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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Yeah, I think the creature AI will need to be tweaked as when in the corner all you can do is chuck a spear at them. Fish are meant to swim away fast now, so there should be less spear/knife/falx fishing like before, instead you are meant to lean on the fishing rod. At least that's what I assume is the meta, as the devs were very clear the fish do not want to be speared in 1.22, whereas in 1.21 they were surprisingly ambivalent to sharp bits of metal being thrust in their direction.
  2. I've not leant into the berries to be fair, just collecting what I can where I can. Anecdotally there seems to be more bushes but less ripening fruit. That could just be down to the RNG of my world creation (vanilla default settings). I find it hard to believe that people struggle to catch enough fish though, as the reason I posted this thread was because every time I cast my rod I got a fish, and it was fairly quick. With each fish possibly yielding 4 fillets. Over a fire pit they offer easily enough sat to get by on, if you have a bowl/pot that is only going to increase the sat. As I said in my OP, I like fishing, if I want a more complex fishing system I'll lean into mods, but for me, specifically in this world, it's been "very generous". That said, there is no hard and fast rule that says the start needs to be difficult. In many ways the VS start has become the antithesis of it's corporate rival. In the latter you can find everything you need effectively within the in game first day. VS has seen people struggle for in games weeks just to survive. Was that always the meta, or was it just that they way the game's systems were knitted together it just made the start difficult. Was it by accident, or design? Who knows, but it certainly led to a narrative that you should struggle and the community certainly adopted with stoicism and a bad of honour. Maybe, this time round, are the systems balanced a little better resulting in an easier start to the game. Again maybe by accident maybe by design. If that is the case, then I'm cool with it, we have the Wilderness Survival option for us who "enjoy" the pain.
  3. I think the overarching thing here is you like to, and will lean into, a game's restrictions/limitations. I am the same. It's the realism which, although all games need to cater for them being games rather than real life, is the pull. It's why we don't 'play' creative. On a side note, I do play 7 Days to Die, which has a similar inventory as VS, except you expand your inventory space via perks not items, but there is an overhaul mod called Undead Legacy (that sadly hasn't been updated for a while) that introduced a weighted inventory and it works well (imo, anyway). So I could see how it could with VS, but again, it's a total overhaul mod and it's huge (half the reason it's not been updated for the newest 7 Days version), a lot of work, a lot.. so yeah. Definite hurdles to the idea of putting it into VS.
  4. A realistic inventory mechanism for our realistic game? Say it's not true...! Although I would like to see this done, this is a decision you make at the start of development rather than implement it mid way through. Mostly because the way weighted items would affect so many systems that retrofitting it would be too much work (or not enough payoff for the effort put in). I feel people so accustomed to the MC meta would pushback, especially those who like to do large builds because in a 'weighted inventory' you're not filling your pockets with 64 cobblestone blocks. So, yeah, nice idea, but too much work to retrofit and would likely be divisive within the community.
  5. You know what's interesting is that normally for these sorts of games that are in development, most people will look at a logo and try and figure out why things are (or aren't) included, rather than just the aesthetics of it. What I mean is that there is a lot more tech in the new logo, and considering this has been passed onto us from Tyron I'm going to guess that they have looked at it and thinks "that represents the game". Working left to right, we have what looks like a power source, at least it's giving off that rust world blue tint. I know there are similar things in creative but not craftable. Does that mean these will now/later be craftable? Moving right we have the juxtapose of tech and nature with the tree being effectively taken over by tech. It this a hint towards the possible rot and how to stop it infecting living things? There is the clock, which I have to say I'm never sure of it's relevancy. The gears, sure, but never really got the clock metaphor. The tree branches are angled, and I saw on Reddit someone did a mod that changed trees into that style rather than the blocky ones we have now. Have those branches been drawn to represent a change and including angled branches? Moving right we have a valve of some sort, just on its own. We do see these in the world, like in the Archives, but is it included here because that will soon be a way to control liquid in some form? Next up we have another clock and what looks like a spool or wire. Either that or it's some sort of flax twine. If it's the former, does that suggest wiring/electricity is coming (I sort of hope not, keep it period correct imo, so traditional kinetic devices). Finally the whole thing is linked up with copper piping. Does that mean these are going to be expanded in their use. Just now pipes seem limited to getting things into a hopper. Lots of people giving their opinions on the artistic direction, less people talking about exactly what is shown with that artistic direction. Tons of Picasso, but not enough Columbo.
  6. Reading that, it sounds like you should focus on co-op with your friend. That way you can have a shared world, but have control over when that world "exists". If you look at, just for example, the AAA free to play MMORPG games, they operate in exactly the same way as VS. The server is persistent, if you leave, the world continues. Same for Minecraft too, for that matter. Multiplayer servers have their pros, but cons as well, and you have identified the cons pretty succinctly. The problem is there are no solutions to those problems, if there were they would have been implemented already. For me, and this is subjective, but I look upon people playing multiplayer server as those looking for a vibe, interactions, and emergent gameplay. It's not really about building a new world (although, obviously that happens). It's the frisson created between Internet randoms that is the push for MP in this sort of game.
  7. I hate to answer a question with a question, but how else would you expect a multiplayer server to work? Everyone agreeing to log out when you do, so the server can be stopped and your crops don't grow. I am being a bit facetious, I know, but the fact the world "keeps turning" after you left is pretty much a selling point of mutilplayer.
  8. I have to say, it's a bit of a shame there isn't a "neither" option in the poll. As I didn't like the first logo, the font is awful and as a dev I really dislike artists who incorporate transparency around the edges of a logo (the original tree had that). That said, I don't like the new one either. I understand the reasoning as to the change, and it totally makes sense going forward, but in a choice between a shit sandwich and a sandwich with a side order of shit, I'd prefer no sandwich thanks. Now, this isn't showing shade at Tyron or any of the devs/artists. The very fact they are opening this up to debate is to be applauded. Ultimately my own opinion shouldn't really count, I'm just one Internet random after all, not someone who has invested time money and energy into developing the game. The most I've contributed is £20 and some posts on a forum.
  9. So this is odd, as it's the opposite for me, so much so I started a new thread asking if the fishing needs nerfed. I am able to fish 4 or 5 from one spot if I have a baited rod, then move a chunks or so down the coast and repeat. I have found mushrooms; lobster, puffball and a ton of death cap. Oh, I also found one Wavy Cap, which was fun and a nice effect but not at all like being on mushrooms and for some reason the effect hit my FPS.
  10. The two biggest disappointments I have with this thread is that people are posting AI, get that shit literally to fuck , and secondly nobody is changing the awful font used The font is easily the worst thing about the logo.
  11. I said in the berry bush thread that I've pretty much swapped out my early game sat from berries to being fish. I like that they've added fishing, I think it makes sense, although I would like it to be a little more complex I am sure mods will take the current framework and make it more "realistic". So, yeah, fishing is great, and yes you don't have the berries to rely on for sat like you could in 1.21, however I am 3 days in and my inventory is pretty much stocked with fish meat. It seems a touch OP, as I don't even have clay yet and can't make meals (bowls/pots) or a cellar (storage pots). Previously the game has had a pretty tough start, so much so that many found themselves starving in the first few days, that's not the case now (if you have access to a stick and nearby water). This could be by design, we have the Wilderness Survival option should we want a harder start, or is the fishing just needing balance? I appreciate you can over fish an area, and I have been moving along the coast so I don't fish in the same place every time, but I'm guessing that's more aimed at industrial level over fishing. Thoughts?
  12. Welcome to the forums, @Cursed Spud is spot on, you do need to render the fat to oil the hide if you want to make the traditional fur clothing. However there are more basic clothing options, added in 1.22, that can be created using just a knife and untreated hide. https://wiki.vintagestory.at/Rawhide_clothing_set
  13. Never burnt my own house down, I've taken out the odd corner block but for the most part I build in non flammable materials. However...I've seen someone build their entire base on peat, then start a pit kiln. This peat deposit was approx 40 blocks in diameter. It did not end well.
  14. So what you are both saying is that we should remove this daft notion of stack sizes, and alter the game so your inventory is purely weight based? Yup, I agree!
  15. Now I've experienced 1.22 (didn't bother with the RCs or any youtube spoilers) and I'm pretty ambivalent about the berry changes. I do think that something needed to be done, it seemed just too easy to go around the world collect every berry bush going and within a week or two you'll have a hectare of ripe berries. What I have found, though, is that I've not tried to propagate any of them. Just harvesting them if they have fruit, whereas the sat I was getting from the berries has, for the most part, been replaced by fishing. I do wish that fishing was a little more involved, mods will probably do that, as I do sort of feel I've swapped easy berry collection with easy fish collection, but we'll see as I move forwards and how the winter will treat me.
  16. Update: So I played the first in game hours of the 1.22 release, and guess what... ...clear blue skies, all the time. Maybe the recent stable update has maybe mitigated the constant downpour upon spawn.
  17. While I do agree with you, I think the streamer ecosphere is "different enough" for it to be an option. Some will carry a torch so that the "content" is visible, yet install a mod to stop the debuff. The argument being, people want to see stuff, if they don't they won't watch and if they don't watch what is the point of playing that game. It's very reductive and I find "streamer influence" to be quite annoying but it is part of the scene, for better or worse. If you have streamers that are using mods, command lines, etc, just to make the game "more visibly appealing" why not offer that option from the settings. We already have a grace period for some things, how about other things. I'm not suggesting it removes the weather altogether, but engagement with streamers is partly how the VS brand is spread, and the game can look bloody lovely at times. Just seems a shame to force dour, wet, and constant foggy environment on the player the minute they enter the world. I have said in my original post, I'm used to bad weather in real life and happy to deal with it in game, but then... I'm not a streamer trying to appeal to possibly 10 of 1000s of viewers. I can see why some may use the "why should streamers get special treatment" argument, but I feel that's not the correct framing. I have no reason to pander to this group, it's just offering a little leeway in order to onboard viewers so that the brand is expanded. That last part benefits all of us.
  18. For me, one solution to the single player class locking (other than buying shit at a trader, or using a console command to remove those limitations) would allow you to craft the item but there are buffs from using it within your class. Anyone can craft a sling, but only the Malefactor gets the most out of it. The same could be said for other weapons, say the recursive bow, but I'm not sure if it could be applied to other classes though. A tailor would make nicer clothes than a commoner, but would those clothes be "less warm", "less durable"? Perhaps, doesn't feel right though.
  19. I was pretty clear as to why, I didn't suggest it was to be default more that the option is there for streamers. While I sort of agree with you, people should play the game the way it's intended or install a heap of mods to suit what you want, the world of streamers is different. I'll find a lot will install a mod to remove the debuff of holding a torch in their offhand. Is this to benefit them? No, it's to benefit their viewers, as watching someone stumble about in the dark is not worth watching. Why pander to these situations? One simple reason, a streamer can convince people to buy the game, its about the best PR you can get these days. Providing an optional setting that encourages users to engage and possibly buy the game is surely the best strategy. As for in general, people are being put off by the constant rain and gloomy skies. That's just a fact, feel free to view the sorts of videos I do and you'll see it's a common complaint. There is absolutely no reason for it to rain for days at the start. None at all, so it's hardly canon, and therefore should be mutable. Yeah, a more welcoming environment, even for a short period of time will greatly help onboarding.
  20. Anachronous, that's the problem. VS is set in the 1300s, flintlocks were not invented (or at least widely accepted) until the mid to late 1600's. Cannons, sort of, as you can probably guess history is more a set of shades of grey (no, not in that way!) than it is black and white. Technically cannons did exist in the 1300s, but they were a very new invention and were pretty much restricted to Yuan dynasty China. Just for reference the earliest record of a cannon goes back to this image.. Which was what they called a fire lance, as it had originated from a bamboo tube stuffed with gunpowder. The first recorded use of cannons on a "Western-centric" battlefield, was during the Battle of Crècy in 1346, under Edward 3rd. So yeah, imo... cannons, but not flintlocks, but pretty basic cannons. Not that I have an issue with them being a mod, although for me introducing something like this "lessens the style of game" it is, but that's personal opinion and you shouldn't stop using such a mod just because some random on the Internet (ie: me) has a historically technical problem with them.
  21. I would take issue with that. While I totally understand the frustration, some of it coming from your lack of prior knowledge - to be expected, not everyone is an expert and is no slight on you - but there is a fundamental reason that a bowl containing a meal of [meat]+[meat]+[carrot]+[onion] is different from a meal of [meat]+[meat]+[onion]+[carrot]. While the ingredients themselves are technically the same, the stacking mechanism shouldn't think that. This is extended beyond just food, take chiselled blocks for example, unless it is an exact copy not just the voxels but the extra textures and even the orientation of those extra texture blocks, they will not stack either. Just because you don't know why that is, doesn't make it "examples of poor planning". Which is the reason I'm replying. You may not like the way it works, but there is a reason why, and it's very intentionally planned that way.
  22. Aren't halberds already in the game, not craftable but as part of (vanilla) ruins loot?
  23. A tanning rack does seem conspicuous with its absence. Much like a spinning wheel.
  24. The sling simply shouldn't be class locked. I don't mind class locking, per se, I think it works well in an MP environment, and most things can be bought from traders if you are not of a certain class in SP. However, this is a bit of cloth that is used to chuck a stone. There is no reason for that to be "special hidden knowledge". It's like games that ask you to unlock perks that involve very basic tasks (looking at you 7 Days, you can burn meat, but you need the perk to grill it. My brother in Christ, what step is before burnt meat, grilled meat, you should not need to unlock a perk that, like Cher, turns back time!). Recursive bow, locked for the Hunter? Sure that makes sense. Complex clothing, locked behind the Tailor? Again, totally fine. A rag that is swung around your head, locked to any class? No, that's daft.
  25. I like polls that use check boxes rather than tick boxes, as it allows me to choose every option and because I can, I did... sorry, but those are the rules! As for a proper set of answers.. 1) Check the boxes, clear out around the translocator, the only reason to destroy stuff is either for the metal parts (for repair) or if I'm in the mood for aged wood. 2) I don't, if they are connected already then that's fine (ie: in the same cave system). In general almost all my translocators end up with direct access from the surface, I've gotten lost far too many times trying to "refind" one. 3) Translocator destinations come in two variants. Either it's exactly what you are looking for or it's a new piece of land to discover. Sure, the longer you go in your world the more chance of uncovering parts of the map before a translocator takes you there, but in general it's only ever been a positive. Sometimes it's an absolute godsend, I've found all the stuff I've struggled with from iron to chalk to whatever. IMO, translocators are always worth fixing.
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