a fantastic possibility. It would be nice to be able to intentionally cultivate some stick production without needing to clearcut bushes or chop down a bunch of trees when you're only looking for sticks.