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Everything posted by QueenGeeBee
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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. -
1.20.8-rc.2 + stable + 1.20.9: Mob spawn balancing, Item disappearing fix
QueenGeeBee replied to Tyron's topic in News
Always happy to see bug fixes. -
I wonder if they're working on a 1.20.9 or if all effort is on 1.21. Ive just been waiting for this rc to go live but idk it feels like they might be making a second release candidate
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What new gameplay loops would you like to see?
QueenGeeBee replied to Josiah Gibbonson's topic in Discussion
I play on a dedicated server my friend bought, so honestly any mods made vanilla would be lovely. The system Im hoping for the most is alchemy, because I think it would be really fun to brew different potions and remedies, but I feel like it might not be fully useful without some expansion to the health/damage systems. I would love if injuries/aliments were added and expanded upon, to give us a reason to make healing items. Maybe capping damage across the board, but have it so any damage taken above the arbitrary cap may result in an injury, like bleeding, or a fractured bone. Could add sickness from hypothermia or heatstroke too, just a few problems that can arise when you misplay and get hurt.