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CastIronFabric

Vintarian
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Everything posted by CastIronFabric

  1. 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.
  2. 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.
  3. 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
  4. lol..yeah best selling yet a lot of complaints just bring it down right? talk about a massive contradiction anyway, its a building game not Escape from Tarkov
  5. MC is doing just fine, its the best selling game of all time, it just fine. thanks though
  6. awesome
  7. 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
  8. 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.
  9. yeah it does not anymore than MC needs one.
  10. 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?
  11. 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
  12. 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.
  13. 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.
  14. 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
  15. 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.
  16. 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.
  17. I am confused. Are you saying that combat changes will ONLY affect multiplayer and only the majority of players who like to build but never acquire any materials for the building? If so it would be helpful to make that super clear. Because the demographic you are talking about is extreemly small Regarding the fact that I do not think any player in any context would never make a spear and as such all players will be impacted by combat changes, I do not understand your reply to that assertion. and again, 'affect' does not mean negative or positive, it just means well affect.
  18. well I should not go to far down this rabbit hole. I would just suggest for those who are thinking of ideas for the storms they might want to add to the list 'just not have them' and if that is not appealing maybe list why. I will refrain from speaking more on the subject. I know this entire conversation is purely academic by the way.
  19. I do not know exactly what combat changes you guys are talking about but two things. 1. I bet the vast majority of people who play this game play it for the building and crafting not for the combat threats. So for 'those that like to homestead' you are talking about the overwhelming majority of the player base. 2. combat changes affect my acquisition of ALL materials in the game to place any and everything. Clay, dirt, trees, all rocks, all ores, leather, hide, fat, meat, husbandry.. all of it. Its impossible for a combat change to not affect all players. Now I will indulge and point out the word 'affect' does NOT by default mean its a negative impact or a positive impact. Also to repeat, the players who 'like to homestead' are without question the overwhelming majority of Vintage Story players and that should be obvious. To bring this point home a bit, do any of you know anyone who plays VS solo all the way to end game without ever making a spear or amour?
  20. as long as that feature remains a setting I can turn off then I suppose you all can discuss how the storms should be. I would however like to interject a few things. 1. outside of 'lore' would the game be hurt if they just removed storms completely rather than trying to make it work better? 2. speaking for myself, I would not want this game to go in the same direction as 7 Days to Die. I love that game (the older versions) but I personally am not intrested in playing another one with similar sweat and worry. That is just my opinon. 3. I wonder what most people actually DO during a storm.
  21. I think we need to put the 'lore' part of storms on hold for a second and ask ourselves honestly this 'what do people DO during storms'? from a mechanistic standpoint what does storms add to your in game actions and decision trees and does that improve the game play from a mechanical standpoint.
  22. follow up questions. 1. to be clear what you are saying regarding traders is something your read, not something you are applying your own interpretation to given other story events. For a lack of a better way to say this, you read most of this somewhere in the game or in dialogue as it DIRECTLY relates to traders. 2. Do you think the majority of players (naturally meaning more than 50%) are aware of this TRADER SPECIFIC lore in game not personally interpreted lore? The general feel I am trying to get from these questions is this: Do you think the majority of players would feel a deep lacking in game play experience if the traders did not have in game literal lore attached to them or do you think the majority of the players (not all but the majority) simply see traders and NPCs to trade with that that is the end of that.
  23. I disagree completely. we would need to get a survey on that somehow based on a test that prooves what people say is actually their interest. Maybe some test questions or something In fact, lets do that right now. Lore wise, why do traders exists and how did you find out the reason?
  24. If you say so, I do not find buying something on 'faith' to feel good at all, more like terrifiying. That part aside, pretty much all games made these days are nearly impossible to play without watching youtube tutorials. However, I best not get in an argument over it, have fun and good day to you!
  25. In my opinion for this game and really just about any game made in the past 20+ years not doing youtube before buying a game as well as not using youtube to learn how to play is like trying to drive a car without keys. why?
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