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Everything posted by Broccoli Clock
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Question about the spawn locations during temporal storms...
Broccoli Clock replied to Broccoli Clock's topic in Questions
Going to need some clarification on that, as I've had conflicting replies (from experienced players). I am guessing the way you write that, the assumption is that light and proximity does have an effect on non-storm enemy spawn. That would align with not just anecdotal evidence but from personal experience. As for the storms, 1000s of hours in (no flex, many have more) I have never had it spawn in on me on the same block. With that in mind I think the nerdpole is 100% effective (so long as you are high enough to be out of range of a bowtorn's arrow. In regard to flying mobs, yes, I think that is something that would change the meta significantly. It has to be done correctly though, and by that I mean the paths it "flies" needs to look realistic. We don't even have bird flight in the game yet! -
If it's any consolation, support stuff is pretty quick, I don't think it's uncommon for people to look for a refund, although it's obviously unfortunate that you didn't like the game in the way you expected. (google translate) ถ้าจะให้พูดให้สบายใจขึ้นหน่อยก็คือ ฝ่ายบริการลูกค้าตอบกลับค่อนข้างเร็ว ฉันคิดว่าไม่ใช่เรื่องแปลกที่คนจะขอเงินคืน ถึงแม้ว่ามันจะเป็นเรื่องน่าเสียดายที่คุณไม่ชอบเกมอย่างที่คาดหวังไว้ก็ตาม
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I see that several people have mentioned the issue of slots vs weight for the inventory. Yes! It would be a lot of work, as it effects *everything*, but it is definitely more logical, more realistic and would fuck (imo) with more people's gamestyle than any other opinion given so far. 7 Days to Die and its Undead Legacy overhaul mod (sadly not updated for 7DtD v2.x.. ) is a perfect example. Base game has no weight restrictions, just slots. This means I am the "same amount of overweight" if I have a slot filled with a single feather or a slot full of a stack of forged iron. It makes no sense what so ever. Undead Legacy provided a weight rating for every single item in the game in order to work out it's encumbrance ratio, and that's what you'd need to do if you wanted to replicate that in VS. Now to be fair, VS handles things a little differently. In 7 Days you always have a complete inventory, it's your character progression that determines how many slots are fine, and which slots cause you to be overweight. With VS you either have a slot or you don't, there is no option to overload yourself. With all that said, the idea that you could kill a bear, then take its fur, bones, and meat, along with other things in your inventory is stretching the realism somewhat. However I do not at all expect a weight mechanic to be introduced, it's one of those underlying core elements of gameplay you introduce at the start of the development cycle or it you are faced with taking a crowbar to tons of legacy code (just like Undead Legacy and 7 Days) just to get it to fit in.
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As someone who has (admittedly in the past) knitted, crocheted and even dabbled in macramé.. good luck, I hope you have fun. In terms of this game, the voxel graphics should give you lots of inspiration. If I had any advice, don't go too detailed to begin with. It's far too easy to get stuck midway through a complicated piece you wish you hadn't started. Shapes like the gear or a side on view of a drifter, rather than launch into something more complex, would be a good starting point, imo.
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I sort of was aware that it could be configed, but even then the comparison between its ruins and vanilla ruins is just too large. I understand why it includes such grand structures, and some of them are lovely, but massively out of place in the game (imo). That said, I am talking from a SP point of view. I imagine in MP, especially with a mature world where others have built large structure over time, they fit in much better.
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If it's any comfort, I assumed your comment was about vanilla. While I'd find the idea of a "trader hall" considerably off-putting, I really don't mind the combination of 1, 2 or even 3 traders in an organic fashion. With the traders moving from caravans to more sedentary small outposts, I'm not sure if that sort of grouping will happen in the future.
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Question about the spawn locations during temporal storms...
Broccoli Clock replied to Broccoli Clock's topic in Questions
Interestingly I've noticed this more. Now it could be observation bias, the more I play games the more obscure or unlikely things I'll see, but in a similar situation I was walking between two (self built) buildings and literally 3 drifters spawned out of nowhere, about the same number of blocks away. I can understand that in a temporal storm enemies could "enter our world from the rust world" at any position, so the idea they can spawn in near you seems fair if a little worrisome. However in previous builds (and again there could be no changes made on this, and it's just observation bias) I found that the non temporal storm spawns were out of my line of sight and they would make their way to me rather than spawning closer within my vision. -
Sort of yes, and sort of no, imo anyway. While I think that the restrictions are all too visible in things like the other block game, at least with VS you have chiselling which does allow you much more granularity. It's still all aligned within the 1x1x1 grid.
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Just for reference, my comment is more about how this works in general rather than having it implemented in VS. With DayZ, and I will die on this hill, heh.. and I literally do, but quick swapping from an inventory while moving is far too arcade-like, I don't want to play CoD. What's more the reason people have immediate access to a backpack in DayZ is legacy code based, not with a nod (or not) towards realism or immersion, or gameplay balance. It's a different case for VS, and I should have been clearer that I'm not necessarily arguing for that mechanism to be in this game. You tend to have far far more time to plan how you are going to approach something, plus you can always pause - try that in DayZ and see how it works. The PvE is different too, it's not as targetted or threatening than some online random dude with nothing to lose. In many ways, putting a backpack/basket down is not the imposition it is in other games. In short, I'm not advocating for more awkward mechanics just for the sake of immersion alone, or at the expense of "fun", but I do think that 'in the round' the immediate and permanent access to your inventory is a sacred cow that is long overdue for slaughter.
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I do find it a little odd that you are required to eat, but not drink. Now I'm sure there is some lore reason behind that, but it still feels a bit off, especially considering all the mechanics are in place already (jugs, drinking animation, a difference between salt and fresh water, fruit juice/wine/beer, etc). I've seen the https://mods.vintagestory.at/hydrateordiedrate mod and I'm tempted. I run with Primal Survival and Extended Foods and the mod page says those are compatible, so I see no reason why I shouldn't add it into my mod list. Before I do, and I'll be making a new world (not just for this, but with the update and previous version of Terra Pretty not playing nice), does anyone want to give me some feedback on how it integrates and if there was any config tweaking needed (it does say on the mod page that while EF and PS are compatible, they could be unbalanced). Thanks in advance.
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Seems massive overkill, imo. For me the whole point of VS is that it's small scale, sure you can build large scale but all that comes before you is not. With that in mind, it's structures like you've shown that stops me using better ruins, less "better" ruins and more "massively op with tons of loot" ruins. Not that I'm gatekeeping if that's the sort of experience players want, and there is no doubting the 'better ruins' themselves are expertly put together, but it's a huge no from me and that goes for positioning multiple traders in a building like you've shown. It just smacks of the lazy way the other block game allows "trading halls" with trapped villagers. To me that's utter cringe, and I'd hate for that idea to make it's way to VS. All opinions, of course, yours (and others) may vary.
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Question about the spawn locations during temporal storms...
Broccoli Clock replied to Broccoli Clock's topic in Questions
Which is fine, but you need a certain level of balance, for example you shouldn't expect mobs that can one hit you to spawn on the block next to you. If that is intentional then the only solution to that is to nerdpole during a storm, and that would be 100% safe. There are certain caveats, we know this, in terms of proximity and light levels, and the reason for this post is to ask why, given what I'd experienced before and from the chat on this forum, the mob spawned so close to me. -
Yes! Lit items; candles, torches, lamps and to a lesser extent the lantern, should all interact with the object it's being stored in. This is a lit flame, fire is dangerous. The idea you can store a lit torch in a wooden chest, indefinitely, is a bit daft. Understandable balancing of gameplay (and perhaps a remnant of the meta from the other block game), but still daft. I'd even go so far as to add a "realistic fire spread" modifier, much like the cave-ins it would be something you choose to turn on, but when selected it wouldn't allow you to store any lit item in storage. No more torches directly below wooden or straw blocks, they would catch on fire, and the pit kiln is not the only thing that will spread fire if next to something flammable, as it seems odd that a pit kiln and a fire pit are essentially the same thing yet react differently with the environment. As a DayZ player of over a decade (heh, not a good one!) the idea that you can just reach around and pull out a long weapon, or a metre length of pipe, out of a back pack, on your back, while you are running is one of the least realistic things in what is (apart from the zombies infected of course) a game that tries to lean into realism. I have seen this implemented (not in DayZ) and honestly it works, you run along, want something from the bag, you have to literally take it off, place it on the ground and then search it, at which point the classic "tetris style" inventory is shown. Can I remember what game it was? No, although it is going to be some FPS whether online or not. Perhaps someone else has seen it too and can remind me of its name.
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Question about the spawn locations during temporal storms...
Broccoli Clock replied to Broccoli Clock's topic in Questions
Sounds about right, just unlucky. I've spoken to others before about the minimum spawn distance and from memory it used to be something like 2 or 3 blocks away. Like you, I never asked if that included the square you are standing on. I'll mark your comment as solved, as to be honest it's what I thought too, but just wanted to check... -
I'm feeling salty, I was just merc'ed by a double headed drifter (lvl 4) while in a very small room (4x7) with two light sources situated at either end (levels 18 and 16, respectively) and even a cheeky wee candle on the floor... Temporal storms are not difficult and if I've no problem with the mobs spawning I'd just like to know how this can happen as to me it shouldn't have spawned because of (a) light level, and (b) the proximity to the player. I can't be sure exactly the square they spawned on, as I wasn't looking. The top of the bed is the farthest point inside the house from where I was standing, at 3 blocks distance. That coupled with not just one but two light sources, one of them almost directly above where the mob could have spawned, has me a little confused. Any ideas or have I just been really unlucky in terms of how the RNG spawning mechanism works. Edit: Here is the room from a better angle..
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There is nothing that gets the blood pumping faster than a good ol' fashing death spiral; add in cave-ins, a timer to get back to your body, your body being reachable on foot (just) before the items despawn, and some mob/animal spawn camping those items. Oh, and it's dark, and the your death glow doesn't last long enough to reach your body. I've been there, I'm sure most have been there, sounds like @Slam has been there... it makes the wording of the "rage quit" button all the more tempting!
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Considering the number of dead goat carcasses I find next to sheer cliffs, I'm not sure if those are vintage story goats in your vid..
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Well done people... some truly unhinged opinions, I am genuinely impressed. There's also quite a few I agree with too!
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ooh, I like that. Short, just three words, but enough to trigger many. Well done! * whispers* if you had added in 4th, "mostly", you'd have my full agreement
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For those who don't get the reference, r/UpopularOpinion is a subreddit where people admit to having an opinion people will dislike. With that in mind, what is your unpopular vintage story opinion? Extra points go to ones that would not only possibly break the game but mess with people's playthroughs. Not that I'm looking for the extremes, but things you genuinely believe should be implemented. Here's mine, and it's mostly about lighting... 1) You should not be able to place a lit torch into your inventory. If you do, you should either start to burn, it blocks you from doing so, or it extinguishes it when it does. 2) This should apply to oil lamps too, and what's more oil lamps should not be placed in water. At present they provide a nice uplighting, but really when placed there they should turn back into a bowl (much like the way a bowl or rot works when you throw it into water). 3) Lanterns should only work under water when they have been sealed in some way (beeswax, animal fat?). While these suggestions are "realistic" and "make sense", I feel they would f*ck with people's game play style that it would be considered an unpopular opinion. What are yours?
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I've seen one in my recent playthrough, and I'm 50 odd hours in. You'd think the Winter would pull them in to me but no they've been surprisingly conspicuous by their absence.
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What a tease... sure there are shorter commands but I'm not going to tell you them. Don't worry @Fsh, I got you, those shorter commands that for some reason the Professor here thinks you are too dumb to remember are just.. For survival.. /gm 1 For creative.. /gm 2 By the way, and as a side note, when in creative, press [F3] to swap between movement modes, with "normal"/"no clip"/"no clip + flight" being those.
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Yeah, they looked like they would stay unfrozen, and now I'm passed the worst of the Winter the ice never really spread more than some "crusting" at the shoreline. Those fishing hooks (Primitive Survival mod) are definitely OP compared to vanilla. They catch even in the depths of Winter, with or without bait although I do have lures attached.
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Just a quick head's up that the bear armour is not repairable at this moment. In terms of bowtorns, is it just me or have they been rebuffed again? In 1.20 they were snipers, accurate snipers at that, and hit hard. In 1.21 they were nerfed, but playing 1.21.6 it feels they are just as aggressive again. Could just be my RNG, who knows... Edit: while we are here, and rather than starting a new thread, is it just me or are mobs now dropping temporal gears with abandon? My last playthrough I had to budget them, this one, my "cup runneth over" ...