Tabulius
Vintarian-
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Combat is too shallow for it to be so integral to the game.
Tabulius replied to Tabulius's topic in Suggestions
That's actually a much better idea. Having specific enemies or hazards that can get into your house can bypass the whole design problem of having entities destroy your base, while still providing a threat. Just as long as it's in a way that you can see coming. -
not sure how sprinklers would work, but you already can irrigate once you get a bucket.
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Combat is too shallow for it to be so integral to the game.
Tabulius replied to Tabulius's topic in Suggestions
You raise a good point, this would require some thought and potentially rework of building to implement well. A possibility could be adjusting how much of a danger entities pose to your base depending on the type of storm. For example, light storms they can only damage blocks like doors and glass, which you could protect with some kind of new reinforcing system, maybe even just using plumb and squares. On medium they can damage packed dirt or wood blocks if not framed by a stronger block like cobble, and on hard they can damage them regardless. The system could be made more predictable by having them always prefer the easiest block to break. This way you'll be able to spend the time when you get a warning for a storm preparing for whatever type it is, by barricading, reinforcing walls, setting traps, moving valuables, etc. This is a rough idea, I think something like this could be implemented well but it would require some good design. A big thing is that it would need to be accessible to early game players because fighting in temporal storms isn't a reasonable option for early game, unless you already know the combat by heart. The biggest thing it would require is an overhaul of the ai, making them more predictable with pathing and cones of vision. Especially because right now they can see through walls. Aside from that maybe a few modifications to the map to allow for additional places to hide. -
Combat is too shallow for it to be so integral to the game.
Tabulius replied to Tabulius's topic in Suggestions
In Darkwood you're essentially forced to stay in your house at night because outside there are extremely dangerous enemies that you have next to no chance of beating. So you wait out the night at your house, and have to barricade your doors, windows, and set traps. Sometimes nothing happens, and you just hear enemies walking around outside. Sometimes you hear voices and hallucinations, and other times enemies try to break down your door. As long as you stay in your house you won't have to face the extremely hard enemies. But there is a threat of some enemies attacking you. But you can defend, prepare, and counterplay against them. I think this is a better alternative to just being able to completely ignore the storm while sitting in your house, or being forced to face it head on. I think it could satisfy most players desires with storms, making them something you can fight if you want, or hold out if you want. -
Combat is too shallow for it to be so integral to the game.
Tabulius replied to Tabulius's topic in Suggestions
I'm afraid I'm not exactly sure where I saw it, but I'm pretty sure there's documentation of Tyron essentially saying that he wants players not to hide during storms and have to engage with them. Regardless, the design makes this imminently clear as avoiding the storm has only gotten harder. I don't consider your method of dispatching enemies, not combat. It's just the state of combat in vintage story. It's telling that most players prefer metagaming to avoid fights rather than actually dealing with enemies the way you're intended to. A rework could take many different forms, it doesn't have to be that of an action rpg. It seems like most people would rather the combat be less emphasized than more so. So, an easy option with the groundwork the game has set up would be to adjust it to be more akin to a game like thief. Combat is still an option, but you're given stealth options to avoid it, and the game is less balanced around open fights. This would mean stronger individual enemies but no hordes of enemies in dungeons and in the underground like you see currently. As well as a revamp of stealth mechanics and the enemies detection ai. Temporal storms could become less of a mosh pit, and more of a horror experience, like the nights in a game like darkwood which I honestly think would suit it better. -
Combat is too shallow for it to be so integral to the game.
Tabulius replied to Tabulius's topic in Suggestions
I'll concede you probably have more experience with the dungeons than I do. But, in my experience running past fights is the suboptimal choice in most cases. If you had better stealth options then I might agree. But, most alternatives to fighting are either janky, or cause greater stress than just fighting. The explicit intent of temporal storms is to force you to engage in the combat, and work has only been done to make avoiding it more difficult. I haven't been able to do and indoor work in my recent playthroughs because enemies spawn indoors now. And I wouldn't call hiding in a bunker and doing nothing for 20 minutes a compelling alternative, would you? This is exactly what I'm talking about, a poor implementation of combat being made integral to the experience. Personally I think if temporal storms operated like sieges in 7 days to die, where you have to build up your base in preparation to defend against them that would be much more interesting. At least then you would have to play with the more interesting mechanics of the game like building, and not just run circles in your house throwing spears. I don't think vintage story has to be an action game. Nor does it necessarily have an obligation to make its combat more action oriented IF it refrains from having action oriented gameplay scenarios. The combat seems more at place if the game was designed around being a survival horror game, and if it were I'd agree that it's serviceable (if not a bit too easy.) But, it's not. You don't have fast paced fights with hordes of enemies in a survival horror game, nor do you seek out the enemy and fight bosses. Right now the combat lacks identity. It feels like you're being given conflicting messages. On one hand you gain very little from fighting, the loot pool seems to be designed to intentionally discourage you from it. Most enemies are slow enough that you can often easily flee a fight. But the game keeps putting you in circumstances that outright encourage you to fight in spite of this, and punish you for not fighting, even though you still don't stand to gain much from fighting. Even in heavy temporal storms where the possible loot is probably the best in the game the risk for early to mid game is disproportionate. Unless the storms were designed around the meta strat of spear spamming from towers. -
I realize many have complained about the state of combat before. My goal here isn't to illustrate what's wrong with combat as others have done that better than I can. My goal is to express how the heavy focus on combat is why so many people are bothered by it. Of all the things this game has that makes it a unique and captivating experience, the combat is absolutely not one of them. The combat feels shallow, unsatisfying, and clunky. A lot like minecrafts. That's not necessarily a problem, only it's one of the features the game puts a heavy demand on you engaging with. The temporal storms force you to interrupt whatever you're doing to interact with the combat, And the story content is exclusively combat oriented. This is incredibly backwards as far as I see it. If combat stays as it is then in my opinion it should be a minor focus of the game, and act more as a punishment for playing unsafe. Now personally I do enjoy good combat and i'd like to enjoy the combat in this game. But i'd almost rather none over this. It's not that it's hard, it really isn't for the most part. It just never feels enjoyable. I'm never excited to get in a fight, or satisfied having won one. It just feels like an irritating obstacle I have to navigate to get back to the fun part of the game. I've tried mods like the combat overhaul, but they don't make it more interesting, they just make it a bit more tolerable at best. Minecraft has a similar issue. It has very primitive and unsatisfying combat, yet most of it's later updates were mainly focused on introducing more dungeon crawling type content. The problem with this should be self evident. People weren't hooked on these types of games because of the combat, and the combat is not either of their strong suites. Bottom line If you want to focus on combat, before you add more dungeons you need to focus on ironing out the actual feel and depth of the combat first. Or else the dungeons are just going to feel like a chore. If you're not going to do that, then you should design the game around it's strengths. Like the building and crafting, instead of the combat.
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This is a huge oversight in the latest update, elk calves are identical to whitetail deer fawn. This makes it very confusing when you're trying to capture a calf. Personally I captured a whitetail since I couldn't tell a difference from the elk caught in the trailer and the whitetail I caught in game, then I wasted a bunch of time and food raising it. This may seem like a trivial issue to vets, but for me and any newer player who makes this mistake this is a potential quit moment. Not many people are going to be willing to make up the wasted year if they didn't notice their mistake until too late. Other deer fawn have unique models, so it makes no sense elk calves don't, especially when identifying them is much more important than identifying the others.
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My god, thanks man, props to you for going way overboard in explaining this! I ended up doing what you said and lowered the torch and now it's safe. I also found out that mobs were spawning during the day cause I left my cellar open.
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Never had this happen before, but I randomly started getting mobs spawning on the second floor of my house after I enclosed it. I use the same amount of light that I normally do and I'm pretty sure It should be protected, the room is a 9x9 interior with torches on either side. It's made the game extremely annoying as they've started spawning even during daylight making my house and all my stuff unsafe. Am I doing something wrong?
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This is an idea ripped straight from stalker anomaly. It's one of my favorite ways to do permadeath, since in my opinion permadeath's main use is giving some extra sense of accomplishment and stakes to the early game. But, after I've grown attached to the world I don't necessarily want to risk losing it all to falling down a ravine. The idea is you can set the game to grant you a new life every day to couple of days. In stalker days can be quiet long so this is fair, but in vintage story it might be better to have month or even year long periods depending on how much challenge you want. You could go more in depth and have some in game or in lore things that grant you lives, but a simple timer would be the easiest thing to implement. Could other players see themselves using this if it were a feature?
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OMGSISA Sisa_no_matter_what_I_do.mp4