CastIronFabric
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Everything posted by CastIronFabric
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In my personal opinion the best way to start playing the game is to play about 20-30 hours in Explorer mode. Then later go back and play the full experience. Why? because its a bit hard to learn how clay forming works, what materials are most important first, how to build a starter base, how to prospect, etc without the distraction of monsters and storms. I personally do not play with those things on at all, that said I still think its wise to play to about midgame with it off as a first time experience, unless you like stress and being overloaded.
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nothing is mandatory. It their game they can do what they wish.
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I agree that its not really as difficult as some youtube channels have suggested but I will say I stayed away from this game for years becasue of those video titles. Anyway, there are different kinds of difficulty. -There is writing MIPS code in Stationers to help prevent your gasses from phase shifting -There is skills that require a high level of twitch skills in which if you loose you loose 10 hours of game play. -There is even 'hard game play' that requires you to stare at a wall for 10 mins because you cant go outside. Regardless of which kind of challenge people like or do not like, I think customizing ones game experience is always helpful. But as I said, I am done with words like 'uncompromising' and 'brutal' and I will hunt those features down and change them.
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oh that is cool. For me I am interested in things that allows for progress of technology in the game play loop. Everything else is a seat waaay back in the back of the room for me.
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What I do like about VS very much is the ability to customize difficulty. Because my days of 'uncompromising' or 'brutal' are over...done..finished..stick a fork in it and turn it...done. no more.
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It causes confusion. I would rather not get into a conversation regarding how.
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steam powered rocket ship to go to space and I am all set.
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I agree with the OP. I do not think its a major deal from a point of mechanism but from a point of optics it causes confusion which can quickly escalate out of control.
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- adventure mode
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In my long standing experience, if their is hype on a game that is not yet out for the public to download then it almost always means it was manufactured hype by a sophisticated marketing apparatus and most likely is not remotely close to as good as the hype because the team spent most of their money on marketing instead of developing.
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Yes. I get the feeling though you really do not want to have it set up as 'two different people'. you can use the same license and account and have multiple 'instances' of the game pointing to different mod folders. To be exact its actually not multiple instances, its multiple instances of the data folder. You will just have to re login in when you go back between the two 'instances'
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my view is the exact opposite on every single one of those points, other than weaving
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Well I changed my career to get into programming because of scripting in Never Winter Nights 2, so there is that
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I am 58 years old and what I am saying is not complex nor controversial at all
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fair point. I predict the new 'mode' will be a narrative driven experience. The functional feature list of Hytail would work in VS and not conflict with existing game play (I would think) but the ascetics, lore and possible narrative would. which is in part why I say I think it would be going that way.
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what started this conversation on my side is when in another thread I made the following comment (its paraphrased) [fake quote]Given how so many developers these day consider heavy story to be a critical pillar to any 'RPG' it is the only thing I can think of that is related to RPG that one might want to create an entirely different game for. I also think its presumptuous of us to assume the VS Developers shares any one specific definition of an RPG element with them saying so [/fake quote] If a developer considers 'RPG elements' to mean 'a skill system' well that could easily be added to existing game with an option to turn on or off. However, if one wants to tell a story (or even a different story), I can see how trying to create a game that has a story but is not required for gameplay could impact the story itself. If you start with a blank canvas and want to go a story direction then making a stand alone game would make sense. Does that seem like a reasonable opinion?
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please go to 'Other Games' and engage in the conversation there. I would be curious given you seem to know THE definition of RPG that is objective and true for everyone but I would like to know your source for such definitive defintion.
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so its safe to say when a dev says a game will have 'RPG Elements' that could mean literally anything. INCLUDING...the developer of this game. Is that fair to say?
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just a FYI: 1. is a setting in the world gen, one does not need to do a command. Although its nice to be able to change that after world gen as well. 2. Food spoilage and hunger rate I THINK are also settings in world gen. I cant intelligently address combat stuff.
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Thanks for the info and I agree that makes sense, I to would not spend too much time updating a mod while a build is also being tested because that is a bit like trying to upgrade a car while its in motion.
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it is directly related to the update of the release client and if I had only one question to ask Tyron it would be 'have you been in contact by many mod creators for the update' I am not sure what the proper list of things to ask would be but that would be the ONLY question I would have. Having said that I was not aware this was a Q/A forum thread. I will say the chances of me updating my client version without Expanded Foods working on the build is near zero
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Speaking of the topic. Is it normal for mods to not be working by the time they have a release client? Expanded Foods is still not working and I do not see any evidence that the Mod creators are doing anything but I do not know where to look for such evidence.
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I am confused on a few points. 1. you say LLM is questionable and the proceed to give me THE definition of RPG that is exactly the same as the LLM just did, which character progression and only character progression which describes almost all games. If one was to make Xskills part of VS then it would be a RPG according to you as well as according to AI. 2. So, if a developer says 'has RPG elements' what exactly would one reasonably expect the game to have? a skill system perhaps? I encourage you to answer that question in my other thread found in 'Other Games' because I got us way off topic. Also, I can not imagine for the life of me that a so called AAA gaming company would sell something as an 'RPG' and NOT have said game heavy on story. I do not agree with their view on what an RPG should have but the point is, some developers do.