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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Is this different to 1.21? As altitude is the answer currently. The higher you go, the colder it gets, even in the desert. Now while it'll only be a few degrees in places, that might be the cut off point for food spoilage and/or growing crops. When I played a desert playthrough, I found cellars only increased food spoilage, and in the end I used a 'subsistence farming' strategy rather than stockpiling.
  2. I avoid it completely. The main reason is I'd rather encounter new mechanics when they are fully fleshed out and not buggy. I am happy to play experimental branches of games, and done so on other titles, but for VS I'll stick to the stable. I have also avoided every single 1.22 video out there.
  3. On a side note, and apart from the above, I was playing Namalsk the other day, it's a modded map for DayZ which is loosely based on Stalker. As most will know Stalker has an "emission" threat, and this is mirrored in Namalsk. The emission event could be considered similar to the temporal storms of VS, albeit the storms last much longer. However the reason I mention it is the build up to that event. It starts off with really creepy "children sounds" with very deep bass and other environmental sounds like thunder and an increasing deep bass sound in the background, this builds up and becomes a storm, this all lasts about 2 minutes, finally you get hit by the emission (where you need to be in shelter or you'll get damaged). Here is a (very old, although it demonstrates it well enough) video of someone encountering a storm.. Nalmask/Stalker storm build up. Don't get me wrong here, I'm not asking for temporal storms to be like the stalker/namalsk emissions, but I do think the build up to those emissions is a format that VS could embrace, and for the better imo. However, I do think a console message to the user is like a "place holder". I am not against it being in the game as it allows accessibility but for the most part I'd like to see no textual warnings of the incoming storm, instead the user is informed of the incoming storm by environmental cues.
  4. Two things, 1) Could a mod merge all these "temporal storm discussion" threads? It seems like one is posted every week now. No shade at the OP, but it only benefits everyone if it's kept in the same place. Otherwise it's just a set of repeating posts. 2) For me, I don't want to be able to visit the Rust World, and for several reasons. One being the fact that you can't visit, and only get mere glimpses, is part of the "horror". It fits neatly into the Lovecraftian vibes; you do not visit them, they visit you - uninvited and unwelcome, into your world, and in doing so challenging what you consider to be normal. Visiting them would not only lessen that, it would effectively negate any "fear" or "power" the Rust World has. If you can easily move between the realms then YOU are now the monster. A fundamental, and complete shift, in terms of the current meta. One other reason, would be to avoid a direct analogue with Minecraft. If I'm being honest, it's just lazy meta. MC has an alternate biome, why can't VS have one. Aside from the reasons above, if you did allow people to travel there, all you are doing is massively lessening the impact of the Rust World for what? Nothing effectively, you've not moved on the lore, you've not gained any knowledge, unless you want the Rust World to have all it's own lore, loot, mobs, buildings/ruins, etc.. in which case you are asking the developers to double the workload - in a game that is technically 1/4 finished after 10 years (I base that on the storyline being 2/8ths complete). As for why the Rust World/Temporal Storm exists, I believe (and happy to be corrected on this) that this is the influence of Sarta, who is keen on the supernatural weirdness, whereas Tobias is more into realism. It's not as clear cut as that, obviously, but I believe this to be the gist. If that is the case, then anyone coming to the game and assuming the idea of temporal storms/horror elements are just tacked on in an ad-hoc basis is plain wrong. All this is personal opinion, of course. I have no special insight into the development process, or what sort of meta the dev team want to aim for.
  5. Sorry I really should have said, "when I play single player". I can imagine how expanding it onto a server would cause issues. In fact I'd be far more inclined to play a "non-realistic" multiplayer experience for all the reasons you mention. In terms of playing locally, I don't mind if the lightning strikes hit outside of my render distance. I've played with it on quite a lot, and while I do occasionally run into areas that look fire-ravaged, it's far less than I would have maybe expected considering I see quite a lot of lightning at times, yet most forests remain damp.
  6. I turn on landslides, cave-ins, and lightning starting fires. Sure, all these things could turn round and bite me, and to be honest they have - several times, but imo it all adds to the gameplay. Do I get annoyed trying to escape a steep sided valley as the dirt blocks pile down on me? Yup. Do I get annoyed when I am trapped after mining an unstable block? Yup. Do get annoyed when part of my wooden roof goes up in flame because I hadn't gotten round to placing copper lightening rods? Yup. For me, that annoyance is part of the game, if I wanted the easiest play through I can get then I'd just play creative.
  7. Say within the last decade, probably things like DayZ and 7 Days to Die which are both top of my current Steam profile, both easily 10K+ hours. That said, both have been out for over a decade.Off of steam, Rimworld is a particularly difficult game for me to stop playing, it's just so f*cking moreish. That and, perhaps in contrast to the other games I play, FIFA, but only the offline manager format (RtG). In fact, I find myself so drawn towards those last two that I have uninstalled both of them for fear I relapse! There are others, for example I recently got into SurrounDead, and sank 400 hours into it, and I'm waiting for it to update to 0.8 so I can probably drop another 100.
  8. Which is fine, until the game wants to roll that 5% repeatedly! Take this example, I was at a trader, it was night, I was freezing, it's cold and it's snowing. I am already frosted up and losing HP, the only option is a fire. The landscape around is one of swampish ground, not many trees and lots of uneven clumps of terrain. Shaking, cold, limited visibility due to frost, it's the middle of the night so no light, and it's snowing not only reducing the visibility more (not just the environment but me raising my hand to my face all the time due to the wind). The only place open to me to build a fire is next to a 2 block high tree, the leaves above it gave enough cover for it to light. Literally seconds after I get it going, a bear appears out of nowhere. No grunts, no sounds, it's literally on top of me, literally. In a scenario like that I challenge anyone to avoid getting merc'ed. I had linen armour on but 3 swipes was enough to shuffle off this mortal coil, the first 1 happened as it landed on me, the second as I reacted and the third was as I tried to get to the safety of the near(ish) trader caravan. You might say, "hey, bc, that's a pretty contrived situation, not all bear attacks are like that", and to that I'd argue that if you are in the middle of open plains, lots of visibility and not fighting the elements, then it's unlikely you will be bear buffet, yet each time on this cursed journey I kept rolling 1 for luck. I've tried my best to not follow any 1.22 stuff, I'd rather experience it on the stable release. Plus, by that time, some of the mods I use will have had time to update. It's been quite hard to avoid spoilers though, as it seems every person and their dogs are doing YT 1.22 reveal vids. Certainly an uptick on the number of bears I'd expect, and equally a downtick on other animals. Is this just normal RNG or something specific to do with my world gen settings? I doubt it's the latter as it's pretty much a vanilla survival config with a few minor tweaks for terra prety.
  9. They do, but they are happy to roar at the same time as hitting you. It seems to be luck of the draw whether they decide to announce their presence to you before the mauling. As mentioned I'm in the depths of Winter, so I had limited visibility due to the storms and the bears themselves are covered in snow making them even less noticeable.
  10. I've not noticed an abundance of animals other than deer. I have a hunch it's a mix of spawning system, the Winter (which I presume reduces animal spawns) and them being hangry due to the cold and lack of other animals to eat. Just a guess, it could all be down to the RNG and I'm just that lucky/unlucky (delete as appropriate). A day later and I encountered two more, one killed the other literally merc'ed me with no sound at all. One minute I was walking along, the next I was dead. Those bear footsteps cannot come soon enough.
  11. It's worse than that, I go through phases of binging games, so I'll have a month without it, then easily throw up 40 hours within a week. VS isn't my worst binged game either!
  12. Nah, you are right, the two main formats are bitmap or vector. While screen dpi tends to be 96 with print being 300. There is a slight difference in that print medium will use the CMYK colour model, while the screen is limited to RGB, and finally the way in which transparencies are handled is slightly different. Do I think that's the reason VS is "not as popular as we'd like"? No, I think it will have some effect, you only get one chance to make a good first impression after all, but if the logo is stopping that person from buying the game then there is more to it than just preference. If it came to a toss up between spending money on game A or B, and it's pretty close, you could argue a logo may tip things in a certain direction, but again.. if that's the case, there's more to it than that.
  13. If only someone had created a Rammed Earth wiki entry, more people would know about it. For me, (dark) mudbrick, wattle and daub, and rammed earth tend to be my go-to at the beginning. The latter of those has multiple textures (6?) so keep placing it into the crafting square to get the one you like. I find I use that for my forge floors too, when I get round to making a specific area for it. Mixing up the different rammed earth textures makes it really pop visually.
  14. This. In vanilla, I've watched the temp rise (and drop) past the recommended and they've been fine. It seems to be an average over a certain amount of time, rather than a binary switch.
  15. Again, this is all opinion, but for me any logo that has transparency around the edges is (in general) a problem when scaling, printing, etc. Being an artist I'm sure you'll have encountered the issue. I am specifically talking the foliage of the tree, here. As for the font, it's like 1970s typography has a love child with 1990s MS word art. I'm not calling for it to change, just commenting I find it quite offputting.
  16. I agree with you, you want to be in the middle of the fight feeling like this.. ...not just taking swipes at it from the safety of a trader caravan.
  17. Not far off, the fat was more (about 13 I think) the bushmeat a little less (I think I didn't grab all of it off some of the wolves), I have 7 bear skins, which I think will translate to 21 huge hides (I could be wrong, but I thought 1 skin results in 3 hide), and the remaining medium hides from the wolves comes to about 6 or 7, not counted and like the meat I think I left some on their bodies as it felt like I was constantly under attack. Either way, no matter which way you do the maths, you are right. It's turned into a bountiful hunt... by accident. Shame about the death spiral, it really hammered my satiety spread. For anyone unaware, the different types of bear give different buffs/nerfs from their relevant armour. As the polar bear seems the most random, this was the first one I found and I don't believe I am all that far North, and as it has the best stats, I might put that to one side for some armour. I am currently wearing pretty new linen (not tailored) and the bears were eating through that with each swipe of their murder mitten. If that's the case then I might switch to the polar bear armour just for the heat buff alone.
  18. On the way home, I ran into.. you guessed it, another bear, oh, and some more wolves. What initially started as a simple trader run, maybe 1000 blocks from my base, turned into a pretty nasty death spiral and a shit ton of animal skins. Not a bad haul. Disappointing to lose some lives doing it, but for the most part the bears literally came out of the gloaming, paws raised and with Seraph meat on the menu. The low light, and vision reducing snowstorms didn't help. The footsteps coming in 1.22 might have.
  19. As a developer I look at that logo and think, that's going to be a nightmare to replicate properly across all devices or even in print. As a designer (admittedly not a good one) I look at the font and I'm a little sick in my mouth. This is highly subjective of course, there may be some people out there who absolutely love it, although I would wagee most of those people have terrible taste!
  20. Ok, so this trader post is getting wild. I was talking to the trader, and literally another bear attacks the place. I had the main gate closed but the hut door was open. The bear climbed over the fence, popped it's head into the hut, and you know what the trader did? Run away. Literally, they legged it, leaving me trying to deal with a bear. I honestly thought I'd swiped the trader with my weapon and both the bear and the trader were about to team tag me. What's more, when the trader left, they dropped an iron falx. I thought it was mine, but either I never noticed it when entering the hut or he dropped it immediately upon being attacked.
  21. Slight update, about 100 blocks to the North East, there it was. So was another bear! I'll leave this thread up for a while, just for awareness, but yeah... problem resolved.
  22. I had some traders local to my spawn, but no Treasure Hunters. Finally I bit the bullet and bought the location from a Survival trader. I got the map, it placed a marker in a location I hadn't explored but not a huge distance from my base. When I got there, this is what I found... ...the water isn't deep, maybe 8 blocks max, and there is no base located on the seafloor. There is no exposed bit of land where the trader could have their compound, and there are no traders in the vicinity. It's not a huge problem... actually it was a problem I got merc'ed 3 times (3!) getting there, when I was beset upon by not just a hungry brown bear, but it was team tagged by 2 wolves too. I tried fighting it off, but the snow was slowing me down and no amount of linen armour was saving me. I lost one life, then took out the bear, died, returned and took out the remaining two wolves only for a freaking polar bear decided to join the party, and take me out. I finally got the better of them, and the game threw in an extra wolf just for good measure, but it was a wild mini death spiral. I get that these creatures are "a bit bitey" during the lean months, and I look forward to the new footsteps being introduced in 1.22, but yeah... Anyway, as I was saying... it's not a huge problem, I will keep searching for a Treasure Hunter organically, or I might buy the location again although not sure it will give me somewhere different. Not sure what exactly has happened, I tried a wgen command to see if it's rendered incorrectly but it just regenned the terrain as it was already.
  23. First off, lovely chisel work, some of the art that you can create in this game is lovely. What really surprises me though is I don't know why the Minecraft creative build lot don't flock to VS. That community is strong, millions of views going on some videos, and I get that there is a certain charm trying to force something out of limited blocks, and Minecraft is pretty limited. After over a decade they've finally gotten a vertical slab, and even then it's not one it's a shelf, and once again the community is desperately trying to exploit it to get it to do what they want. Yet here is VS, where we a ridiculous level of granularity, are able to mix multiple colours and textures, and with mods the copy/paste of the QP tools. It literally lends itself to the very functionality that Minecraft creative builders are crying out for.
  24. Trader caravan. I started one world, and was almost immediately attacked by a bear, but the trader caravan near spawn gave me some breathing space. It was camping me though, every time I went to step outside it would charge at me. I was able, however, to get off hits. It was tough as the reach of the bear was massive, but it's definitely doable. I didn't kill it, but I managed to hit it with my bare (bear, ha!) hands about 10 or 12 times. Enough to get it running away long enough for me to exit stage left. While I never actually took the bear out, I believe it's totally possible to smack it's furry head enough times to take it out. Every hit was a bit of a gamble, and I took two good swipes which knocked me down to near death. At first I was like, "hell, yeah, take that", and dreaming of bear armour, pelts and meat right from spawn, but that second wallop sobered me up from being 'loot drunk' pretty quickly. I saw you wrote you wanted to kill a bear, unarmed, but does it need to be done with honour or will some scrappy cheese do it for you?
  25. ..heh, yeah, that'll be me. Rambling off topic is kind of my forte.. sorry.
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