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A_British_Lass

Vintarian
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Everything posted by A_British_Lass

  1. while im unsure about some of this message i do fell like it'd be leagues a head of how it is in the game currently
  2. sorry i forgot i could do that lol i think you hit the nail on the head here, beyond my gameplay frustrations they also just takes me out of the world considering how unconnected to the rest of the game it feels Completely invisible and doesn't interact with the other temporal mechanics, ultimately just feels slap dash mechanic on a otherwise beautifully crafted game
  3. my main issue is i LOVE the concept of surface instability and would love to play with the feature turned on but with how it's implemented as of current date it leaves a sour taste in the mouth while yes it serves the lore amazingly they don't serve the game play at all think of it like a game with a shrinking zone, typically areas of the map are made inaccessible to serve game play by pushing players together, whereas a game like this it server no purpose while actively harming the experience as i said in my post and comment directly posted after the post the unstable zones need to be A) made more apparent, and B) serve the game play in some way, say like treating metal tools by leaving them in a unstable zone that buffs their durability somewhat after leaving them there for a few days, or making crops grow 3%faster, something that benefits the game play while also not make the unstable zones worthless as a player permanent unstable zones as is are just a net negative to the game, storms add a challenge in defending your base or a forced downtime to work on food of chiselling, it affects game play where unstable zones don't do anything i am coming at this from a casual viewpoint though, i just believe the system NEEDS a rework, and i typically judge a game based on it's default (intended) settings
  4. Honestly i think if the permeant zones were scrapped and instead replace with a rad storm like mechanic from fallout it'd be pretty neat could have a positive effect on plant growth with specific species you're growing or just a way to get new blocks? i don't know the details i just know how unstable zones are implemented right now annoy me to no end
  5. so, vintage story great game love it is brilliant... But my god temporal stability the way i feel it's implemented is the worst part of the game, i have my issues with storms, but they're fine over all* as they add a layer of depth to the game, i personally don't vibe with the storms and feel they need work but compared to surface stability? so my main issue is the visuals, there are none pretty much; other than the gear on your hot bar there are no indicators of stability and even the gear can be hit or miss if you build your hut half in a stable zone or unstable zone i understand that the unstable zones have lore significance but as a player just trying to get my firs dirt hut set up for the first few seasons of the game ui could care very little for why the lore is screwing me over i honestly think the zones by default need to have a 300x300 safe zone around spawn where they can't occur and visuals they indicated the area is unstable, be it plant, the sky or the actual blocks being different. there also the issue that the unstable zones server no purpose gameplay wise other than "nuh uhhh you're an idiot for wanting build in this very pretty valley dumbo" i feel they need to have *some* beennefit to either building a permeant base or farm in these zones otherwise they just feel... boring Over all the unstable zones feel like a bad mechanic that either needs scrapping or major reworks sorry if this has been talked to death the only forum post i could find was about storms anyway back to playing the game
  6. hey thanks a lot!
  7. with the announcement of hytales return... Where does that lead adventure mode? Has it been scrapped, or will it be developed alongside hytale with it's own identity? i, for one, was excited about the prospect of playing vintage story in a different way, but i haven't heard any news about it since hytale was originally canned and i haven't managed to find any postings discussing the situation the adventure mode finds itself in with the return of hytale if anyone has any info and sources they could point me too i'd be grateful thanks!
  8. So the basis of the idea is that sometimes world gen absolutely screws you over (chalk, copper, tin and other examples) and while I find it fun to search for these myself sometimes it gets draining to walk 10k blocks just to be met with nothing but the same granite stone that you don't need my proposal is that traders should be able to sell maps with "approximate" locations of these materials, say for example I want to find a specific type of sand: I'd find a trader of any type (or certain traders might only be able to help with certain materials who knows) and I ask them if they know where "chert sand is" they'd be able to sell me a cheap map with the approximate location of chert within a certain range, the price increasing the larger range you ask for (EX: asking for a map of chert sand within 1000 blocks will be maybe 1 gear but chert sand within 10k blocks might be 10 gears) to add to this idea, the rarer the resource you ask for the more pricey the map will be initially (EX: a copper map will be 3 gears for a 1000 block map and meteoric iron will be 7 gears for a 1000 block map) while I've not strongly thought the balancing out I feel this would be a better alternative over just outright upping the spawn rates for certain materials while also giving the player themselves the choice of whether they want to spend the gears on finding thee blocks or materials they want or to explore for themselves (also I want to note that traders won't be able to sell a map for an item/block unless the block is within that range, EX: I want to buy a red clay map, but it's not within range the option will be greyed out and the first map that has the resource in range will be purchasable) thank you for your time in reading this, I wish everyone a good day!
  9. have fun! best of wishes you and your kid got this, you can overcome the wilderness
  10. Oh, thought I went crazy for a minute there genuinely befuddled by the different experiences we've all had, I might launch my game and do some testing here EDIT: started a world with no mods and spawned in as a commoner. Both a brown bear and a wolf killed me in two hits maybe some settings I ran before let me survive a couple more, however on the latest stable build (1.19.8) on vanilla unaltered standard world (selecting the standard preset without changing any of the settings) so i can confirm that in fact getting one hit even by a bear is not standard behaviour Genuinely curious as to why op is getting one shot even with armour on?
  11. hmm this is odd, for me, i can usually survive 5 hits from wolves (off top of my memory) might be the mods or settings i run though
  12. Yeah… I've found a lot of the drifters spawning mechanics in the game to be a little subpar, my first ever experience playing the game me and friends build the nice little base, but drifters seems to spawn inside of it constantly. Our fault for building it into the side of a mountain, but the temporal storm was a miserable time for those of us online at the time I do think drifter spawning needs to be tweaked somewhat so play bases and cellars can have some form of safety (though take my opinions with a grain of salt as I suck at this game big time) EDIT to add more onto my thoughts: ultimately I'm unsure how'd I'd change the storms my self as I'm not a game dev and my ideas are quite sucky, but I feel there needs to be some form of gameplay tied to them other than a "go outside and die simulator" it'd be nice to see some way to end the storm early by killing enough drifter type mobs or attacking a rift or something ... overall my issues with the storms probably boil down to my lack lustre opinions on combat and the spawning mechanics on drifter type enemies
  13. Apologies if I've started this in the wrong sub forum but gosh, this game would be amazing with a virtual reality implementation, especially considering how interactive the world is. I'd imagine VS transferring to vr BEAUTIFULLY as far as my knowledge goes, vr was on the road map at some point (I've read a few old threads on the forum and some Reddit posts referencing it) but doesn't appear to be there any more, so my hopes at any official implementation are dead in the water for now. There are some aspects of the game I'd imagine being a bit tricky to make work in vr though. Throwing objects and smithing are probably my biggest worries, off the top of my head just wanted to throw my thought up here since vr discussion seems pretty dead, and I wish to revive it as vr is something i'd love to see in the game, officially implemented or otherwise
  14. I have my issues with how enemies spawn during storms, but the amount of health mobs like bears take off you is easy to play around if you're smart about it. Early game your best bet on killing mobs is to make several spears and throw them by hold right click, melee early game is not easy and should be avoided in my opinion, wait until you've reached thee metal age before attack a lot of the stronger mobs unclose as for mob strength, I'm unsure if there's a setting to change how much damage they do. Though there probably are mods out there
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