CastIronFabric
Vintarian-
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Everything posted by CastIronFabric
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
I read the first sentence and I instantly remembered, for some reason, a real life time I saw a real black bear in the wild, or more specifically in a campground. A dog chased the bear up a tree, so, hostile? well black bears not so much. anyway, back to regular programing, that was just a side note. -
Just as a point of reference. The most challenging and by far the most 'unforgiving' game I have ever played is Stationeers. Its a game that has zero violent threats. The reason I bring this up is because I used to have the assumption that if there was not a violent threat the game was too easy. I was wrong, there are other ways to remove violent threats and not make the game too easy.
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
I read a lot of various late game solutions to early game issues. Not just rift wards but a lot of various topics, it causes a balance problem. -
yeah, so if you have to log in 5 times in a normal situation that would assume that you are trying to work around DRM somehow. I am not saying that you are I am just saying if that was a support ticket that would be the natural first assumption. Regardless, something is not working correctly. Maybe its something related to being offline before a full circle of authentication happens? I am just guessing as if I was a new hire on a support desk
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
1. The large majority of all crafting/building games are in affect tower defense games. From Project Zomboid, 7 Days to Die, The Forest, Mist (enough already) 2. The one thing I worry about this game is that some day it will turn into 7 days to die. I enjoyed 7 days to die, in fact I have well over 1000 hours in that game but it is nice to see a game that has a lot of building and crafting in it that is actually not a tower defense game for a change. The market is over saturated with tower defense already. -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
which is why it really should just simply be an option. I personally am so opposed to the idea of monsters spawning in my base for any reason at all that I do not even want to entertain understanding the reasons why other people like it. Its not personal its just that I am very much against it. So, just make it an option. No surface drifters, or surface drifters. Simple. I am ok with turning everything to passive and just doing some house cleaning now and again but I think turning everything to passive just so I can not have them in my base seems to be a setting that could use some refinement. Seems obvious simple problem to be solved because at least for me personally, I will never be convinced that its cool to smith cooper plates outside while rocks are being thrown at me. -
An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
Speaking for myself, I like putting some workstations out doors and I do not like waiting until mid game before I start to make things the way I want. The design I currently have to not have any monsters spawning or coming into my base I would need about 14 laterns and a wall. Never mind the fact that I personally like low light. So I just turn the roaches to passive, and every once in awhile I have to do some bug management. Game wise for me its just static noise. Ironically the very workstations I want outside are the very workstations I would need to make around 8-14 copper plates. . I still hold the position a simple option in the game setup to not have surface drifters would instantly solve this problem, those that want to have monsters in the base and/or create 12 lanterns to make them not spawn they can do that, if not then change the option. -
Regarding food in the early game, I suggest Fishing. I would take it even further and suggest Primitive Survival Mod because of trotlines, although they are a bit OP. Regarding hunting (which personally I enjoy unlike fighting monsters) I use copper spears, I do not 'chase', sneak, hit, then watch where it goes and then get close, sneak again. OR build a hole in the ground and case them in or have them chase you in.
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An inversion in monster distribution philosphy
CastIronFabric replied to Rainbow Fresh's topic in Discussion
I vote on the following which is the same as always really, most people on the forums are very much against it. A. remove 'surface drifters completely. B. (OR) Just surface drifters not spawn in your base, I assume some people really like that but for the life of me I can not image why or how but regardless. If enough people like monsters spawning in their cellar or outside while walking to their cellar then we can make option A an option. C. expand the 'procedural dungeons' and make it more robust (which they are likely doing anyway) thus threat becomes a place you go to and can prep for instead of having it happen while you are getting more carrots to make a stew. (a concept I advocated long time ago and got almost entirely negative response to) this is not a tower defense game -
You can still play the game indefinity without being connected to the internet. The launcher stores an encrypted authorization token in a file on your computer but your player interaction still 'login in' to validate that token. However, next time you are connected to the internet and login in, their servers will validate that token with your file. I think that effectively still qualifies as 'DRM' but it does mean you can play offline. Now, here is what I do not know, what if 'their' servers are down? Are they running the server in their office? paying a cloud service? I have no idea but its fair to say our access to the game at any time is trusting Anego instead of for example Steam.
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The problem I have with using Jonas-tech is that its mostly late game. So you have the majority of your game play with drifters roaming around your house because you like low lighting. I just find monsters in my base to be a bother and they just get in the way, not interesting gameplay for me personally at all.
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interestingly they have the code in place already for the 'pup' situation. They currently use it for the pigs. I like the idea of moving it over to the wolves and bears. I personally have zero desire to have temporal monsters spawning in my base under any condition at all whatsoever. I am also not a fan of Temporal Storms or Temporal Stability and I do not care what the Lore has to say about it. (rant over). I do not know who or why some people enjoy monsters spawning in their base, hiding in a hole during early game at night and temporal storms but I personally do not. If I want high action, high threat based, tower defense game I will play 7 days to die which I did for years. There is a metric mega ton of high action, tower defense survial games out there. From 7 Days to Die to the Forest and everything in between. I personally do not see the point in flooding the market with just more of the same at some point I would think people would have a enough of it. I have said my peace for the day. Side note: the most 'unforgiving' game I have ever played in my 40+ years of playing video games by a long shot has zero violence in it. That game is Stationeers. You can very easily make a small screw up that does not even manifest in complete base destruction until many days later. So I reject the notion that a game without violence is simply too easy.
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I think they should make a few small tweaks. Granted these ideas could be done with mods but I think they are fairly small changes other than one of them. 1. Have a option to turn off just surface drifters so they never spawn but 'Deep' and above still spawn. 2. Reduce the chase radius of wolves and bears ever so slightly, I personally think they chase for too long BUT it feels like they might have already changed that slightly I do not know. I think that would solve most of everything. I do like the idea of Deeds but that would be more work. Basic idea is that if you have a Deed, hostiles will not spawn in that area and you can increase the area by buying larger Deed contracts from traders. In some ways this is how Wurm works. I personally think the current 'passive' setting should be 'if you strike one, every normally hostile within X radius becomes hostile. However, I do not want to deal with that in my base, in a cave, sure, in my home? not so much but I could live with it.
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It also makes making a mediation room filled with candles not realistically possible if you leave hostiles on. Which is another reason I am having none of it. I will play with such settings in group but if I have anything to say on the matter like playing solo the answer is unequivocally oh hell no. Although like I had mentioned months ago I think the solution is painfully obvious how to have threats and combat while at the same time not having these issues, very easy problem to solve
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agreed, Bears and Wolves being hostile are a hard no for me. Personally I feel the same way about Temporal Stability. Mostly because I really do not like traveling for 1k blocks to find an area that looks awesome to build in or has what I need in it only to be blocks by bears, wolves and temporal stability. I am having none of that. The only option I have found is to turn everything to passive. I wish however there was an option to make everything passive except for deep drifters or greater. For me personally that would work well because 1. By the time I am getting close to deep drifters I likely already have cooper weapons etc if not lanterns. 2. Its not really like a deep cave is impeding my way to find a awesome forest place to live in with a waterfall and collect mushrooms.
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There might be a mod that turns off hostility for wildlife but not for monsters greater than 'surface drifters'. If there isnt, there should be. I am pretty sure there is a mod that turns off all surface drifters. Idea with that is 'who really honestly wants to be fighting monsters in their base while they are building'. well I am sure some people do like that but you know, many people find it a bother.
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I asked AI just to make sure what I have been experiencing is in fact correct and not mod affected or an oversight on my part. Here is the answer from AI: 'In Vintage Story, food in an unsealed crock will typically spoil faster than a pie.' sealed however I bet crocks last longer
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ok, fair enough thanks for validating
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I could be wrong but I think he was implying assertion A (which I already knew) implies assertion B by default and self evident. That is how I read it anyway, they are however very different. Assuming what you say is in fact what he meant by 1980s development cycle I should point out that if we were doing 1980s development cycle none of us would be playing the game right now because its still in development. Furthermore, I have gamed since the 80s and in my personal view games today are FAR better than they ever were. Now most of that (if not all) is because the technology allows for it. However, if it was not for player feedback and early access approach we would all be stuck playing Skyrim and Sims 4 at best. I think he also thinks I was implying that a develper should bend to my will and I was not. I am simply stating assertion B does not imply assertion A by default, so its possible but I am not demanding for things to be done differently. To a casual observer what Malestrom appears to be saying is 'its unacceptable to question the devs plans it in effect holy scripture and its near hearsay to even question it'. I do not really think Malestrom is engaging in Dev idolatry but sometimes it appears as if it is although likely not intentionally and I would not suggest as much, it just sometimes appears as such. However to be super clear, I am not saying Malestrom is doing that, I am saying that sometimes it appears as such to me when looking at it casually.
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So Wurm has a very in depth combat system, including a paper doll that shows you where all your injuries are and what type. However, once combat starts its so slow its nearly turn based, you can actually be in combat and watch TV at the same time while also being one of the most complex combat systems in any build/rpg game. Additionally, it almost never happens inside your 'claimed area' because you have guards to handle it for you. The reason I bring this up is, I wonder at what point in 'action' combat (instead of turn based) does an in depth combat system just spike ones cortisol level to a point where it completely unmanageable even more so if you have to fight monsters in your base area all the time. I personally am not interested in any of it, I do not play this game for combat and I am not really interested in ever playing this game for combat. If I was interested in playing combat I likely would play something like ARMA 3 or perhaps 7 days to die. However at least for me the reason I am not playing 7 days to die and I am playing this game is because I can actually make a base that is not basically just some murder pit.
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I went straight south, mined through small mountains, pathed around large mountains, used stone slabs for a one wide path but plan to circle back to make it 3. Given I am using Cartwright's Caravan I need no obstructions for 3 wide so I cleared all that out. For mountains I used the Stone Quary Mod, I used the Cartwrights Carts to take everything I needed and made mini bases about once every 1500 blocks. Not a lot too it really, I mean a lot of work but nothing clever in approach.
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This road I did not fill with water, however I have built a canal before. Take a bucket and just spam fill water. I think that is literally the only way.
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sorry I cant. It was in a video, I would have to find the video, find the location it was in the video. Sorry, I was just speaking generally I do not know the name of the mod.
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The one I saw a video on look great. Not only can you select which mods you want you can also select what version of vintage story you want and it does the rest.
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well it took me likely 40 hours but I just finished a road that goes 5000 blocks going through several small mountains. I used stone quarry mod and cartwrights caravan to build mini bases.