Daev
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I'm on 1.21.1 because I have some mods that are not updated yet. When I make pitch glue it cooks but the pot doesn't move to the next slot, it stays in the input slot but the ingredients become pitch glue. Whether I try to pick up the pot when the glue is hot or hardened the glue always spills without any items. Anyone else run into this? Am I missing something? As to what mods I have installed there isn't anything that should touch the glue or cooking really. I have some creatures from FoTSA and LoTP and Equus along with the needed libraries. I have combat overhaul and some of the other accompanying mods. I have some quality of life mods such as better sticks, carryon and the canoe mod. I also have Primitive Survival and Wild Farming revival.
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I have a similar background as you although I don't have as many hours in those games. I love VS and as stated by others it is definitely a game you just "get better at" not because you're bad at the game per se, rather, you don't have complete knowledge yet. The Handbook is personally one of my features, I love that you can choose to trial and error things or you can use the Handbook to learn. I will be the first to admit that the Handbook is not by any means the best designed thing ever but it works and gets the job done, especially so since you can have your crafting menu open with the handbook and even select whether you want the handbook to pause the game or not. I definitely recommend giving the game more time, but try the default mode or Homo Sapiens with edited settings for an easier experience while you learn. Personally the only things I edit is how often surface deposits for tin and copper spawn so I don't have to pan as much. Also, ifoz mentioned playing Malefactor and I agree, the stealth and foraging buff alone is worth it to me since I have literally been no more than 5-7 blocks from predators and just barely noticed them in time to flee unnoticed. High recommendation for new players so you have a better/easier early game.
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I haven't made it all the way through the tech tree or story yet but i've put in over 60 hours just doing my test runs up to late copper until I finally tweaked the game to exactly what I wanted. The modding capability and world modifications available to you offers so much I just couldn't settle on something. Anyways I tend to do a lot of exploring as I make my way a few thousand blocks south until I find somewhere that tickles my fancy, marking all the POI I come across and collecting early materials. After I settle in a nice hobbit abode I start up my clay molds and either hunt/forage while they fire and maybe start a small garden if I can. After that I do another exploration of my further surroundings, mainly keeping an eye out for things like native copper and tin or lime and borax. I then make all my copper stuffs and begin mining and leather working while focusing on the farm and storage matters. Furthest I've made now is prospecting for other ores like tin. I haven't made it to bronze yet, mainly because I just love the joy of exploration, even if it's just walking aimlessly, I love the early hunter gatherer type vibe. I now have my second world that I am committing to fully (last one was modded and I was afraid of the update breaking the save and I had some new mod combos I wanted to try anyways.) I think I've got the perfect mix of quality of life mods and a nice serving of vanilla+ with just a dash of more fantastical stuff (dinosaurs and Fauna of the stone age) Sorry I got a bit rambly!
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A bunch of players are joining the game following the Hytale announcement
Daev replied to Omega Haxors's topic in Discussion
Agreed, one of my favorite things in the game and it definitely needs a better introduction. I don't know how I'd go about that myself but the tutorial spawn idea sounds promising. Maybe make it a feature you can toggle so that you can decide based on preference and experience. I personally do like the idea of it being somewhat like a physical item but without costing inventory. I do wish we could use it for note taking but I think this game has paper/parchment so that might be a no no. -
A bunch of players are joining the game following the Hytale announcement
Daev replied to Omega Haxors's topic in Discussion
Thank you. I agree with that sentiment on the handbook and I hope it gets some love, it's a great tool to have and I think it definitely be implemented better. Also apologies for the poor structure of my larger posts, I was too focused on describing the thoughts and neglected the actual structure. (Might edit them later to be easier to read) Thanks for starting this post as well! Always exciting to see this game get some boosts in engagement and even better when the community wants to capitalize on it. -
A bunch of players are joining the game following the Hytale announcement
Daev replied to Omega Haxors's topic in Discussion
I find this interesting as a new player. I haven't made it into the iron age and am only getting into the dawn of late copper, but I feel like it's a pretty uncompromising experience, but then again as I thought on it I can see what you mean. Maybe once I've experienced more and figured out my workflow it probably will feel much the same to me. However from what I do know mechanically about the later game I assumed the difficulty scale would be coming more so from engaging the story and having to prepare for travel. Although I will say some of the difficulties in this game can be viewed as "self imposed" depending on how you approach progression I don't get a sense of artificial difficulty, at least not the way I understand it. One generic example I can think of would be random bullet spread in shooters, no skill involved just upgrading the weapon to be more accurate or using perks. I don't think I've noticed anything like that, if anything I think there's potentially a lack of consequences represented by a direct mechanic rather than just the inconvenience of not having done the task sooner or with more care. I also don't find that I have gotten just screwed over by a bad design or randomness. I have suffered the occasional nonsensical mob spawn but I can't really count that as anything but a glitch in the matrix and if it is intended then it needs to be much more fleshed out. As an aside, bases should either be your safe zone without worry or safer but not completely with a more logical way to sus out compromises in the base and being able to at least react if not outright prevent intrusions even if they can still just spawn inside. Still I am new and these thoughts and opinions are bound to change as I learn and experience so I'm going to just keep in tune to my elders here! -
A bunch of players are joining the game following the Hytale announcement
Daev replied to Omega Haxors's topic in Discussion
I started out in 1.20 and I agree, even with the Handbook somethings were a rather vague without going to the forums or wiki, I wasn't turned off because I was already digging in the wiki before I even bought the game which most people will not do and shouldn't have to. I did see a recent post that they may be giving the handbook some love which is most welcomed. Other than that, for me it was the lack of direction and near impossible to find treasure hunter. I was only really blind to the story but I eventually had to cave and look for some kind of hint and learned that I was likely to never stumble upon a treasure hunter because I simply could not find one when I was trying let alone stumbling around aimlessly. Other than that I have had little to complain about, my only complaint (As I have only progressed as far as a bronze saw) is the panning by default being grindy and the knapping tedious. I do enjoy both mechanics and I feel the game smartly allows the player to choose how to divy such time up. I maintain flint tools when I'm doing base chores and the same goes for panning, usually if I'm firing clay and can't progress until it is done. So I do see the reasons for why most people unfamiliar with the game are put off initially, but from what I've experienced it feels like it's mostly polish that it's missing. I personally like how the food is with the current formula and design. It's treated with importance but once you've established your food stuffs you can let be just a min max sustenance thing or be really into it and seek out different ingredients and come up with recipes, I wouldn't be upset if they did more with it but I don't think it's out of place or ill-designed. Even before I truly knew how much you could min/max by rushing the food mechanics I felt it was well balanced and just punishing and rewarding enough for where the game is currently, I don't think it should be completely lerft alone as is but I don't really know what I would to change only what I wouldn't do. I hope my thoughts were conveyed clearly and I hope the influx of interest helps bring more to the table and that more people take advantage of how customizable the game. -
I feel this sentiment a lot! It's been a couple months since I've hopped on but the passion is still their and it still felt like christmas to see an update pre-release come out! Probably gonna hop on it just to see the new ocean ambience. The screenshots looked really promising in Tyron's update.
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This would be a very interesting build project... I can already see my self getting jumpscared by a lowly surface drifter lol
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It is kind of hard for me to tell, but is that building just one big room or is it divided by inside walls? You may have exceeded the room size limit. It could by the slabs though if there are no other full blocks between it and the outside. EDIT: I looked at the what counts as a room and your build should definitely fit the 14x14x14 bounding box. Try replacing the slabs or changing orientation maybe?
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Yeah, that was my experience on the first couple of test worlds I made and I did also have a recent bear encounter on my current world that required me to do some commands to get back in the fight - and fight I did - that said it is something that can be overcome. The amount of caution needed around dense foliage, especially forests, is much but once you learn the ways after much agony it is a very enjoyable experience and manageable. Even for someone like me who has the spatial awareness of roadkill can typically get through any exploration mostly unscathed. I would recommend potentially using Malefactor because of the reduced detection range from wildlife (it has been a HUGE help for me and combat is still doable but mostly avoided and carefully considered) that said, most would agree that there's some polishing that can be done for the predators and animals in general but I do think what is currently presented is acceptable and still enjoyable after unlearning some old ways and learning new ways. I hope you continue to find enjoyment in VS despite the pain because I do think the gains are very much worth it!
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I can see it going either way. I would definitely love being able to find other settlements and interact with humans but it definitely would need to fit the game, I suppose it depends on how important Nadyia specifically is to the story and if other settlements would detract from that. I think it would be fine in that case if the knowledge that somewhere in the world other people are surviving and even thriving without actually putting settlements in. Then again, the way traders talk makes it seem like we could discover other towns eventually and that trade is definitely important and lucrative given how many traders you seem to run into sometimes, so I'm hopeful.
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I've now got around 60~ or so hours in game and my current world is 40 of those hours after a few test worlds to get my feet wet. I'm currently in the copper age looking for bismuth to make bronze and I have acquired my first goat! Got a nice pen and some troughs in a separate area to hopefully lure another one. Turns out the goat was acting as a pretty good lure itself, but not for goats, rather it's attracted a brown bear and I normally avoid combat like the plague because I'm a frail Malefactor who would chip from a distance HOWEVER... I've finally become consistent enough to take on wolves with a spear and shield using a switch up of melee hit and runs followed up by a sling and this new confidence very quickly became overconfidence. Blinded by arrogance and the idea to cheese the bear with towers and ladders I dealt decent damage at first, however the bear soon started running away, whether due to plentiful prey not able to escape it or because it was being damaged by a technologically and vertically superior foe I know not..... Inevitably I had to come down to track it and retrieve munitions and like anybody but myself could have guessed the bear CAME BACK AND MAULED ME IMMEDIATELY. He WAS out of sight, I presumed beyond the range of aggression, I was wrong and not once but three times... Did I have a temporal gear yet? Nay. Did I use commands? YES BECAUSE THIS WAS PERSONAL. I killed it fairly (after it got stuck in a natural ditch) but I was not wasting time to traverse from world spawn to where my base was. Lesson learned, don't try to outrun bears and carry more than five spears.
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Welcome to the forums! Sorry that has happened to your PC. VS shouldn't cause any issues like that, maybe something coincidental happened while downloading? Might need to try a wipe of the download and triage your PC from there. Maybe someone more tech savvy knows better? Definitely the first I've heard of something like that.
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I'm using around 10 different QoL and vanilla+ mods and the associated dependencies. I also edited the raft and sailboat JSONs because I just like going a bit faster on the water.
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Personally I have yet to have any issues with "waiting through the night" between the intentional stuff I leave for the nights and the stuff I outright forget to achieve during the day. Usually I just do whatever I have around base from actual tasks to just organizing and planning for the morning and that usually gets me through most of the night and then I just sleep until around 5 am and that's enough to get out and start doing. I understand the desire for sure but I can't see it as being enough to ruin the experience, even for me being the kind who would rather explore and let survival tasks be more of a passive thing I fulfill as I explore. Even in my dirt hut without fencing or dirt walls the night is hardly an issue as long as my wits are about me (which isn't often enough) still I agree that having a game option similar to the one that lets you choose to sleep through Temporal storms or not for sleeping until dawn would be fine, but I definitely don't think the vision of the game should be compromised to "appeal to a wider audience and make it more accessible" and I think making it a requirement from the devs is a bit much. I don't use commands hardly at all but I remember rightly you use commands to skip the nights easily enough. I understand it can take you out of the immersion perhaps but it's hardly more work than making the bed and clicking on it. Perhaps there is a mod for this?
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Honestly I find the combat serviceable. I'm about 60ish hours into the game over some months and am about 20 hours and some change into my third world after some test worlds to get a hang of mechanics and find the world gen settings that I like. Not to discount any criticism for the combat, it is not the best but it is hardly the worst. Wolves are hard at first but they are, in my experience, a worthy and even fun threat once you've learned the behavior and know how to use your seraph to their best. I play as a malefactor, not at all a combat oriented class, but I can still take on wolves with makeshift armor, flint spears and a crude shield - I've even been able to whittle them down from afar with my sling before close engagment to great success. Granted the Malefactor does get a reduced aggro range that can be used to great effect in separating unaware threats and I have been using the combat overhaul mod because I find the hitboxes and hit detection in vanilla to be a mix of too hard for me and just enough jank to be a hinderance, not impossible, but occasionally annoying. I fully believe that if I gave vanilla combat more dedication I wouldn't need the overhaul mod, however, combat isn't the main point and I think that some critics are putting WAY too much stock in it - the game advertises itself as being for the journey, not the arrival and boy is the journey great! I agree that combat needs some love but I want the devs to take their time with it and deliver on their vision for the game while giving us a quality product, yes I also agree the storms should have a bit more pay off but I also think overall the loot balance is sufficient given the combat takes a backseat in this game - even more so than That Other Block Game - and that was, personally, what caused me so much grief in the beginning because I treated it as Minecraft combat that takes a seat closer to the front than in VS. Once you treat the eldritch horrors more as a environmental hazard best avoided until after the early game as @LadyWYT has stated it is MUCH more enjoyable. There's more consideration to the approach of combat rather than the act of combat itself. I know quite a number of people seem to think that cheese is mandatory but I haven't found that to be the case personally, I have only used some cheese once because I REALLY wanted to kill a bear because it had wandered too close to home (terrible choice, I was overconfident since I felt more capable against wolves and thought I could spear it and sling it from a tower so easily). Sorry for the long reply, didn't think I'd use so many words. TL;DR I think the core of these critiques are valid but the sentiment of it being unbearable I believe is more to do with how much stock individuals place in the combat respective to the devs vision of where combats place is in actuality. Combat would benefit from polish or even a rework but I would not say it is THE problem or that it's near unplayable and that it is a mechanic that can be sat on until other more essential aspects/mechanics are polished/introduced such as steam power or certain behaviors with spawning animals and enemies or certain processes for progression items being bugged or unbalanced.
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As @StrixBit stated, might be blue light causing strain. I got blue light filtering glasses since I use a computer at work often (and Hunt Showdown is VERY heavy on blue light) VS is definitely a warmer game in terms of color but screens still use a considerable amount of blue light typically. Most games don't give me issue but Hunt Showdown certainly does and it isn't the only game I play that uses a lot of blue light.
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Welcome to the forums! Glad to hear your enjoyment for the pace and in-depth mechanics. May your home be well lit and your hearth warm and cozy!
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Will be incorporating this in my single player. (Once I get an actual windmill that is)
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We got VintageBrine before GTA6? I'm gonna pee.
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Awesome build! Wish there were more angles but I more so hope to see another base in the future! Great workmanship with the materials available to you!
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Fantastic build! Any plans on doing the interior or is this going to be a purely exterior build?
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