CastIronFabric
Vintarian-
Posts
669 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by CastIronFabric
-
New player learns about peats attributes
CastIronFabric replied to Armen Deljanin's topic in Discussion
That does look like fun and what I am about to say is not a dig at you just a general observation. This image is a good example of why its good to watch some youtube tutorials before playing any game. -
I have seen a fox jump over a dead animal it killed. I think maybe if an animal is 2 blocks high anything obstructing that second block might prevent it? just thinking out loud I do not know
-
ok, that is what I have been doing. two fence high. I have seen a fox jump over a dead animal using single high fence.
-
so basically you are saying no fences period? because even at 10 fence high animals can glitch thru? Problem is I heard that they also need sunlight, so put them in a walled greenhouse? I have no idea what the best action is , someone really needs to set the record 100000% straight on this, I have played for 1000 hours now and have only had one pen for about 20 hours of that because I have no idea how we are supposed to do this.
-
agreed on the conflicting statements. I have read the same conflicts leaving me perplex. That said, I have witnessed a fox jump into my single fence height without there even being snow. I think he stepped over a dead animal. Regardless, I used double high fences and problem went away.
-
The VAST majority of the things examples you gave are not tightly coupled to storms. A trailer is not lore. the phrase 'uncompromising' is not a storm. temporal instability is not synonyms with monster storms. Most of the lore examples you gave do not even mention storms and are very vague with many things that could be applied to literally billions of different things. So the only thing you posted that comes actually close to being tightly coupled with storms at all are some things in your NPC dialogue. Everything else is not remotely related to my request nor remotely tightly coupled with the lore requiring specifically storms. In fact, they could remove the dialogue that contains storm, change the name of the tapestry and I can assure you the universe would still operate just fine. To take that even further, they could make 'the storm' a place you go to (like the Rust area they added) and not change a single line in the dialogue at all. That was my point, which to glot, I accurately made without even knowing the lore. Why are we acting like NPC dialogue at end game is some kind of immutable sacred text in the first place? I play along with that parameter but really my opinon is I do not understand why such dialogue can not change as long as it does not affect the overall 'plot' if there even is one.
-
people have made the claim without providing evidence in the story text that would show that the storms are basically hard coded into the story and could not be represented in a different way. and until that evidence is presented I am sticking to my statement. everything I have heard thus far is interpretive conjecture and that is that.
-
I am not convinced that removing storms would really contradict the lore. I do not know the lore but I know how people inject their own interpretation to justify what they THINK they want (and no I am not immune to that). I am willing to be that one could remove the storms and it NOT conflict with the existing lore.
-
1. I think they should go away. 2. I think everyone needs to get more grounded on 'the lore' and stop treating it like its an immutable sacred text written to be handed down to multiple generations, take a breath step back. We do not have to try and interpret every single aspect of the lore as if its a legal State Constitution written 200 years ago.
-
yes. I am so done with tower defense building games. Just done, finished, done, nope, no more, turn it off. Anyway, I would rather they focus on more game mechanics like they have listed for the upcoming update, elevators for example. And as far as everyone throwing around the card 'but the lore'. This is not shakespeare , lets get more grounded here its not a sacred text
-
that is not true, I am not even taking a position of that being my opinion. I have played Xskills plenty of time and in all cases I get the skill before I get the stuff I want to get done done. I never changed by play at all and yes BOTH multiplayer and single player. Now MAYBE if a person just wants to max out XSkills themselves, perhaps but why? regardless, no grinding required in XSkills
-
agreed. I think having monsters roaming around my property like a gnat infestation and affecting how much light I have in my house if I do not want them around to be just an annoyance side note to my game play. With that said, I do like having a reason to make armor and weapons so that I can go into a cave safely, I like that part. Solution? 1. very simple, have Deeds in which hostiles do not spawn or enter your deeded area. 2.Three options instead of two: 'passive', aggressive','provoked'. Provoked means, if I attack a monster or normally hostile animal everything within a X number of blocks will attack me until I leave that radius and then it resets Done.
-
I think you misunderstand. in Wurm if you have the skill gain set to max. by the time you get done what you need to get done you have already gained the skill points you need for the next thing. Like Xskills you NEVER have to grind on something that you would not have to grind anyway the exact same number of clicks. For example, like in Xskills, by the time you find where you want to live and find the copper you need you already have enough survial skill points to get a perk. Wurm with skills set to max progression is the same thing. In XSkills by the time you get to iron you are already making high quality items without making anything you do not need anyway. So for example, it would take you longer to create a farm than the farm point you need in order to move forward, so you would not be making farms that you do not need just to increase the skill. With that said I am not voting for skill system either I am just trying to explain where you misunderstand makes sense?
-
Imp = improve tools/weapons/armor in Wurm online/unlimited In the game Wurm Online/Unlimited your weapons and tools have quality that is tied to durability and effective use. Now Wurm takes the idea of 'imping' to an extreme but I think the general objective could be done here. Have a few tools for improving both tools, weapons and armor. The better the quality of the tool the better the chance of making an item with that tool will have a better quality AND you can put the tool/weapon/armor in the forge and continue to improve it with various tools. Tools could be cutting knife, wet stone, hammer for example. Wurm has many tools, I think in this game maybe just 4 tools would be fine. In fact, even the subparts of a crafted item (like armor) can also be improved thus increasing the chances of a high quality end product. Wurm also uses quality of ore itself but I think that is more than really needed. As a side note Wurm Online co-creator was the same guy who went on to make that extremely popular block game. just fyi
-
I personally love the approach they are taking to progression. I am not against skill systems in fact Wurm Unlimited, a game I played for a long time, has 'over 130 skills', however, I like the idea of having the same feeling of progress but having it rooted more in reality (aka, stone age, copper, bronze then steel). That said what I really do NOT like is effectively 'Perk Systems' like Xskills, not a fan. I like the way Wurm does it which is the vast majority of the skills you just get better at the more you do it or automatically unlocks something that you do not go in an 'choose'. I understand the argument for Perk Systems and its a good argument am just not a fan. As a side note to Wurm Unlimited specifically, what makes the skill system palatable is being able to change the skill progression speed so one does not end up grinding just for skill. That balance is usually making it maxed out speed becasue Wurm default skill progression is extreeeeeeeeeemly slow.
-
I beg to differ a bit. I have seen about 4 or 5 videos of players talking about the difference between VS and MC and in none of the videos does story or lore ever come up. That is not to say story/lore is not ONE of the reasons but I still think the primary reason is the complex crafting/building processes involved. aka I agree with the videos I saw on this question (and yes..before I watched them). Regardless, one thing we both can agree on, for people who want high impact combat and pvp, this is not the game they would select. Tarkov and Arama 3 are two examples of games that are just fine filling that combat/pvp feel for sure. Also, I think we need to stop pretending like the VS story is something like the mini series 1883 or Better Call Saul, maybe lets give that a bit of a rest. I doubt there really is that much to the story, lets me honest here.
-
again, this is immutable. If you are 'homesteading' (like all players of Vintage Story enjoy doing) if you want to get any materials at all to build your base INCLUDING hitting a sheep to get the sheep into your pin, combat changes WILL affect your game play The idea that there is a large demographic of players of Vintage Story who do NOT like to work on their homestead/crafting is of course absurd. Those features make up the overwhelming majority of this game by a long shot. Additionally the only way combat changes could not affect your gameplay is 1. if its multiplayer and 2. if you have someone else gather nearly ALL your materials, all your clay, all your wood, all your stone, all your ore, oh and ONLY if someone has your back during the early game until you or someone else can build you a home to live in. The need for combat affects everything. You would nearly have to live in a well lite building 100% of your game play in order for combat changes to not affect you. and of course the argument that everyone builds a spear becasue everyone likes combat is of course not only absurd but also circular to the entire argument that there are players who do not want combat because clearly that would be zero given that argument. this entire thread needs to be locked its filled with far to much sophistry
-
like I said, I do not agree that lore (regardless of where or what those limits are) are NOT what separates VS from MC by any stretch. I have seen many many videos showing the radical difference between those two games and in none of those videos have I see the word 'lore' even used.
-
fair enough. Although I disagree that the lore of the game is what sets this apart from the other game. If people think its critical to the game experience and the story to take a break and do nothing when a storm comes in I guess who am I to judge. (edit: to be fair that is why you guys are talking about changes). I just need to do something else because I have no horse in this race. I do not agree with that assetment at all, but your point about it being part of some story is a fair point.