CastIronFabric
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I do not see the advantage and even on a technical level is appears to cause more confusion than needed. Just fork the game out to a separate experience and go....share updates just like Space Engineers and Medieval Engineers did. Keep the two projects logically separate which is always easier to maintain and it helps the users as well. Not to mention if they do create two separate projects the level of customization skyrockets for the other project. They do not have to use existing fork, they could even go back to the very first build of VS and build off of that if they like or not. a lot more flexibility
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how that would conflict or support any class system idea I have zero idea.
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I do not even understand that setting. For some reason because one does not want to engage in a story that means they do not want traders or any ruins to loot? I do not get that.
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add 'all the other game 'modes' are settings I can adjust in any game world' why is this 'mode' different? OR...just hear me out...OR...make it a stand alone game EDIT: Here is another one 'How come the setting 'Temporal Storm' is not in the settings in this one mode but it exists in all other modes'?
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right, I feel like this is a question that has already been addressed really since the birth of D&D in 1974. Large groups that want to work with interdependence. yeah Small to solo groups that want to do everything in the game...turn off. seems straightforward to me.
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Examples of what I would consider to be 'Artificial Difficulty' in games in general (I can not think of one that is part of VS core game play to be fair) 1. mini games like fishing in an RPG. 2. 'Perk' systems in which you plan to get a lot of XP by killing zombies so that you can increase your farming skill. I really do not think those two examples really need to be boiled down into a lengthy essay, I think we all would get the idea.
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So do I drop the game into my mod folder with all my other mods? Can I play the mod in my existing world? Can I use other mods in this modded game mod? Is it a standalone? Is it being created and supported by Angeo? Since its in the mod page will they support all the other mods I am using from the same front page if I use it in this mod? Questions I am not asking, but questions I would assume would be asked. I just think it would be cleaner to create a separate game. If they like ones key for VS would work in the other game. simple. anyway, that is as far as I am going to go into the statement of 'I think this will cause confusion that will escalate quickly' because I think it already has.
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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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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?