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Joethemonk

Vintarian
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Posts posted by Joethemonk

  1. my main incentive to travel and move around are already in the game:
    - Traders

    -Different Stonetypes

    -Crops

    -Loot from ruins

    -temperature difference so going south in winter makes sense

     

    I dont think that quests are realy required in a sandboxgame but every new feature that encorages traveling is a big plus for me :)

  2. 22 hours ago, Silent Shadow said:

    They kinda do.

    Their nests can be harvested for scrap which can be sold to one of the traders. If you kill the deadly sawblade locust you can get gears and scrap. Supposedly the bell locust is similar.

    Sawblades and bells are pretty rare thou and it just feels frustrating to kill 10 locusts to destroy their nests just to recieve some coal - the only reason im killing locust right now is to harvest the metalspikes (the hanging ones actualy drop as a metalspike-item)

  3. I would realy like it if Locust would actualy drop some Loot instead of just being an annoyance.

    I had several ideas for drops:

    - metal nuggets (tinbronze for bronze locust and blackbronze or lead for corrupt locust or random metal from corrupt locust)

    - rusty gears, scrap, metal parts, temporal gears (they are actual machines so it would make sense)

    - some kind of new lightsource ( their butts glow in the dark so it would make sense)

    - coal

    - fragment of a bell (rare drop that can be combined to summon a bell)

    • Like 1
  4. 15 hours ago, Ender Riens said:

    I think this should belong to a mod, if any, as otherwise some of these technical uses would discourage the aesthetic uses (you don't want to hang a painting that lowers stability or spawns enemies, would you?). That, and Vintage Story doesn't seem the type of game to hand out free things just for hanging a painting. Though I agree that some solution to settling in unstable areas would be a nice addition.

    My secodn suggestion i only focused on temporal storms so it would not be free things for doing nothing but some kind of reward for not hiding or sleeping through temporal storms.

  5. I think that it would be amazing if paintings and tapestries would influence the local temporal stability so you could make an area more stable by hanging a painting of a calming countryside to the wall or you could destabilize an area by hanging occult tapestries to the wall.

    I already love paintings and tapestries because they add a lot to the lore, they are nice for decorating and paintings are awsome for making profit by trading but it would add a gameplay mechanic that would enable players to permanently settle in unstable regions or underground without making it too easy.

    It would also be awsome if certain paintings/tapestries would leak into reality when a temporal storm hits:

    Tapestries:

    -Ambush: Spawns a wolf

    -Nightfall: Spawns drifters

    -Holy: drops a rosary

    -Salvation: drops some related clothing

    -Rot: all food in a certain area rotts away

    -Schematic A: spawns locusts

    -Schematic B: spawns a bell

    -Schematic C : spawns the collossus (new mob please ;) )

    -Schematic D : drops rusty gears or temporal gear

    - Rot beast: spawns a rot beast (add it to the game ! )

    - Seraphim: drops temporal gear

    -Blackguard map: drops black guard gear (clothes or armor)

    -Banner of forlon hope_ drops forlon hope gear (clothes  or armor)

    -Holding the Gate: drops armor parts (chains/lamelar/etc) or a saddle(if implemented)

    -The old world: drops random clothing

    - Dangers of temporality:spawns high level drifters

     

    Paintings will spawn the creature depicted on it.

    This would add a gamemechanic that would make temporal storms and collecting paintings and tepestries more interesting and also a way bring mobs to certain areas.

     

    I would love to see similiar features in the game or in a mod :)

    • Like 5
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