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CastIronFabric

Vintarian
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Everything posted by CastIronFabric

  1. As a side note, I feel rather confident that most people do not fight during storms and most people do not do a ton of trading. I feel fairly confident that in a full playthrough the large majority of people do not have a ton of T gears to be throwing around about 10 times while they make a trip to 20,000 blocks and back. I feel fairly confident that most people are base locked near their location and that most people do not have multiple bases. That all said, my current playthrough I am manufacturing my own RP rules for having multiple bases and I use the bedspawn mod and that is all good (some people just creative mode in a teleporter or use translocator relocator mod). I get why people would not want to do that and build just one large base. However I can see why some people would want to have multiple bases in different biomes, with different styles and build a trading route between them and use carts. Its not for everyone clearly but its what I am doing. as another side note: BedSpawn mod has 243,148 downloads while Better Ruins mod has almost a million downloads now. The estimated number of copies of Vintage Story sits around a million as well however to be fair one player likely downloads a specific mod several times over the course of their full ownership so its not unusual to see the that number of Better Ruins mod downloads are about the same as the estimated number of game sells. I guess the point of all that intresting data is that mods are used a lot
  2. I think its safe to say though by the time you have more temporal gears than you need there is not really a compelling reason to have a second base other than just do it. I like the idea of having multiple bases useful in or around mid game. At least speaking for myself, having even 3 temporal gears before I have at least Iron is fairly rare.
  3. yes. however, at least with the better ruins mods the ruins will be different locations and different types. I think that is also true for traders in default game play
  4. I have to mention what I say can cause circular logic for example: 'the way I want to play is how the developer intends the game to be played' which is a perfectly fair position to take however if the game is intended to be played as you wish then...there is a logic circle there. That said, I understand why a person would want to play the game based on how the developer sees the game play. I just think they should not be overly religious about it and understand that is purely a personal decision. Anyway, I digress.
  5. Here is what I think is compelling: A. having a need to create multiple bases Here is what I do not think is compelling and makes the above problmatic. B. not making it easy to set a new spawn point. In my view, B is making A problematic. That said what I do like about this game is that its literally the most flexible game I have ever played regarding settings, mods and going into creative to solve a game play experience one does not agree with. As a side note, the irony is that 'playing the game as its intended to be played' is often an argument on these forums despite the fact that the game goes out of its way to make the game the most flexible game ever (I am likely being unknowingly hyperbolic here) so that the player can play as they wish. In fact, I would go as far as to say 'play as the player wishes' might actually be how the game is indented to be played
  6. My previous 'favorite game ever' is Wurm Online/Unlimited. It has a map but does not tell you where you are. However it works rather well because the vast majority of what you need to build your village can be found fairly locally. Anyway, I find the concept of no map location to be compelling but for me it would not work in Vintage Story because for my current play thru I had to go 10,000 blocks to find lime.
  7. I prefer story locations being very far away. I also prefer with being required to do a task with a trader who is very far away in order to get the map location. As a side note, I am even ok with traveling 3000 blocks to do a trade. I know that might sound like a contradiction to my thread regarding trading but its not. My issue with the trading has less to do with distance and more to do with the store itself now that I have had time to think on it, as an example, passing 3 Clothing Traders that I will never use, to get to a Treasure Trader that I will only ever use for a map who is near other trader types I will never use, never need and I can not sell anything to. However to be fair that complaint is a different subject I just wanted to clarify my historical position as it might seem contradictory here. EDIT: oh and as far as the story goes, speaking personally I have never done it. I usually burn out on a play thru by the time I get all the stuff I really want to get done. The story itself is literally on the bottom of my list so I never get to it. I would rather have more wine than I would ever use than do the story, that said, this time I plan on doing the story but again...last.
  8. It would be helpful in the early/mid game if traders sold more leather or wait, they do not sell leather at all. Anyway, I really should punt for the day (I will try I promise)
  9. I know I said I was going to take a pause but I do want to say a few things I think the travel time as it stands is not unreasonable IF what you can buy and sell is more helpful. I personally do want to build a large village with traders in said village and I am going to do that, however I think the simplest solution to the traders issue is simply expand what there is to buy, that would not involve much programming at all.
  10. I think maybe its time we get back on topic. I have not played Minecraft and that is that, I have said pretty much all there is to say that is directly related to this topic so for now I am done, everyone else enjoy the conversation.
  11. what suggestion did I make that is similar to villager trading in minecraft? Just as a reference I have zero idea how that system works so anything I said is purely by chance, but what suggestion did I make that is similar?
  12. Just to be clear I am not asking if you mark traders and what kind of traders they are. I do that as well. I am asking do you write down all the items you see for that specific trader (not just that type of trader but that specific trader) that you might want to buy or sell while on your way to get lets say Chalk for example? and then go back as well perhaps when the timer resets. That is a lot of dedication and time devoted to trading for items like clothing and nice looking vessels, that is a lot of travel time over areas you have already been as well. Regardless, I assume your answer is yes and that is fair enough. I do not, I usually do not have the time to spend nearly a in game month back and forth to get some nice clothing or vessels but to be fair I do not play into super late game. Regardless, I think it can be changed for the better.
  13. 1. People are often times referring to minecraft in responses on this subject. I have never played minecraft and I have no desire to and do not have any point of reference on that subject. So there is likely a lack of understanding on those comments on my part. 2. when you are exploring and you run into a trader, I would think the chances that you recall what you have back at your base which you can run back to so that you can make 4 or 5 gears is pretty small. In fact even the chances that you are going to recall that the trader wanted that item and which trader it was and how much and what quality by the time you finish going where you were already going and back is pretty slim. Unless of course, you write it down. Do you write down all that stuff when you run into a trader? I want to encourage everyone to state what they actually do instead of what one might do in theory if that makes sense becasue that gives a more tactile experience that you personally have with the trading system rather than one that is theoretical 3. So to be clear, in your personal experience with interacting with traders you find the system that is currently in place to be really solid and good. Not in theory but your actual real life interaction with the trading system. If so, fair enough, point made. I however do not like the system at all and almost never interact with it other than to get temporal gears. 4. I think I need to make a point about all the comments regarding 'how the game is indented to be played'. From my understanding the developer themselves where originally modders, they modded Minecraft to make it different. So from the very start they seem to be ok with changing games. Moreover, unless I am mistaken one of the core principles of this game is that it encourages modding which is by default a change of the game. So its a bit circular to say the game should not change because it might go against the spirit of the game when the game is built from the ground up to be changed. This is a side note to reflect on. In fact, one of the main reasons WHY this game is my favorite game ever is not because I like the default settings but because its open to changing the default game play. I personally actually do not like the default settings.
  14. so perhaps the intent is actually to encourage the players to make mini bases, near traders which is pretty cool actually. Do you bring a forge, tongs, coal etc to your traders to make things or do you build a base close by for that so that you can make 6 gears or so once a month when you get time? as I side note I do not really know what TOBG is but now that I think on it I think you mean minecraft. For a point of reference, I have never played minecraft nor have any desire to.
  15. I do not know that the developers are 'against building your own society', I would like to see your reference to that, I find that claim interesting. Lets say I want to buy a Temporal Gear to fix a Translocator. So I find a trader 5000 blocks away that wants to buy something I can make, but at the moment the trader does not want to buy anything I can make but the trader will be getting new supplies in three days. So I run 5000 blocks back home and do other things for a few days like more food (it was a long run). Then three days later, I travel 5000 blocks again to see what he now wants to buy, I find some things he wants to buy so I travel 5000 blocks back home to make said items, then 5000 blocks again to sell it. So for about 6 gears or so, I have traveled a total of 25,000 blocks. I personally do not find that to be a good system, do you? What if instead the list of items that the trader buys and sells is larger and fairly consistent? That would at least reduce the number of times one would travel 25,000 blocks to make 6-10 gears max. Now regarding part of your Minecraft comment let me ask you: Are you suggesting to me that instead of using a mod to change the trading experience I should instead play minecraft? Keep in mind from what I understand the developer explicitly created this game for mods to be used often, but you are suggesting I should play minecraft instead of modding the game to change the traders?
  16. ok, so to be clear if you were in charge of designing the trading system you would leave that part as is. also, it would be helpful for me anyway if you could quote reply if that is not too much trouble. Thanks for your input.
  17. I need to be more specific so I will clarify as a follow up. Do you think traveling 3000 blocks to trade for cinnabar with a trader who may or may not actually have the cinnabar you need is an improved trading experience over something that could be done differently? Or to say 'if you were to design the trading system would you design it similar in that specific respect? also, I will try to leave it alone but I do not think grouping traveling to get bees into the same grouping as traveling to get cinnabar is really a fair grouping. I have been known to travel 10,000 blocks to get Chalk, would I do the same to trade with a trader for cinnabar which said trader may or may not have? likely not, likely not a good compare.
  18. well for me personally the perfect setup already exists as a mod. You find the trader, you capture said trader like the animal cages, you bring trader back to some location that you have built for traders. Its fair to say I play differently.
  19. I am curious, are you interested in exploring 2000+ blocks to find a clothing trader?
  20. you think they should be farther apart? (side note: I know I said in a reply that I didnt want to engage much but it appears I am, oh well sometimes I change my mind )
  21. I am curious, do you use traders much? I mean lets say a trader wants to buy a bunch of flax bread and you need some gears, do you run 1k+ blocks to do that?
  22. There is good arguments for playing the standard setting first and good arguments for making the first 20 hours or so easy and restart later. I personally lean toward making the first 20 or so hours on easy settings for the same reason I do not suggest learning calculus before learning arithmetic
  23. fair enough my intent was to create a thread about the subject generally while at the same time trying to not make it too much about my opinion specifically and not engage too much. That said: 1. I do not like the distances between but I also do not have a solution to that issue specifically on purpose because I do not want the conversation to thread to far into my views. 2. I think its more problematic now because some of them are even harder to find and they now have no use outside of just trading (aka can not use the bed nor storage) and I personally do not like ladders while I am traveling at great haste but need to mark a trader that I see. Do you like the current trading setup?
  24. ok, with much reluctance I am just going to say it. I very much like the concept of traders but I do not like how its being implement and in addition to that I think the most recent traders makes it even more problematic rather than less so. anyway, mods and creative mode fixes it for me but I just want to say this.
  25. because there could easy be cases in which you cant do that. It works a lot better if you never touch any mod but there are mods out there that where broken I think for two major updates before finally getting back up to version, almost an entire year (I think it was). Also, running two different version of the game is not exactly a seamless experience and 'backing up your world' can be 10gig exercise. I do not have a solution to this problem but it is a problem.
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