Jump to content

Broccoli Clock

Vintarian
  • Posts

    783
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Broccoli Clock

  1. For me this sits at the divide of the single/multi player environment. I really like classes for MP. It helps separate this game from its very dull corporate neighbour. Those classes are not ideal, but they do fundamentally affect the dynamic. SP is a bit different. I don't know how many people choose a class for SP. If they do I presume it's just to specialise, such as Hunter. Would a more granular approach to classes and their progression, in an MP environment, add to the game? I think probably, people do buy into their character online and will be more lore specific when using it. Would it help SP? Not sure, if anything I think an extra layer of nerfs/buffs would end up being a negative in SP. In general, I like classes, even though I always play commoner, I think perhaps waiting to see how the game progresses would be the best way. As in the classes conform to the development of the game, the game doesn't develop to conform to the classes. I'm wary of character progression, not just in VS but with other similar games, it's a fine balancing act and one that if judged badly can really hamper a game.
  2. Going to necro this post rather than create a new one. With the addition of cabinet doors, this is the right time for window shutters to exist. We have trapdoors, sure, but they operate only on a 90 degree angle, not a 180 one, as shutters would need to take up two blocks rather than the one that trapdoors do. We have objects that do take up more than one block size, the 2x2 door being a perfect example, but again it's a 90 degree flip not a 180 degree one.
  3. I see that in the patch notes for 1.22 they have amended the bear attack range... ..I do wonder if the hitbox and the actual melee range (rather than the aggro range) will be altered too. I've been merc'ed by bears far too often, even as someone you'd probably consider an experienced player. I find their stealth and melee range to be problems, although with that said I realise that the hit boxes don't seem to be that good for all sorts of things. Not just the bears. If I had to change things with the bears it would be their logic, and I think there should be a big difference between how aggressive bears are dependent on the time of year. That might already be the case, just throwing it out.
  4. I avoid AI at all times, simple as that, irrespective of what context. AI images in the mod, I'm not installing the mod. AI images in your advert, I'm not buying your product. etc, etc.. It's a principle thing, absolutely based, even if using AI would "speed up" or "lessen" my work I have no interest in using it. In fact there was a poster on here crowing about how they had uploaded all the VS lore to AI and was using it to somehow generate content. They were immediately placed on ignore. Anyone that knows how AI works, at a technical level, will avoid it like the plague. Training anything on the vox populi of the Internet is just inherently stupid, yet that's the model. I know this is getting off topic in regard to just the ModDB, but overall AI in general is a massive shit sandwich that people are being forced to eat.
  5. While I take your point, leaded glass is much less likely to shatter. Not that this is a thing in VS, nor am I suggesting it should be, but there is a distinct difference in the way leaded glass and a standard pain would react to being hit. You see similar with security glass. Ultimately though none of this is a true analogue, and I was just looking at the "glass progression tree" as to where the cut off line should be. The user should be able to defend themselves from such attacks (either toughened - or in VS' case leaded - windows, or shutters of some kind). As for throwing rocks at churches, I feel an entirely honest answer may be met with disapproval.
  6. This is called expanding the complexity of the game, this is a good thing. In years to come, people playing the VS version of the time will comment, "wow, remember when this game was so empty of stuff?". Trust me, that's how it works. This game is more of a shell than people think, and that's not me either throwing shade or suggesting there isn't a ton of stuff in the game as it is now. I say this as I've watched tons of indie games grow and develop over decades. As for "what is fun", well that's all subjective, isn't it? I love cottage core stuff, I will literally geek out to mundane simple things. Chores or not. What I would say is this, and it aligns with Zane's comment earlier, there are people out there who are either time poor, or less abled, where "houseworking tasks" are for whatever reason not possible. The game; either through accessibility features, world settings, or mods, should be able to provide that limited/stripped down/streamlined experience. However the the generic vanilla experience is always going to be grindy. The devs are adding new content to a game that we all know is still in development, the development map is pretty clear and the progression doesn't seem like it's tailing off any time soon. What's more, and this is the kicker for me, this game is built on "chores", to paraphrase Pratchett, it's "chores all the way down". You open with "this might be a bad take", so I guess you know you are going out on a limb, and that's fine... because, by the gods, I'll happily throw out a shit opinion onto this forum just to see what sticks (as anyone reading my posts will know), but.... yeah.. to me, this is a "bad take".
  7. The bowtorns aim at where you are. I'm not suggesting they can see through walls or anything daft, you need to tease them like you do now in order to get them to throw. As for making sure they don't break your greenhouse as opposed your house, the simple answer is to not go in your greenhouse when being shot at by a bowtorn.
  8. Wasn't aware of this being a possibility but then the nature of the way the game is built it totally makes sense. Being a dev, I have fairly strong views on what font should be used where, and while there is no doubt I'll hate most people's choices the fact it's possible is great for accessibility. In fact if accessibility, rather than just legibility, is your primary concern then I think it's fair to say such an option should be built into the game's existing accessibility options. Edit: without looking, I guess this draws the font from your OSs font directory, so you need to have it installed. If that is the case then I'd much prefer for the font to link to a local version of the ttf/otf/woff/etc rather than from the OS files.
  9. I'll take that as a badge of honour, rather than an insult!
  10. You've taken the conjecture as my main point here. I mention castle builds because the vast majority of players do end up with something like that. When I say castle builds I mean something that would be considered a simple motte and bailey setup, not necessarily a massive structure with D&D style battlements. Essentially any building/base that has some way to stop mobs from entering it would be considered a castle build, although it's etymologically lazy on my behalf. My actual main point is that mobs throw things and that glass is breakable, you'll probably find you break your own windows by accident loads of times, so it makes sense for that to be reflected (no pun intended!) with projectiles. I think this is a far more valid dividing line than the castle/not castle thing. It would become frustrating and annoying, the level of that annoyance would be that the glass is permanently broken and you have to replace, rather than just pick it up and return it to its initial location. I wasn't clear which of those I meant, so my bad for that, it is the latter though, that they knock the glass out rather than destroy it. Bowtorns are a pain in the ass already, but I appreciate this decision wouldn't bring them any more love, that's fair..
  11. Am I being too subtle?
  12. As the title suggests. The argument is weakest from the stone throw, as it is just that - pretty weak, although if it didn't break the glass it would be nice for it to make a solid "stone against glass" sound. The bowtorn arrows though, they can hit hard, and have a very solid "thunk" when they land against your base. It totally makes sense that if they hit glass, it'd break. In fact it's almost comical that you can stand behind glass and get peppered by high speed javelins and still be safe! Edit: Sorry I should have made this clear, I was originally intending for the glass to fall out of it's location, rather than be destroyed and you have to craft a new one to replace it. How do you stop them from breaking your windows? Why... make proper windows, with lead. There is now a reason to upgrade the window other than cosmetics, or you could create shutters using gates on the outside. I do think shutters are very conspicuous by their absence, this is a deeply cottage core game after all, where are my couthie wooden shutters? Anyway, the question is probably.. "Why?" I feel there should be more of a threat from mobs around your base, and that includes during storms. If I had my way enough stones or bowtorn arrows against things like doors would be enough to break them, but I doubt many others would vibe with that idea, but broken windows seems a nice trade off. I retains a level of fear without directly affecting the access of the mobs although will open up windows for bowtorns to target you, and you'd also likely loose the room bonus too (depending on your base layout). Most players, not all, but certainly from my experience of watching streamers probably the majority of players end up with a base that looks a little "castle like" and we've all seen the mega builds where the castle intent was far more explicit, and trust me I don't want to turn the game into a tower defence game (although, an interesting mod/overhaul suggestion considering the game's framework) but equally it would be nice for there to be an undercurrent of fear/worry/concern even if it's not present. Think of the jump scare nature of you just happily making some food, the evening has drawn in, the pot is bubbling away, perhaps the rain is gently pitter-patting outside, then *crash* a bowtorn arrow gets launched into your kitchen.
  13. I don't want to be mean, but you are castigating the cost of linen armour yet you managed to use one crop for sails, then failed to manage the second crop. That's a bit of a "you problem" in terms of efficiency rather than a reflection of the cost.. However, for me linen is definitely the go-to for every day armour that allows you to take multiple hits from bowtorns without losing 1/3rd health each time. Linen is also good enough for cave diving, depending on your confidence/ability. It provides the buffs/nerf trade offs, imo, with simple (albeit not unsubstantial) ingredients. Growing is one option with linen, but there is a ton of flax fibre and twine are to be found around the world. Drifters and their ilk will drop fibre regularly, it's small but a fairly consistent supply, where twine is a regular find in the foraging breakable pots found in ruins. I have iron armour but only use it if I expect large long term fights (like the Archives or spelunking for underground ruins). In terms of having more granularity with the armour, the devs have expanded it a little with the introduction of bear armour, and it does have granularity as it depends on the type of bear you kill. For example, a polar bear pelt turned into armour provides greater warmth buff (as you'd expect) and also durability but it comes at the higher cost of movement and hunger, compared to other pelts, with things like panda or sun bear being worse. Random trivia .. I've never actually seen a sun bear in the game. With the bear armour, 2 types of wood, 2 types of linen, two type of basic leather, and 5 differing tiers of metal, where the metal itself can be any one of 5 (6?) metal types you can use, I think it's fair to say there is already a lot of armour variants. From the cheapest wooden being overall poor but will stop you from getting 3 shotted by a random bowtorn. Although this isn't directly related to the low end of the armours but the new quenching/smelting update it may be possible to tweak the metal armours even more (not sure, I've been waiting for 1.22 to hit stable before I dip into it).
  14. Longitude.. ..but yeah, you are right, it's a really nice touch. Considering the other block game has been around for 15 years or so, yet its day night/cycle is so basic it's almost embarrassing. As for the eclipses, and I suppose the auroras, I am torn. Convert them to real world analogues and technically the player could never experience them even if they played for (in game) decades. I also accept that planets are a bit of a stretch for the sky box. As a dev, in my mind, the solution to that is to have separate planet layer, or layers, placed over the skybox, which in turn would track the individual orbits, allowing those objects to move independently which in itself allows for retrograde orbits. I think we both probably agree that is putting way too much effort into something only a select few people will geek out about. (admittedly I am one of those select few people!)
  15. It's purely decorative, and I know that there is a chance to get unruined items (pre 1.22, famously the torch holder) and if I can pick up some aged tables* or if I'm really lucky a big bed, then that's a win, but otherwise I'm happy picking 'as is' I was just a bit miserly when it comes to creating glue to pick it up 'as is'. So I've got a couple of metal barrels, some filled with rot (as part of the texture, not actually in its inventory), sitting next to my compost stuff. I picked up the washboards, coat racks and cloth piles for where I treat my leather and create dyes, while my smithy has chains/hooks from the roof and crates of broken stuff (again the texture). With the inclusion of cupboards and sideboards, I feel they will fill up my niche decorative/storage stuff so renovating the items is less of a concern. I do welcome more world building and cottage core, and the renovation or just the expansion of the decorative items in the game. You wander around The Library, for example, and wish for the ability to create similar. (* slightly annoyingly you can't place dough on an aged table, but can place everything else, this means I have one brand new table in my kitchen, while everything else has been looted or crafted)
  16. I would love a totally accurate sky box, although "totally accurate" is a tough one as we're not working with a 1:1 scale ratio of the Earth and it's satellite. I've used stars to navigate IRL and would like that to be possible in game (and I think it just about is but not quite). I do like the fact there are eclipses, although I'm unsure if the frequency of those has been upped as IRL you could spend decades without a solar eclipse casting a shadow near you. It's interesting that the phases have been included even to the point of a super moon. https://wiki.vintagestory.at/Ambience_Features#Sky I also like the fact the day length differs based on longitude. All in all, if you were looking at areas of the game to improve I'm not sure the skybox (and things related to it) is in need of attention, but as I said at the start I would absolutely love a realistic sky box.
  17. This is sort of adjacent to modpacks, and I am of the opinion we don't "need" modpacks just now, but equally can see how they would be nice to have as the game gets more and more complex. My problem is less about the modpacks themselves, but the way they would be accessed, and that in turn brings up the Mod DB. When I put up my first mod, I found the Mod DB to work but be finicky. When I posted a comment about how things could be better I was contacted by someone (honestly can't remember who) saying the Mod DB was to be updated and improved, and I have to say it's desperately needed. Since then, noting has changed, and I do wonder if it ever will. I hope so. Listen, it's not a bad setup, it does what it needs to and the "1 click install" does a lot of the lifting, but the layout, the search/filter options, and just the overall feel doesn't make me want to spend time on there. It feels even more awkward uploading your own mods, and then in turn updating them. I'm not throwing shade here, the mods are locally hosted (which is important to stop exploits and malware), and as I say the "1 click install" is a really good idea, but I spent decades writing extremely complex web apps for multinational companies, so I've got a pretty good idea of the levels of UI/UX required. If VS/Anego/Devs want mods to be a serious part of the game, and I believe that is the case, then they need to desperately look at the mod section. It's fine, let me be clear, it is entirely functional, but you want it to be more than functional, you want to be "fun". Currently it feels like a setup for a tight nit community of relatively informed users, this is always the core audience for indie games that gain traction, but if VS "fully hits the mainstream" then I hate to say it, it's not really fit for that purpose. I don't want to sound miserable, I am sure there are people dedicated to keeping the Mod DB working correctly, and I don't want to diminish their input.
  18. The glue is probably the biggest let down this game has given me.. ..which to be fair, is only one of the few negatives I've had. My first few playthroughs I didn't have enough resin, wasn't exactly sure how to get more (sure, trees, but new player and all that) so glue seems a bit of a stretch. Then I found my first underground ruin area, and saw that all the furniture with the tooltip about using glue or it'll break when removed. I spent time, and several failed attempts to get the glue, but finally I did and found out one glue portion is effectively worthless, so back to the grind, got more glue, applied to this lovely looking but dusty and cobweb covered bookshelf. It was then that I realised glue only allows you to pick things up, not actually fixes them. I spent ages trying to achieve something that literally I could have done just by rolling the dice and seeing if the object will break or survive my pickaxe, sans glue. I now play with glue effectively disabled, there is an option in the world gen at the start, under the "Clutter obtainable" drop down, which is located at the very bottom of the [Survival Challenges] section, and it allows you to set all clutter to either "always destroy", "always need glue" or "always gives object". I choose the latter. Now, if glue restored the item, or there was a secondary process that restored the items (looking through the handbook, I don't think there are many items that don't have both broken and restored versions) then I would invest in glue. I just don't see the benefit at the moment, so I just 'disable' it altogether.
  19. I mean... if it helps, I'm probably what you'd call a "new guard" and I hate the bowtorns too!
  20. You can, at least on desktop, if you hover your mouse over a user's avatar, after a couple of seconds it'll show a dialog that displays more information about that user, as well as the options to [message], [find content] and [ignore].
  21. There's not enough traffic here for it to become a problem. I've been a moderator for a forum that had 1000s of users hourly with 100s of posts, this is (and I mean this in no way negatively) a relatively sleepy backwater of the Internet. That's always been the problem with Discord, and Reddit too for that matter. You are beholden to an unenlightened middle management type that cares more about whether "their partners" are scrapping data well enough, as to whether some random is annoyed. Take the wiki for example, it's curated and hosted locally. Anego has full control over it. You don't have that level of control if, for example, you shift the content onto fandom or some other 3rd party.
  22. For the most part I think the forum is fairly welcoming, but I answered "other" for two remaining categories and that is down to context. Not all suggestions, complaints, criticisms are equal. Some are from people who think they are entitled to have the devs design the game specifically for their tastes, some are from those that are quite clearly trolling, and some are suggestions that are simply unworkable even if the devs liked the idea. There is a huge difference between someone dismissing an idea based on vibes, and dismissing it because they've spent 3 years playing the game and know it inside and out. Just saying "that's daft" is not explicitly a negative, however it's incumbent on that poster to provide an explanation as to the push back rather just "because I say so". I am a bit old school, I've used forums for decades (written them, written mods for them, moderated them, hosted them, etc) so feel comfortable in this environment. I don't use Discord, originally because it just seemed like a mash up of teamspeak and IRC with added surveillance tagged on top. Now that is even more apparent. In terms of support though, I do find that Discord is a good location to ask questions. I think the worst place to post is on Reddit, and that's just down to the whole meta of Reddit. Good if you want to show off some artwork or screenshot, not great for discussing the minutia of a subject. If I am being honest, I know I can be a little bit spiky in general, and I am aware of that, and some of that is down to my autistic brain either over thinking or reading too much into something, but I don't think I cross any metaphorical lines (or even get close to crossing lines). I am more than open for people to say, "hey, bc, you're being a dick here..", and despite my posting style coming across as if I am right all the time (..am I not right all the time?) I am well aware that many times I'm just guessing and happy to be corrected. If someone does bug me though, I'll just sit them on ignore and carry on, no need for a bunfight in the forum, and I pretty much expect that from people who may dislike my posts. There doesn't seem to be active moderation on this forum, for example not allowing a multitude of threads about the same topic (how many times do we need to see a new thread discussing the merits, or otherwise, of temporal storms), but then perhaps that is intended and it's just "light touch moderation". I don't have any complaints although my OCD brain is always thinking that certain threads could be merged, or moved to a more representative forum section.
  23. I've seen the recipe in the handbook and tried a few times to get it to work. When I've watched other people's streams I don't notice them using this technique so didn't have any insight into how it works. Crate : https://wiki.vintagestory.at/Crate Parchment : https://wiki.vintagestory.at/Parchment The problem is that in the handbook it doesn't mention you need to hold an item that can be used for writing (coal, chalk, etc). It makes sense now, and the wiki does provide a bit of a footnote about it, but I'd tried it and it hadn't worked so I just left it. However, just tied it there, with coal in my hand, used the same keyboard controls as writing on a sign... and boy I didn't expect it to literally draw the item on the parchment. I expected to write on it, like a sign.. You do need to redraw the contents if they change, but I'm still sort of blown away that it creates an image rather than your text. There are several ways to get parchment, but the easiest I've found is using tongs on scrapped small hides. I had quite a few of these, I don't hunt rabbits, foxes or racoons because they provide little meat, some are bushmeat, and finally they drop small hides that I had nothing I could do with. Well that last bit has changed!
      • 8
      • Like
  24. I would love to be that organised.. ..sadly my brain runs on ADHD and vibes. Seems to work out ok, though.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.