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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Yeah, maybe a guest bed that's less quality, would make sense now the traders are in their own structures now. I like the idea that you gain reputation with traders, after all it fits in with the lore of a new person arriving, but equally I'm not sure if I want rep to exist as I feel people would game it.
  2. I gave the bushmeat stinkbait a go, it's safe to say it was a success.. I fished in a large(ish) lake, maybe 100 blocks width and 500 long. I have fished in this location before but a few days had passed since then. I started fishing at about 7 in the morning, and it was raining. Within 3 hours in game, this was my catch. It's RNG so I'd need to repeat this several times to confirm, but the fish were bigger (3 at the top left were the largest I had caught, 10x fillets from each) and the catch time slightly reduced.
  3. I'd understand them allowing you to sleep at their compound if you had built up a (trading?) relationship with them, but it seems surprisingly tolerant that they allow you their only bed, without complaint, after you just walked in the door. As I say, the trader beds have saved my bacon several times, so I'm loathe to remove that ability completely but if they plan to make it so you can't sleep there, only hide during the night, then I'd be fine with it. It seems like every spawn now has a random trader nearby, I am guessing this is for easy onboarding with them giving you that lore dump, so it 'would be a shame' to see people 'exploit' that.
  4. If you are new to the game then literally the easiest way to clear out wolves or bears is using a spear (stabbing, not throwing) and to be in a confined area they cannot get you. Say something like a walled in garden (simple dry stone fence) and neither animal can get into the enclosure but will try to, meanwhile you can stab them repeatedly with the spear. You'll need to jink a little to keep out of their range while landing shots, but it's a really good way to judge their hitboxes/melee range. If not "cheesing" it, then I tend to only take on wolves in the open if I have a spear (ideally copper or higher) or falx, both of these weapons shouldn't take more than 4 or 5 hits to despatch it, normally the last hit is on the run as it scarpers when it's close to death. With wolves there is a strategy of being able to hit them, knocking them back, and not getting hit. It's one of those things that once you learn you'll find is easier than you expect, but you do have to contend with the wolves slightly off hitbox and their reach (more so if they lunge, it can feel they cover 4 blocks distance). Then you have the terrain around you which you have to be careful with, an unseen block that stops you retreating can end up with you getting a wolf paw to the face. As for bears, you can cheese them with height (ladders being the meta here) but it's a dangerous strat, as unlike the wolves you could get one shotted in early game down to a lack of armour and health. Probably my least favourite strat is one that always gets mentioned because it works. I hate that it works, but it does. Just dig a fuck off sized pit. That's it. The pinnacle of neolithic tech.. a hole in the ground. As I say, it works and it works for everything not just bears/wolves, but yeah... not the most "elegant" of solutions.
  5. That's it, that's the thread, that's a wrap. As mentioned by a few people, including myself, the fishy meals seem way OP considering the ease of their catch, but in general it also feels all meals are more filling. I discussed this with @LadyWYT in another thread, about the start of 1.22 not being as rough as previous versions and whether that was intent or design and whether that's a good thing or not. Obviously it's all RNG, and we can get thrown to the wolves (both figuratively and literally), but it does feel there is less of a grind in this version. Whether that is anecdotal or what who knows.. ..the main thing is cook that fish, so so much more sat.
  6. First off, I don't think you should be allowed to sleep in a trader's bed, maybe if he had two but who would stand by all night while some random turns up and takes over their bed? That said, I understand that it's a strat that has saved many a seraph, mine included, so I get why people wouldn't want to lose that. However, while playing 1.22, I entered one of the new trader compounds which had fireplace with a pot on it. If we can use the bed, why not the cooking pot as well? I had the ingredients and the firewood, while the tooltip suggested the pot could be interacted with. Just to be clear, I am mindful of turning traders into something they aren't. Info and loot should be their sole purpose, but I thought I'd ask the question anyway.
  7. Quite the opposite for me, the fact the world is huge is the pull, and if I had to guess I think you probably are in "a minority" who want an arcadey and less realistic world. Those sorts of player found their home in Minecraft. The world gen is pretty damned configurable, either directly or via mods, so it shouldn't be hard to find/generate the sort of terrain/size you want.
  8. As nobody has shared this link yet, I feel I should...https://wiki.vintagestory.at/index.php/Framerate_and_Performance Although for me I've seen an increase in performance for 1.22. Admittedly I am running it vanilla, whereas 1.21 was played with mods (not a lot, but some), so that could be the performance increase. Shadows, anti-alias, and render distance would be the settings I'd be change if I was suffering.
  9. Certainly looks interesting, although with the new cabinets in vanilla we have a lot more precision over where things can sit in 1.22 than we did for 1.21. I am unsure if it'll be a great addition or if it'll just become chaos with my ADHD brain. I can see myself spending hours adjusting things. I also wonder how much z-fighting there will be. There is a video on the mod page that shows a build, and moving items about.
  10. You could easily write code to avoid that issue, there is a ton of untouched land in anyone's playthrough, even if you've developed the map so it looks like modern day Tokyo. The dynamic dungeons that will be introduced soon is an example of that. In fact, I was pretty sure that places like the Archives are generated only once the treasure hunter gives you the map co-ords, as I'd never encountered them without that trigger. The Archives would be a lot easier to place to be fair, considering how deep it goes, and you tend to find the entrance high up the mountains (at least in my playthroughs I have).
  11. Nothing in particular, from reading through some comments when the fishing was being developed it seemed like it took a bit of finagling to get it to work the way they wanted so I'm guessing they had a framework in mind and that framework we see now. One that can be expanded by mods (presumably). Taking that into consideration, and that there's other stuff to complete, I'm guessing (and it is just a guess) that other than slight tweaks or balances, it'll roughly stay the same for a while. And, yes, hooks do seem an odd exclusion. Perhaps there is a reason for that. Interestingly the fishing rod doesn't have durability whereas just about everything else has, the grunting stick degrades pretty quickly while the pole itself is infinite. Which is either intentional or perhaps we will see hooks, but that's where the durability comes in.
  12. Quick question, is this something specifically new to 1.22, or is this a mod? If it's vanilla, and triggered by buying a map, I'm surprised the chests aren't dynamically created upon map purchase than the chests already existing in the world from it's generation.
  13. If the comparison is to 1.21 speared fish and 1.22 caught fish, then from memory the 1.21 fish meals were much less sat, like a 4 item meal with fish being the first two, tended to fill up half my hunger bar (roughly) whereas in 1.22 it's filling the hunger bar fully from one meal alone. So, yeah, I'd agree with that, and that it's probably an oversight somewhere, but maybe push back that it's an already existing "bug". That said, the last couple of world in 1.21 I played in I had the Primitive Survival mod installed and tended to grab my fish that way. Not sure if that resulted in less sat from the fish caught that way.
  14. There is a slight bug with the fishing rod, it's not serious or game breaking in any way, but if the rod "lashes back" you can no longer left click the bait over the rod in your inventory (like you do with a bowl and a filled crock) you have to assemble the baited rod in your crafting grid.
  15. That's a fair point, from my limited testing where I have several smallish ponds (say max 10 block diameter) and at most I've managed one fish from the ponds, while the coast near me is pretty open (it's fresh water, so not the sea, but it is large enough for it to be worth making a raft for crossing it) and the fish are effectively jumping onto the hook (heh, if there was a hook). In fact, just writing that makes me wonder why they didn't include a hook. Lots of mods make flint hooks for fishing, and they could take the DayZ approach where the quality of the fish is based on the equipment you catch it with. So the pole, the hook and the bait would all combine to determine the catch. Just musing here, btw, I doubt the fishing will get changed all that much.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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