Slam
Vintarian-
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Everything posted by Slam
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Temporal storms are a bad implementation of a good idea.
Slam replied to Tabulius's topic in Discussion
I’m sorry I ment no, I’m not going to do that. -
How would you revamp Vintage Story's classes system?
Slam replied to Calmest_of_lakes's topic in Discussion
I was just thinking as a tailor exclusive, but I suppose that would work too, as long as reputation doesn’t just mean cheaper prices. Though maybe requesting of materials and bulk buying should be more limiting then the tailor as they would’ve had experience requesting and bulk buying fabrics for they’re crafts. -
How would you revamp Vintage Story's classes system?
Slam replied to Calmest_of_lakes's topic in Discussion
I notice traders sell class exclusive equipment, such as the recurve bow, perhaps better then learning them via recipes? -
How would you revamp Vintage Story's classes system?
Slam replied to Calmest_of_lakes's topic in Discussion
I don’t think the other class bonus could compare, yeah, anyone can hunt or mine, but what we’re losing a little meat, or a little bit ore. The problem is gears are just too valuable, consistent gears take a lot of work, and few gears you find early game can save you a lot of work with linen sacks, or buying lime. This seems to be applying to a server with random people, what if a group of friends being communist, then the entrusting of task, doesn’t become a problem and min maxing becomes more a problem. I ment like tailor is able to create valuable items that can be consistently sold, I think tailor items being treasure is nice, limits the player less on how they customize their character, but treasure is not consist income unlike growing field of flax then turned more profitable via turning it to cloths. if the tailor had the trader class, I would change the quest, (I don’t know what quest are like, so maybe what I’m saying is stupid) not like better rewards or easier quest but on option to add on top of it, so more work, but more reward, other classes could do something similar, but tailor would be able to do it for any quest, not just quest more related to a certain class. The tailor would also be able to sell more before the trader stops buying, be able to buy special bulk deal, request certain category’s of items for the next restock (ie bricks, doors, linen bags). -
Temporal storms are a bad implementation of a good idea.
Slam replied to Tabulius's topic in Discussion
No. -
How would you revamp Vintage Story's classes system?
Slam replied to Calmest_of_lakes's topic in Discussion
I remember an argument against this because in a multiplayer setting, they’d the ones trading, and everyone would just send them to go trade. besides, the tailors already accomplish this, as many of they’re exclusives items can be sold to traders, while allows others to trade as it isn’t “unoptimized” remember, players will optimize the fun out of the game, and for something as bauble as gears, compared to a few less ores as hunters. No other class would trade, as they would just wait for the dedicated trader to save or gain an extra gear. -
Temporal storms are a bad implementation of a good idea.
Slam replied to Tabulius's topic in Discussion
This is very similar to something I saw earlier, about it being actual weather, I don’t remember way but that wasn’t a great idea, I might try to look for it. -
I have that problem too, they run into the ocean, and vanish.
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Temporal storms are a bad implementation of a good idea.
Slam replied to Tabulius's topic in Discussion
This is the ideal world for me, I would like not to be jumped by 3 shivers that spawn on top of me, and more scaleable difficulty based the storms size. Though it might be a bit annoying if your in steel plate armor just to get a light storm. Didn’t even think about this, maybe not in “regular rooms”, but in small dedicated storm rooms you can quickly put supplies in when your given the heads up of the incoming storm, I’m going to do this when I start playing again in 1.22 -
Question for people who play with monter spawn on day one....
Slam replied to vinnland's topic in Discussion
Surface monsters are not a threat, as they’re only teir 0, spawn only on rifts, which depending on the current activity might not be many, and can be out ran unless it’s a shiver, which will likely convulse on the ground if you hit it with a club or a spear. Wolves and bears on the other hand could be anyway, and are just as fast as the player, making them near impossible to run away from, and the making teir 2 makes them too risky to fight. regardless of when monster spawn, one shouldn’t travel unless you’ve already traveled there and know there are not any wolves or bears. surface monsters are just a little sad after you progress a little bit with some armor, just being really really annoying, perhaps rifts at higher rift activity spawn don’t last as long, and spawn stronger monsters and kill monsters from a rift significantly speeds up when the rift closes so you are not bombarded all night long when you not exploring and just doing work at night. -
Or several pockets of copper bits adding to near 40 bits discovered only after you panned for 40 bits.
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Makes my bountiful crystallized gold in quarts I found less impressive.
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lol, he gots the beard and rope, and he’s getting berries for wine and hunting some fish.
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How do you intend to prepare your long-term worlds for version 1.22?
Slam replied to Vratislav's topic in Discussion
I just tried this and it didn't work. This for crates that are on land, not on boats, you can only shift + right click or just right click to take items out one at a time. I think, ctrl + right click to mass take/put in items is overridden by taking create/chests off/on the ship, which uses the same button presses. This should probably be it own question at this rate, sorry this is unrelated to long term worlds. -
I have the same problem too, always pissed me off when I grab or put food down there, we go from cheerful toons to single note keys and drifter ptsd.
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How do you intend to prepare your long-term worlds for version 1.22?
Slam replied to Vratislav's topic in Discussion
Same, just hoping I stay motivated to play, I get burned out by winter, not because of winter itself, but the constant back and forth in a small area. can’t wait to play when 1.22 though, in the mean time my dad gotten into the other block, and that’s been fun to play with him, though survival (to me) is a joke, unless I willingly do something stupid, as well with progression, just wow, found 42 diamond ore and all I had to do was run past all the slow enemies, so I just gave them all to my dad asides from some for tools. honestly progression in vintage story as well can be a joke, so next time around I’m gonna nerf the prospecting pickaxe since strip mining has little risk compared to caving asides not getting saltpeter, and maybe I’ll make that bar this time around. A nice spot near a end of a river (if they add that) by the ocean, spending all my flax on a boat instead of a windmill again. not related question but can you even shift add items in crates on a boat like you can on land or no, I had to move hundreds of stones one at time a while ago, not fun. -
Have you consider wasting 80% of your honey for mead?
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I’m going to make that mistake on purpose lol.
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I know, first reaction of me wasn’t great, but no one mentioned you need a trough, unless that was already assumed, then please ignore me.
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Jokes on you I play with 125% hunger, though I changed it after I got set up, and felt it was too easy, so I don’t know how much it effects the early game, probably torture until the first decent crop harvest. Though, while exploring new areas, finding more berry’s bushes, mushrooms, and odd vegetable or grain easily keeps me fed for the adventure, and I can explore a different area on my way back, unless you don’t play with a map, then I’m stupied. I mean hunger just feels far less like a problem once you get the cooking pot up, increases most saturation of foods by 50% and freezes starving for 30 second per 100 saturation, though it ain’t easy if one doesn’t know what they’re looking for and what to do. Finding clay, knowing how to build a pit kiln, waiting a day for it to finish, and forgetting to make a bowl, and heat that up, and then still actually having food to cook up.
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The community giving helpful months later.
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Average story involving wolfs I was sitting a large amount of meat, and hides, all about to go bad, and my nearby trader wasn’t selling any lime nor salt, however there was a trader a couple thousand blocks who could sell those items, so off I went to do some trading, “it would be a quick in and out” I said to my self, “make a simple detour to sell some stuff and buy what I need”. However local bear had different a diffrent idea. Death 1, 2 thousand blocks away from stuff, I signed* and went back, no bear, went to continue to my journey, but when I reach the trader selling stuff I need, there are 7 wolfs in the area, I’m died again, I run back, gets dark, wolf, died again, forget temporal storm was about to happen, die two more times before giving up and waiting it out, get my stuff somehow, trade, didn’t have salt, leave, wolf, died again, go back, don’t see wolf, grab stuff, wolf, died again, got my stuff again without getting ganked, realize trader restocked, go back, trade, somehow didn’t die. results, died like 7 times, walk nearly 2 thousand block per death, 4 died wolfs, never going there again, made a post about armor reliably, commit to boat, 100% success.
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125% hunger rate should be regular hungerate, the only reason it isn’t is new player. Yeah, I would love alternatives to flax, since the only real way to get a decent amount is farming. We have sheep, let me use that for gambeson at-least. Prospecting is too strong, you never have to go into a cave, if I could make maps like Minecraft in vintage story, I would just play wilderness survival. Mods aren’t solutions. I don’t like mods in my games, only ones I get is to make games run better. Mods items are typically feel out of place, or make it easier unless it going out of its way to make it harder. If you enjoy mods, go ahead, is there times I wish I had mods for small things? Yes, but most of time there’s another solution, such as using trapdoors as cabinets, or chiseling a cabinet already partly open.
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So, a lighter black guard, with a bit of malefactor. Black guard are ment for caving, which is more dangous, and thus with his upsides is able to deal with, and be in and out of there faster, because 10% more ore, or mining faster doesn’t matter if your prospecting asides making the suffering less. A lighter black guard would just be worse than that, and the lower detection range wouldn’t matter since you gotta check every area anyway. I feel like if there was a miner class, it’d focus more strip mining, rather then the caving, with better prospecting nearby node range, better mining speed on stone and quarts, slower sanity drain, and improved bomb. Idk about downsides, I fear they’d just be similar to the black guard.