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Everything posted by Davis
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Friend Group Looking for A Stable World Building/Civilization Server
Davis replied to Shadow Delta07's topic in Multiplayer
Hi Shadow, We have a few Stoneworks players in our community. You might be interested in what we're working to achieve on Vintage Story.- 15 replies
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Realms of Andora - Civilization / Multiplayer Overhaul Project
Davis replied to Davis's topic in Multiplayer
Bumping topic as the original post was updated.- 4 replies
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- mmo
- vintagestory
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This is a unique idea. I actually like it a lot. Would be much more immersive for players and possibly easier to understand / manage. I constantly get questions about land claiming and how it works on our MP server.
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Streetwind makes some good points, I'm not sure you can actually fix this with the current system as it'll always have small errors no matter how much find tuning you do. Not really sure what the solution is for this one, we may have to live with this sort of error if the system is not entirely changed.
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Tie forest generation to rain map rather than a separate density map.
Davis replied to Retsof90's topic in Suggestions
I think the game needs a bit of a pass at a few areas in game. 1. I agree with OP, rainfall should determine the forest density / size. 2. I think this should also tie in to nutrient levels in soil. I am uneducated in this area, but just using logical thinking, more rain in an area means more fertile growing mediums? 3. Hunger rate settings, day length in IRL time needs to be tied together. Currently if you increase your days to be double the IRL time, it doesn't effect hunger rate, so you need to cut it by 50% to have the same ratio as the standard settings, this doesn't make sense to me personally, it should scale with the IRL day length. -
Good to see you guys are still playing Tomek, hope all is well! Great builds and chisel work as always.
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REALMS OF ANDORA "Cradled amidst mountains and shimmering lakes, the Realms of Andora are a land of enchantment where magic flows freely, and ancient mysteries lurk at every turn. Here, one can lose themselves in the ethereal beauty of the landscape or embrace the mystical energy that courses through its veins. But beware, for the realms of Andorra are not for the faint of heart, and those who seek its secrets must be prepared to face the unknown and journey into the realms of the extraordinary." INTRODUCTION Welcome to Realms of Andora (RoA), a project passionately developed by a small, skilled team, including myself, Hawtcrab and BattleQuail. Our ambition is to revolutionize the Vintage Story multiplayer experience, creating a dynamic, engaging, and long-lasting environment for large player communities. The roadmap outlined below provides a glimpse into our vision and objectives, although it's subject to evolution as we progress. ROADMAP After extensive planning and brainstorming, our team has devised the following update schedule: 1. Update 0.0 – The Faction Update 2. Update 0.1 – The Ownership Update 3. Update 0.2 – The NPC Update 4. Update 1.0 – The RPG Update 5. Update 1.1 – The Technology Update 6. Update 1.2 – The Content/Lore Update 7. Update 2.0 – The PVP/Warfare Update 8. Update 3.0 – The Rot Update This ambitious roadmap represents years of development work. To delve deeper into each update's specifics, please visit our detailed roadmap post [COMING SOON]. WHAT TO EXPECT Our overhaul aims to minimize dependency on third-party mods, focusing instead on unique RoA-developed features. Here's a snapshot of what to expect: A comprehensive faction system with custom permissions, settlement management, and role-play elements like sub-factions and unique titles. Advanced ownership mechanics, trading interfaces, and a balanced criminal system. Expect personalized storage, interactive buildings, and NPCs for added depth. Diverse NPCs serving different roles, from guards to bandits, enhancing the server's dynamic environment. An immersive character progression system, replacing the vanilla class system with "Arts" that offers specific buffs and debuffs. Earned through immersive in-game activities and interactions, this is not a skill grind model. An innovative technology progression system, directly linked to faction activities and cultural points, promoting collaboration and technological advancement. Factions will play a pivotal role, influencing lore, item discovery, and server history. A focus on cosmetic diversity, offering items through both in-game progress and donations, strictly for aesthetic enhancement. A nuanced approach to PVP and warfare, catering to various playstyles and offering significant rewards for successful engagements. An evolving in-game economy, with resource management, seasonal events, and a robust trading system. CONCLUSION Interested in joining our journey? Visit our Discord https://discord.gg/T98E2umycg . Realizing this vision will take years, especially with our current three-person team. I'm Davis, the community manager, joined by BattleQuail for server support and Hawtcrab, our lead designer and developer. We welcome anyone with coding or modeling experience to reach out and potentially join our team.
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Awesome update, happy to see a lot of these new things introduced. Appreciate all the hard work the team must have put in. More excited for 1.19 and 1.20 now! Going to be a good year for VS.
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New 1.18 version terrain generator disappointment....
Davis replied to DrEngine's topic in Discussion
I'm with you on this one Streetwind. I think this was a good start to refining the land generation systems and furthering it. However, some more work needs to be done. I too find floating islands and shattered mountains more often. -
mod / update possiblities, mpacifywater and handling turbulent waters
Davis replied to Ezra's topic in Suggestions
It is mentioned on the roadmap that water physics / behavior is going to be addressed. No idea when that will happen, but rest assured it's on the radar. https://www.vintagestory.at/roadmap.html/ Under more improved game mechanics, it mentions improved liquid mechanics. I think we safely can assume that encompasses water specifically. -
You're going to grab a burning hot candle to use it to light a fire, then place it back inside your lantern? Come on man. That makes next to zero sense.
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That's not what a lantern is used for, so I disagree. They're not meant to light fires what so ever, unless they're smashed or thrown.
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Nope, that is exactly what I was referring to. Gem cutting is the art of early jewelry making.
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Some really solid ideas here Noot, I don't find this too complex at all. In fact, this adds to the game. Wiki's exist for a reason, people will figure it out. Specifically, I like the scaled coke production, coke isn't worth it at all to make in its current state. Your ideas for the blast furnace the "upgradable" aspects of the others for better heat retention etc are great. This adds a bit of fun to this whole process as well, I look at this game from almost always a MP view, this would all fit really nicely and require a player to follow the process and could occupy someone's time. Another well thought out idea.
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Most of this is already mentioned on the road map, I'd check it out.
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Vintage Story Wasn't Designed With Multiplayer At It's Core
Davis replied to Mindframe's topic in Multiplayer
I hear you on these things, but as Streetwind has mentioned, the game is not designed for massive multiplayer communities and therefore a lot of suggestions for multiplayer aren't applicable or needed for the core game. I think if you're patient, you'll see a large group of players banding together with modders to make this game a truly great MMO experience. There will be heavy modding involved, but in the end, Tyron has designed the game with modders in mind so it should be completely possible for us to shape the game to better fit an large scale MP experience. -
Great idea, well thought out as usual. I wouldn't be opposed to a system like this. Seems like a good way to add some variety to tool-making for smiths.
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This guy man, he's always got the ideas, often with stoves. This is honestly brilliant dude, I would LOVE to see this in game. Such a step in the right direction. Great suggestion.
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I wouldn't mind this, after a late game technology is introduced that tills more than one block at a time. Having to re-till the land after every harvest is realistic, but on a large scale in game farm with the current mechanics, it'd be horrible.
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suggestion Suggestion Flax farming alternative? Moths!
Davis replied to MothPrinceLucy's topic in Suggestions
I think cotton and hemp would be obvious choices here as well. -
Was just speaking about this with someone on Discord, and I remembered reading this post. Really a great summary and post @Erik. Hope that the VS Team does not forget about this one and keeps it in their back pocket for when some major combat rework is due in-game. Even if directional combat is not possible, the summary of what makes combat enjoyable and replay-able and skill based is all spot on.
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Looking forward to the year 2023 with all the updates that it will bring for Vintage Story. Thank you for always being so transparent with the community VS Team, best of luck working on these next few updates and I hope you enjoyed the holidays with your families and got some much needed R&R!
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Yes, great idea. More configurable options are a benefit in my opinion.
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Cave generation is being addressed in the next update from what I've understood from the devblogs.