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Davis

Very supportive Vintarian
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Everything posted by Davis

  1. This has already been posted about before, multiple times. But yeah, it'd be great to see a Dynamic Tree style system.
  2. Good suggestion, they plan to flesh out the animal kingdom of Vintage throughout development. It's stated on the roadmap, can't imagine forest deer will be overlooked.
  3. I apologize for that, it was Thorfinn who mentioned needing a super computer, you both have the same colored display picture I must have read both and didn't separate the two when I replied.
  4. It doesn't happen in the capacity I'm stating, once it's cut it never grows back. I wasn't clear enough I guess on that. The only way around that, is to dig the dirt up and place it back down, in which case grass will grow back, until it is cut again and then it never does.
  5. I feel like were bringing things in here to the suggestion that I did not suggestion, in order to make a point. 1. I did not say tree's should self propagate in my suggestion, I agree that would be a bad idea because forests would just spread uncontrolled. So the whole first part of your above post doesn't really apply at all to what I posted. 2. The world map already has grass, literally everywhere, when the world is generated so I am not getting your point here. I can't see why it'd be an issue to re-write the code to say "was grass cut on this block? Great, in a few days the grass will grow back if outside etc". So call it spread, or re-growing or whatever. 3. Grass should spread where ever a dirt block is...that's everywhere except deserts, polar areas etc. Your points do not seem grounded in reason at all if I'm being honest, what basis do you have to say grass growing back or spreading would cause any sort of hardware / lag issues? Minecraft has done this successfully for a long time and it literally runs at 100 fps on potatoes computers? You state games never do this, we really have one single game to compare this game to, and even then this is miles better in terms of performance and it's still early development. And finally, for the people who do not want grass to grow back, or spread, you can make it optional in the world gen customization.
  6. Fair enough on the tree thing, pretty sure I specifically mentioned it shouldn't be a priority and would just be nice to have! It's not a make or break, I just thought it would be an atmospheric thing to have. Scythe mode is a step in the right direction, and that was introduced well before 1.17. My opinion is that it should go further than that and just act like normal real-life grass, but I appreciate the difference of opinion everyone has and the feedback.
  7. Guess we can agree to disagree then. I just don't think taking five minutes to clear grass with a scythe from your area would be a ground breaking / annoying "unfun" thing to add to the game lol. I can tell you it's a lot more working digging up dirt and replacing it so that it will grow back.
  8. Alchemy was a poor choice of words, I was more referring to brewing etc, making tea or whatever. Herbalism-type stuff etc. Tbh I hope potions never get put into the base game if I'm honest.
  9. Completely fair argument. But this game stems on realism, when you cut grass it does grow back in a short time. I would argue that we then add a feature like Minecraft has, to use a shovel and right-click the ground to create a dirt path. At least then you could make paths that are inexpensive around your town. Otherwise, I'd argue, if you don't like grass do what people do IRL and build over it to cover it. I can't really respond to this accurately as I don't program. But I am going to say that having grass grow back or spread to other dirt blocks is not resource-intensive. Minecraft does this successfully and people run it on a potato computer. Vintage is much better optimized than Minecraft.
  10. Amazing idea @Nootman. This would give the cooking profession so much life in game.
  11. Really a great idea and something I hope gets added. Grass also should spread naturally. I feel this will be something that happens once Tyron starts working on Alchemy or something a long those lines.
  12. Hello everyone! Seen a post about tree's in the discord server, but I always preferred posting suggestions to the forums, so here we are. This is not something I think should be prioritized, this would just be a nice thing to have and would add a lot to the atmosphere of the game. 1. Instead of tree's going from sapling to fully grown, introduce a dynamic tree system that is very similar to the fruit trees. Trees get planted, get larger in size over time and then hit their maximum height level. I think it would be advantageous to allow us to customize the trees minimum and maximum height level in the server settings. The same place you can choose how fast trees grow. 2. Leaves on tree species that apply (like maple and oak for example) would fall off during fall / winter and then re-grow back in spring. Shout out to Minecrafter for this suggestion he already posted on discord! 3. One step further, shearing leaves off trees but not actually cutting the tree down, would allow for the leaves to grow back over time. 4. Finally, I would urgently like to see grass "spread" or grow naturally once fully cut down on a dirt block. I really love preserving the environment in this game, and it kills me that grass doesn't grow back unless you dig the dirt block up and place it back down. Please make grass spread and grow long if not cut. Again this would be a nice to have, not something I think should be prioritized over other key features we've been asking for.
  13. Definitely agree with this.
  14. What mod is this, those doors are perfect!!!!! Rest is great too.
  15. Good idea, hope to see this added. Think it's a pretty standard ask that we'd all appreciate as an addition to vanilla game settings.
  16. I really hope this is in a not far off future update. I know Tyron has stated they plan to revamp animal husbandry as a whole and they already have a cage item in the vanilla game.
  17. I find this to be, in all honesty, hugely contradictory. I respect this is your opinion, but I disagree. 1. We have no idea what the size of these oceans will be, could take 5 minutes to cross with a boat, could take 15 minutes. I am highly doubtful it will take hours like you reference. So, I won't touch on that specifically, but my point was centered around it being maybe a 15 minute - 25 minute long journey at most. If it took hours, I'd agree that'd be way too large. 2. You reference why real life humans crossed the ocean, and how that doesn't translate to the game. I'd say you don't have much experience playing the game then. Resources, resources, resources. If I need more iron, if I need more copper, if I need materials to make refractory bricks or lime that isn't on my continent. All reasons to cross the ocean. Things can be added to the ocean, like sea life (duh?) for things to be more interesting and vibrant. Ideally small island generation could be a thing in the oceans so you'd have a stopping point here and there, just like how there are small islands in the real ocean. 3. Who said anything about this game being a ship simulator or needing to be, to have ocean travel? Seems like a silly thing to say, it's a survival game. Oceans add to the world building aspect of the game. It makes it feel more like a real world, that alone adds value to the adventure for most of us players.
  18. I understand where you're coming from. However, I find it impossibly tedious for us to need to chisel every time we want a slab on slab block. They should just add the functionality for stacking them.
  19. Good Afternoon, These questions are directed at the development team specifically. 1. Why is it that we can't place two slab blocks on top of each other? When you attempt this in game, it creates a space between them. 2. Does the development team have plans to help stabilize the multiplayer experience. Specifically, do you ever foresee the possibility of have servers with 100 or more players on at one time? Thanks in advance!
  20. As may come as a surprise, I'm very happy to read your responses here Stroam. I think trying to add too much to this game will dilute what the development team has planned for it. I prefer to see features like fishing, more diverse wildlife, better land generation (oceans, lakes and continents :D) added. Not to bash the OP of these suggestions, but these seem very tailored to what you would want as a player. Happy to read this post from Stroam saying they're thinking of the entire playing audience, and even more happy to see the constant relation to "well that would be cool, but has little reward or pay off". Way to many games now-a-days get sucked into that vortex of gaming hell where they start adding stuff to the game that has no benefit to us players. On a side note Stroam, can you comment on whether or not you and team have plans to scale the multiplayer aspect of the game? By this I mean, do you think it's a reality with the engine being used for the game, that we will one day be able to see 200 players for example, on a server and the game run smoothly? I do disagree with the combat system remark though. I agree PVP is niche in this game, but that's because it's early days. Nobody cared about PVP in Minecraft until it had been fully released for almost 3 years. I bet you'll be surprised at the audience this game attracts once it's more complete. I personally hope to see a more well rounded combat system mainly because I enjoy playing multiplayer in this game. Also, because there isn't a single good replay-able survival game out there, that doesn't have a good combat system. I don't think combat should be a focus now, but it should be a focus before full release as survival and fighting go hand in hand.
  21. I agree with this for the most part. Although, I have a few mentions. 1. Crossing the ocean to discover new land is valuable in itself. New land means new prospecting opportunities, or dungeon spawns etc. So that alone is worth the cost of build a boat. 2. We currently have ocean generation down pretty good on the multiplayer server VintageCiv. One thing you need to add is tons of life and some danger to crossing an ocean. I think this will require some player testing to determine how difficult and powered the ocean mobs would be before it stops being fun. 3. I agree that spicing up lakes and rivers should be first priority. Then port what we learn there into an ocean generation system. Coasts come a long with oceans and I think if oceans are never added the game would feel incomplete to me. 4. Continents have been mentioned numerous times on this thread and I believe that continents should be the end game goal of map generation. We have massive massive maps in this game, making the continents truly massive and vary in shape / size I think adds the level of realism this game tries to uphold. Small islands, massive continents, oceans separating them, rivers and beaches, this is all realistic land generation and I think it's key that at some point development adds this in. 5. IF Tyron and the team somehow can make multi-block ships a reality. Please for the love of God don't skip over adding oceans. Those two functions go hand in hand. I could deal with not having multi-block ships, but having muli-block ships without oceans would feel like a missed opportunity. I hope in a few years time this game looks unrecognizable from today. I'm faithful that will be the case. To the team, thank you for this wonderful game and for caring what we want to see in it.
  22. All great ideas, my only addition to this would be for the Hoe point: For us who play multiplayer and hope to one day be apart of massive servers, this would become a time consuming task for fields / farms that are over 100 blocks x 100 blocks. I still think this is a good idea, but we would need the introduction of a field plow of some kind. Similar to the scythe, it would plough in a 3 block radius (or something along that line). This way it doesn't take 1-2 hrs to replough your massive fields!
  23. Hello Everyone, This was brought up on Discord and I wanted to post about it here because I agree and really enjoy the farming aspect of this game, mainly because I enjoy gardening IRL. With that being said, I'm not sure what the actual solution here is but I know the current system for creating compost isn't fantastic. Ideally, as someone originally mentioned on the discord, I'd like to see a method close to how we make charcoal. You store rot as piles and perhaps cover it with thatch blocks, after the same amount of time in-game (20 days or whatever) you now open up your enclosed thatch area and you got piles of compost you dig out for the compost drop. I also think the ratio needs to be improved, right now we're 4:1, I think it'd be better served at 2:1 (64 rot gives you 32 compost). Or we change the amount required to make a high quality dirt. Let me know what you guys think!
  24. This is a solid topic and I first off want to say I understand the view point that they're over aggressive, and even agree. With that being said we have very few hostile mobs in the game, and as they flesh out animals I am almost positive the vintage team are going to revisit animal AI and when adding more mobs, some will be changed to be less aggressive. While other more rare mobs perhaps take their place as the biggest aggressor.
  25. This is a cool idea, I'm sure we'll see ruins greatly expanded upon over the next few years and hopefully we get to a point that more closely represents this.
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