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Everything posted by QueenGeeBee
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Because its a good game, and calling it 5 dollar shovel-ware is absurd. /thread
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I like your idea Ifoz, so something like this? Mechanicals are weak to Blunt, because it smashes up their bits Rotbeasts/Rust monsters are weak to Slashing (What the falx does / maybe axe why not) Animals are weak to piercing, because it damages their internals (like the bow and arrow / spear, weapons a Hunter would use.) I think the important bit is to not make any enemies resistant to a damage type. It would just confuse players as to why weapons of the same tier kill enemies at confusing rates. They should allow people to realistically use any weapon they wanna use, and maybe just reward using some weapons on certain enemies. It would be a basic way to add some complexity, it still makes the falx the best weapon to take on rust monsters (as it was designed to do lore wise). That, combined with MKMoose's Shove action idea, and status affect infliction based on weapon type (Like blunt weapons stunning, or slashing weapons bleeding over time) would be a great start at making combat more worthwhile engaging with and learning the mechanics, while not completely making it unapproachable by new players.
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I couldnt agree more. Its just strange to me that some hold the opinion that the devs shouldnt touch up combat because its not the main focus, like thats an excuse to leave a system feeling bad. Its like saying 'I dont think a majority of players come to vintage story expecting tailoring to be good, so we should leave it exactly how it is and not change anything about it.' Or 'Making tailoring more complicated would just make players feel confused/excluded or keep them from engaging with other parts of the game.' Like we're not playing a game with vast mechanical depth in a lot of its systems. I also dont agree with the argument that most players dont come to vintage story expecting complex combat mechanics. Clearly lots of people want good combat, theres been countless threads and posts and suggestions over combat for years. I want to have fun with good combat, and that doesnt make my desires for the game any less valid. Im sure people find fun in games like this in a lot of different ways, and there shouldnt be a argument that most everyone only enjoys one main aspect of it. Combat should be changed to be both fun and rewarding to engage with. Spending time prospecting for ore, mining it, heating it into bars, then smithing it into a cool weapon should have a payoff of having a sick time using that cool weapon to fight monsters, but rewards are completely not worth it, and combat boils down to running backwards (because enemies try and occupy the same space as the player so you have to continuously run away or theyll clip into you and damage you) and clicking on enemies (because thats the only way to kill them and theres no inherent strategies. Anywhere you hit on an enemy does the same damage, all weapons work the exact same and have little difference besides autoloot vs throw spear, and the only reaction enemies give is they sometimes try to run at low hp) I just want to make steel tier clubs with the ability to stun enemies tbh. Maybe also give enemies better hitboxes and a weakspot so theres some gameplay to aiming where to hit. I dont think we need the world given to us, just enough to add more mechanical complexity so i can learn and master a system like how people can learn/master smithing.
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Talior lacks class identity a plea from the heart
QueenGeeBee replied to runnybabbit's topic in Suggestions
Im surprised to see so many people talking about an idea i also had. I really do think they should give tailors a mercantile trait that discounts trader prices and increases how much traders pay to buy from you. Tailors to me just really seem unappealing to play, entirely because most of what they offer is unique crafts. I dont like classes playstyles being dictated just by what they craft, so anything to move away from it and give them abilities that everyone can do, but they uniquely do better is how i want things to be balanced. Everyone can still buy and sell to traders, but making tailors better at it is like how hunters are better at ranged combat, or how blackguards are better at wearing armor and fighting. The idea of playing the trader market, buying, selling, and producing goods to sell specifically makes it sound fun to be a group's merchant. I also love the idea of making clothing even more in depth with mechanics. Personally id love it if tailoring got even half the detail that smithing has, but something as simple as clothing needing be washed of blood and grime every once in awhile seems neat too, and clean/fancy clothes improving trader interactions is really fun. While people are prioritizing better armors and weapons, tailors could prioritize better looking outfits to get even better deals -
So elegantly put, I fully agree with Clevermagpie's summary. I do think that at the very least, the game could do with implimenting more weapons to the pool. I dont think we'll get a full rework to combat, but even adding some variety to how people could engage with it would be a good start. I feel like the way to incentivize using different weapons would be making enemies weak to certain damage types like crushing, piercing, slashing, that kinda thing, but the pool of enemies might be a bit limited to pull that off in a way thats easy to understand without seeming arbitrary
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Personally, my way to fix jonas tech parts being annoying to grind is to take those temporally unstable surface chunks, add lots of rusty debri and rust world blocks, like a certain other location but on a much lesser scale, and then just have locust nests respawn in those corrupted areas when storms happen. They could probably make a lore reason as to why, and it would be a cool way to make scrap and parts a bit easier to get. Like, 'Lets go gear up and head into that unstable chunk'.
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Yeah i could build them, or I could just light up the entirety of my base and be more than fine.
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Could make the riftward stop the storm from existing within its radius. I dunno if that breaks lore but who builds riftwards anyways.
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I just hope big changes happen to them. Theyre really unfun to deal with, which should be the number 1 priority of all mandatory mechanics
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I feel the way to improve combat is to just give players a larger variety of options. I am of the opinion that we probably don't need chivarly weapon attack orientations or special moves or any of that stuff, but if players just had a variety of tools to use then people might feel better about things overall. I think we should take the already existing club weapon in the game, and allow the player to craft higher tier versions of them. The craft could require a pounding cap and nails/strips to get a kind of cudgel feel. It could apply a new status effect type, concussed, which would temporarily stun an enemy hit, then give them stun immunity based on their tier (with bosses having the longest stun immunity.) We already have scrap mace to fill the gap between wood clubs and bronze clubs from the pounding caps. A spear nerf which i don't think is unreasonable, is to just cap the damage you can do with the spear throw, and give us steel spears. I want the higher durability of a poke weapon. I understand throwing spears is incredibly strong and a little problematic, so just don't make it scale past bronze (where we're currently at) or maybe even bump it down a bit to copper, idk. I just think its weird to not have the option to make a steel weapon because an aspect about it is way too strong. Id rather just nerf the super strong thing. It would be cool to give slings a slight buff, so that people who like using them could carry them a bit further. - Allow Malefactors to knap hard stones into sling bullets, increasing their damage to maybe bone arrow level. It would maintain the sling as being good for a wanderer/explorer playstyle, because you would still find lots of ammo in the world around you, but now you can take some time to make some slightly stronger bullets out of harder stone. They'll still get surpassed by bows and spears, but I think its good to give players more options to play with. Maybe let sling bullets apply concussed like spears, for a small ranged stun every once in awhile. The injury system people are suggesting sounds like it could be cool too. Even if its simple as Lower Body Injury - Movement speed penalty Upper Body Injury - Attack / Equip speed penalty And maybe some unique injury debuffs that require specific treatments to heal, like a damage over time bleed, bone fractures that require specific treatment and not just slapping honey'd bandages on, maybe infected wounds because I can only imagine how dirty the rotbeasts are.
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I don't get what people are in such an uproar about. This is some good news. The core team works on vintage story This side team of developers that have experience working on something in a similar niche will work on improving gameplay mechanics that may see some carry-over into the main game. Personally, if they manage to improve upon the combat mechanics, I'd love to see that in the main game. To say this would kill the game is kind of crazy ngl. The updates to vintage story are also pretty frequent.
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I think it would be pretty fun/thematic if alcohol improved stability since otherwise there's not much point in making the stuff other than rp. Getting drunk while messing with stone blasting bombs hundreds of blocks underground sounds fun. In terms of herbalism though, I would feel a bit sad if it was all limited to different healing options. I know its not the most realistic, but I would prefer a few more gimmicky potion effects, like some stamina potion to increase woodchopping/mining/working speed for a time, or a potion to juice up the seraph and make them do more damage with melee weapons.
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We're off to a good start with the Falx changes to auto-harvest. Now i want changes to other weapon types to give them more gimmicks. This is how I think we can make combat more involved without making complicated mechanics or changes. Clubs are weapons I dont think ive ever seen anyone use, so we should add a new mechanic to clubs/add late game club options (or just use hammers). Something simple like, clubs swing slower, enemies hit with a club are stunned based on the tier of the club. Higher tier enemies / bosses have stun immunity for several seconds after a successful stun, ect. To me, having a larger variety of weapons to choose from would just be cool. It could add strategy to what people bring to important fights, like having a blackguard stun a boss with a war-hammer so the squishier classes can run in and stab once or twice before they recover.
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Part of me wants them to add climbing into the vanilla game, like the verticality mod. Give malefactors a bonus to climbing to make their explorers playstyle even more fleshed out, just for fun. But yeah, as others have said, theres a parkour story section in act 2.
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What kind melee combat improvements are even possible with the engine?
QueenGeeBee replied to MagpieOAO's topic in Discussion
I think the most they could do is like, a heavy attack if you hold the attack button down, and maybe making different weapons have different functions. I kind of wish we could have some different weapons to add diversity there, like some late game maces/clubs that could stun an enemy if you hit them, but they swing slower. -
Holy necromancy batman
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This is just an unfinished preview release?? Theres so much content here already. So many cool changes and tweaks.
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v1.20.12: Purely stable performance, 1.21 update notice
QueenGeeBee replied to Tyron's topic in News
Very nice. I hope we're almost to 1.21, ive been antsy for it -
I can absolutely confirm this is real. I paused by game and when i came back there were at least 100+ mobs in my base.
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I dont like how shivers clip into my model while attacking so i cant hit them. I like fighting hordes of drifters and bowtorn, but shivers arent very fun to fight.
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I was just thinking about how long it takes the map to load. Very nice.
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1.20.8-rc.2 + stable + 1.20.9: Mob spawn balancing, Item disappearing fix
QueenGeeBee replied to Tyron's topic in News
Seems a nasty bug snuck through. Hopefully it isn't too hard to squash.