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CastIronFabric

Vintarian
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Everything posted by CastIronFabric

  1. ok, insults aside. The fact remains the vast majority of people never even get to the final boss fight and the vast majority of Vintage Story videos made are exploring and building. I hold the position that most people come to play Vintage Story for that reason, not because they long for boss fights. I feel very comfortable asserting that.
  2. I have hostiles off but I am also building a road 20,000 blocks to the south. So far I am about 1/2 way there. How many of these holes would I have to build?
  3. My hunch is that they are not going to add anymore boss fights. I could be wrong for sure but I get a feeling that given the fact nearly nobody at all ever plays the final boss in this game that they are going to reconsider how valuable that is. Again, I could be wrong but I think that could be true. Either way, one thing I can say very confidently is this 'if boss fights is such a cornerstone of the game why has only a small minority of players done the final boss fight'?? I never, I mean never, see a video on youtube of the final boss fight? I have seen Rhadamant do it but its literally the only video I have seen and I get Vintage Story content pushed to me all the time. Its ALL building or exploring and no I do not think its because its not done well. I think its because vast majority of people decide to play this game because they want to do building/craftin/exploring game. If they want to play DOTA 2 they will play DOTA 2
  4. Just make them not able to run 10 miles after you nor run as fast as you. I think that is really the easiest most logical solution. I do not know why so many people find such a suggestion so off the mark and try to overcomplicate it.
  5. correct, I think they will not continue to work on these things in the same trajectory they have in the past. That is correct. They made a mistake in focusing on boss fights, I do not know if they are aware of it or not but even if they are not aware of it I do not think you are going to see boss fight like the end story game boss fight in an improved or similar shape regardless of if they are aware of the mistakes they made. Mainly because I am fairly confident only a very small minority of people even did that level at all. I think people who want combo moves and boss fights are more likely to play DOTA 2 than they are Vintage Story So to repeat, I still hold the position that people do not play this specific game because they are diying to have compelling combo fight moves and boss fight and I am very comfortable making that assertion.
  6. I still hold the position that people do not play this game for combo moves and boss fights. I still hold the position that the reason most people do not do the all the story quests is NOT related to the boss fights other than perhaps the dragon thingy which from my understanding everyone finds too hard and too tedious. I still hold the position that the vast majority of people came to this specific game specifically for the building and craftings, not the combo moves boss fights.
  7. the values I suggested should have been there as I suggested in the first place because it actually makes sense as a reasonable analog to reality without over complicating it. To repeat myself a second time but different please read the following: Would stamina work as well? YES! However, for this specific game given the fact that the travel distances to get gated materials (like Iron) is farther than most games of this type. It seems like that specific solution for this specific game would cause the travel distances to basically be even more of a challenge than they already are. For a point of reference, running about 5000 blocks is the same as running from about Montana to the south border of Oklahoma so I think we can give 'realism' a bit of a break here. Also as a side note, in real life I have seen a black bear run away from a domestic dog up a tree. So if we are going to play the realism card I think we might want to ...maybe not so much
  8. could not disagree more. I do not suggest this as a patchwork to a problem, I suggest that it should have always been that way in the first place.
  9. I rarely get broken. Maybe its what I am doing. Here is what I am doing and I admit it might not be correct but I am getting good numbers so. 1. After smithing it I throw in the water just like we have always done. 2. then I put fireclay and reheat it and quench it the new way at the proper temp. done. Now, why do I not go further than that? because the % increase drops off dramatically after the first.
  10. I think in this specific game unlike many other games in this genre, the distances required to find materials for 'gated' features (like iron, lime etc). is just simply too far to be adding yet another impediment to travel. I think folks here grossly under estimated how much time we all actually spend traveling in this specific game. I really think the solution is rather simple. 1. fewer spawns. 2. lower chase radius 3. slower than characters. done
  11. two things. 1. who said or even suggested that "No part of the natural world should be a threat."? 2. I circle back to one my tropes that I still stick to. 'so sayeth the developer so say it good design' is FALSE purely absolutely false and what is or is not good design has nothing whatsoever to do with game intent, what developers want, or the fact that its 'their game' as so many like to suggest. It just isnt. Oh and Lore is not only mutable, its subservient to game play, something the AAA gaming market has not understood for multiple generations much of the market is doing this literally exactly backwards, but I digress 3. There are very simply a ridiculous number of wolves and Bears that chase you for too far and too long and that is that.
  12. When it comes to leveraging game play and 'spice' as you put it I personally perfer directions such as Hydrate or Diedrate Mod I mentioned earlier and other mods like Carts, Immersive wood working, Butchery mod. I personally am not interested in leveraging combat like every other game on the planet does and not just because I am older. I have felt this way since I was 30 or so
  13. ah fair enough, I do suggest Hydrate or Diedrate Mod it does wells rather well in my opinion.
  14. As predicted I was positive that as soon as those spikes showed on the new trader assets that people would start asking for spike mechanics for their bases, I just knew it the second I saw it. On a scale of 1 -100 I am -20 on this idea (less than zero). Ok, gloating aside. Wells: Hydrate or Diedrate Mod
  15. A farming simulator has driving, but that does not make it a racing game. This game is exceptionally good and something, its audience plays the game because of that strength, I would argue the audience goes out of its way to play this specific game because of those reasons . It just seems to me it makes more sense to leverage that, instead of focusing on things that every game on the market already does. and like I have said many times before and will say again 'because the developers want to do this' does not mean by definition its a good idea to do so. Developers are not Gods, yes its 'their own game' but just because its their own game and their own choice does not mean it by default a good decision. Nevermind the fact that we are all here in this thread discussing a possible improvement in the first place which is defacto a change (so a bit of logic irony there). I am extremely confident that the majority of people who play this game if not the overwhelming majority of people who play this game never play the story missions beyond the Archive in the first place and I also doubt they do not go further because the boss fights are not engaging enough. So maybe its possible that 'if developer creates something, thou must admit its a good decision' is perhaps faulty reasoning.
  16. I understand but I am always reminded of the priniciple of Opportunity Cost which is not only a measure of what you are not doing while you are doing something else but its also a measure of how focus can change if not careful and as your audience changes as well due to those changes. So for example, lets say you have a flight simulator game, some players now ask for farming in the game. Ok, well not sure how these farm sim fans got into the game but lets add that once we hire more people, cant hurt right? then a bunch of farm sim fans come into the game and then guess what, nobody even bothered to ask why are the farm sim fans in a flight sim in the first place? (see my metaphor?)
  17. naa. my opinion is that the sweet spot of this game, what really makes it shine like pretty much no other game out there is specifically its crafting and building mechanics. There are a metric over ton of games out there already that focus on bosses, combat, fighting, base defense which is why I think they should just double down on crafting and building instead of doing things like everyone else on the planet has been doing for 20+ years
  18. My take is this, if I want to build a base at any point in the game in a awesome forest location or a waterfall next to what otherwise would be unstable, I am going to do it and I will cheat if I have to, I am have none of that 'look that this awesome place that you can not stay in for anymore than a few mins'
  19. chalk/limestone can be close or far its totally random. However to be fair using my current world as an example, although I continued to search for it south because of a road system south I was planning on building anyway, I found it 10,000 blocks south but then by accident found it about 2000 block west of my main base. Anyway, plenty of people have been playing this game for a long time with the default setting as they are and they enjoy it so I do not want to give the impression that on this specific subject I am being fanatic about it, its just that for me it seems out of balance given the travel requirements and for me I do not play with standard settings. Now other subjects I am absolutely fanatic about, but not this one
  20. I would like to add that for a person to realistically get to more time into the game in this context they are likely going to need limestone. Its not uncommon for limestone to be easily 20,000 block exploration. Maybe not all in one direction but overall pretty much 20,000 blocks travel time in multiple directions just to find it.
  21. Here is where I think the overall game balance is off and to be fair I really do not have a solid suggestion on how to improve it but it feels off none the less. The map is 1 million by 1 million blocks. It can often take up to 10,000 blocks to even get a different surface rock type. Running 10,000 block is not at all uncommon to just get to leather making. This distance is greatly magnified by wolves, bears, drifters and lack of changing spawn in the early game. I understand the desire to make things risky, I get that however, when we are talking about 10,000 blocks there is something that feels like it could perhaps balance better. Sure, if you want to go 10,000 blocks to fine limestone I suppose you could pick a direction and start going and create a minibase every 5,000 blocks or so and if you die at 7,000 blocks too bad start over and on some level I see how that can be engaging however I think the 'travel required' vs 'how challenging it is to go anywhere' is a bit off in my opinion, at least with standard settings. Speaking personally, I am not going to try and get to 20,000 block and have all my progress instantly rebooted at 15,000 blocks because a bear caught me off guard. Nope, not having any of that.
  22. Long time ago (sorry I will not be able to find it) I watched or read an article (I do not recall which) talking about RNG in video games. Here is what it argued There is RNG that makes you adjust your decision trees once presented with the RNG and then there is RNG that just basically kills you or ends your game and has literally nothing to do with your decision tree. It made the argument that the latter is actually not compelling game play. Sure, in life you can be just walking a sidewalk minding your own business in a safe neighborhood and for reasons that have nothing to do with your choice you get killed in some random mass shooting. So the argument was, sure random events completely beyond your control do exist in reality but its not compelling game play becasue the entire point of a challenge is to engage yourself in a solution, if no solution exists its not a compelling mechanic. If for example there is some game in which you could instantly die and there is literally nothing you can do about it, that just adds stress to your game play but does not compel any player agency in the matter. Bears in this game get dang close to that.
  23. I think you have me mistaken with someone else. I have never pointed to any mod to make hunting easier, nor have I ever said hunting should be easier. Its easy enough as the core game mechanic as is. No I do not agree that hunting is tedious I actually enjoy it, I enjoy it more than I enjoy fighting monsters. I think people who find it frustrating are very frankly doing it wrong.
  24. The claim that 'we' need to rely on mods in order to hunt it fundamentally false. To be very frank about it, hunting in this game is actually easy comparatively speaking. Its far easier than in Medieval Dynasty for example. There is a smart way to do it for sure and running around at full speed chasing anything that moves is not how to hunt, but once you understand how, its actually rather easy. ADDED: Now I understand that some people might struggle with hunting however I think the suggestion that the game itself is the issue and it needs to make hunting easier for everyone because its a fail point, is fundamentally untrue.
  25. I can not suggest watching youtube tutorials enough for this game. As far as I am concerned its an absolute must
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