CastIronFabric
Vintarian-
Posts
418 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by CastIronFabric
-
and for me, I personally would be more engaged in ideas of how to make the storms better if A. they did not happen at my base and B. it would be possible to get whatever high end loot is there but by other means. So for example, I have no problem selling tons of food and waiting for a trader to restock for more Temproral Gears instead of going into the storm. As an example.
-
If I had my way. Project Glint would be regulated to things you are describing and VS would dial up crafting/building mechanics up to 11. So that would mean more detailed smithing, steam power, decay of buildings themselves on multiplayer just to name a few items.
-
I think building games should boil down to one question. Are we a tower defense game or not. If not, then make deeds that prevent monsters spawning on your property and create areas in which players go to the monster instead of the monster coming to them. I very much prefer that style of architecture personally. I am willing to bet the number of people who engage in the storms regularly is really small. I also think the number of players who are looking for a fix to storms so that they would be compelled to engage is actually smaller than these conversations assume. Speaking personally, I played 7 days to die for well over 1000 hours but I am done, I am not interested anymore. Anyone who desires tower defense mechanics in a block game really should try 7 days to die. I say that not to be dismissive about change suggestions here and I am not suggesting one should forget this game and play 7DTD I am just saying if that is something of intrest and you have not given it a shot, you gotta. Regarding Lore, the game can still have storms. Just not have the storms spawn globally. Maybe storms only exist in areas that are unstable. That would not affect the Lore dialogue at all to make that simple change. Just do not have it happen on property, simple. Its not a big deal to me as long as I can turn it off, but if I was the designer of this game I would have Deeds. I would do it almost EXACTLY the same way Wurm does.
-
I am nearly positive it would not be hard HOWEVER, lets play with the idea that it is for a moment. People who state that they do not care for the lore do want traders, do want translocators, do want ruins and do want lore related loot. Given that things like the RA is a 'I go to you' features I can not imagine anyone having a problem with those missions remaining in the game. We are fine with just playing the game by turning off storms but I think everyone (this is not directed to you personally) would be well suited by not suggesting turning off ALL lore features as a solution for someone who states they do not care for lore, I think that is not being fair, realistic or frankly honest. In fact it come off a bit rude and intentionally dismissive (that is not directed to you specifically just generally).
- 61 replies
-
- temporal storms
- gameplay
-
(and 1 more)
Tagged with:
-
Explorer mode is the way to go and or go into the settings and change what you want and try it out. Change creature hostility to passive.
-
I think its safer to say most players either turn off storms completely, sleep thru them or wait them out. I personally do not think those players are really intrested in the mechanics improving as much as not interested in it at all. There are plenty of tower defense focused games on the market.
- 61 replies
-
- temporal storms
- gameplay
-
(and 1 more)
Tagged with:
-
Have you played 7 days to die? I have about 1300 hours in that game but I played a long time, the general direction being advocated here is going into that direction. Again, not in specifics but in general objectives
- 61 replies
-
- temporal storms
- gameplay
-
(and 1 more)
Tagged with:
-
please do not do this, I am sorry I added that last sentence my apologies. I even edited and removed the last sentence
- 61 replies
-
- temporal storms
- gameplay
-
(and 1 more)
Tagged with:
-
exactly. we turn them off, we are just letting everyone know we do not like the mechanics. We are just expressing to the world that we do not even like the IDEA of the mechanics so for us its not a question of 'fixing'. we just turn it off and that is that. Everyone needs to stop it with the Homo Sapiens suggestion. We like the ruins, we like the translocators, we even like killing monster (just not in our base) so I have no idea why people think the Homo Sapiens mode is a good fix for not wanting storms. We just turn it off so we can still have ruins and translocators and traders.
- 61 replies
-
- 1
-
-
- temporal storms
- gameplay
-
(and 1 more)
Tagged with:
-
A lot of conversations about features related to action. I would like to start a thread that I do not see related to Project Glint which appears to me to be more focused on such topics. I likely will not engage much in the conversation but I wanted people to be aware of it.
-
what are we really talking about here. Options A. do nothing and stare at a wall for several mins B. Fight them a lot of arguments could be made about option B such as 'should this game become another 7 days to die' or 'this is really not a combat sim' to 'well you can turn it off' but I want to know who is defending option A.
- 61 replies
-
- 1
-
-
- temporal storms
- gameplay
-
(and 1 more)
Tagged with:
-
the things I care the least about in this game -monsters roaming around my base because my lighting is not perfect. -Temp stablity telling me I can not build somewhere -Temporal storms. -the story 'missions' When I say 'I do not like' I do NOT mean I want them fixed, I mean I want them gone if I cant disable it in the settings. To be fair, I do not mind going to a place (like a cave) to do some combat where I have to gear up for it bit but I find them existing in my base to be like gnats or sugar ants I have to deal with from time to time. So they can change the storms all they want, I am still leaving it off. Even if I have to get something from the storms, I will just creative those items in my game play. There is always 7 days to die if I want tower defense play
- 61 replies
-
- 3
-
-
- temporal storms
- gameplay
-
(and 1 more)
Tagged with:
-
Most likely they will reduce the current durability of items, coupled with perhaps making even basic metal tools/weapons more involved. I only one of one game that has tempering to any level that is more than just a few clicks and that is Wurm. If I was a betting man I would bet the devs of this game are familiar with that games mechanics and find it compelling. If I am correct in that, looking at the Wurm Online/Unlimited tempering system would not be a waste of time when considering this subject.
-
because I am sharing my view with other people but I am not interested in debating it. I do not think that as complicated, you know if you are in a car and someone says 'I like that restaurant', maybe they are not interested in having a debate over that but they are just letting people know nothing more. If everyone had to face a debate over any assertion they make people would never talk at all it would be exhausting having to explain in detail and debate over why you like a store (for example) simple now please accept that and just move on, please be kind enough to do so.
-
I am going to provide my immutable opinion on this subject matter. I am going to keep it short and because its short it might appear rude but its not, I am just trying to keep my opinion as concise and short as possible and again, my view on this is immutable. If I had said this too much in the past I will try to shut up about it if asked. 1. I do not think most players come to Vintage Story for a combat experience, vast majority of the features are related to building and crafting, 'its not ARMA 3' so to speak. That is not to suggest its a no-no to work on combat it just means there is an Opportunity Cost for every decision made and it makes sense to consider the audience when deciding on what to work on. 2. here is the quote regarding Project Glint It appears the studio does not see Vintage Story as combat being a major pillar, but the new project it will. I am not saying 'because they said so, it should be' I am just using this example to convey the point that I think they do see Vintage Story audience similar to how I do. Thank you for listening.
-
Its standard operating procedure for me. Collect about a full stack of flint over time (passively) make about 11 stacks of firewood for charcoal to make tools. make a quern make a fire pit, put in about 20 flint and a ton of charcoal, dont worry about the waste, come back later enough will be created to make an oven. done.
-
fyi from the news section. which to gloat, as I said a few months ago 'I bet its going to be heavier on the story' That said from a historical perspective I do not agree that story telling is a pillar of RPG I do acknowledge that over the decades it has evolved as such. I am just stating this to be clear given past conversations. I would like to point out that they are not describing Vintage Story as a narrative driven game but rather that this new one will be more so. Something to ponder over.
-
comments like this one is a full stop for me, is what I am trying to say given the context of what I say saying. not having it.
-
Lore in a game like this does not include making clay items. Lore in a game like this does not include working on steel. When you play the game for hours and hours you are NOT engaging in lore for the vast majority of that time. Of course the devs can change how steel is made and it not affect the lore and of course the devs can change and even remove storms and it not affect the lore. I am not going to discuss or explain that anymore than that and my views on this is, again, immutable. So if you disagree with any of the obversions I just made here understand I will not be changing my mind and its likely a waste of time to try.
-
the other elements you listed are actually weaker than the ones I listed on your behalf. I literally listed the most compelling ones. Storms existing in the dialogue is for sure more compelling argument for it being tightly coupled with lore than a trailer or pointing out the words 'temporal instability' is for sure.
-
I know this much, there are aspects in many modern games (I am thinking of Stationeers at the moment) that if you do not know what you are doing ahead of time, you can loose 100 hours of game play and reloading the save will not help you either becasue the problem is long in the making. I do not know if that is true in this game or not I would have to think about it, not as much I would think
-
New player learns about peats attributes
CastIronFabric replied to Armen Deljanin's topic in Discussion
I could be on board with this change. At min, have it protected from the rain but I like the idea of it having to dry as well, say 20 hours or something. -
not true. If that was true, nobody would be talking about making changes to anything in the game. Your logic can not apply to ONLY things attached to lore, that logic would apply to literally everything. even the smallest of change. and please do not try to suggest your hours and hours of loved game play is all linked directly to story expereince, just do not go there with me please becasue that is a hard stop with me. While you are making clay and working on steel you feel those actions are tightly coupled to the story experience? no, I am not having that conversation oh and Storms are NOT tightly coupled to the lore. They are at best tightly coupled to a few conversations that could easily be changed without affecting lore and one tapestry. oh and its circular to say 'the developer wants this so it aint changing' in a forum subject that is literally about changing it.