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LazyRoll

Vintarian
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Posts posted by LazyRoll

  1. I wish we could just switch classes/professions easily at least in a singleplayer world. Like maybe investing something into it. Getting permits from the traders via gears or something like that.

    • Like 1
  2. 9 hours ago, heptagonrus said:

    So 1.15.1 is out, the stable release.

    The things are either not addressed or addressed just slightly.

    Many of the new non-rare trees are still not much farmable.

    • Greenspire cypress after "buff" still gives around 0.9999 seed per tree, so my initial 5 seeds after around 10 iterations are still 5 seeds (were 8 at some point).
      So I just wasted all this time and tool durability.
      The tree is not rare and has no purpose except being decorative. Why such harsh limitations are still applied to it?
    • Bald cypress - seems a bit worse, stopped my attempts to propagate.
    • Larch - around 1.1 seeds per tree. Probably slowly farmable, but feels not enough for trading or decorations.
      I have already payed by travelling north, surviving cold and searching for them, why asking more for this non-rare tree?

    Redwood seems fine. Walnut seems fine.

    Ebony and purpleheart - I don't even want to touch that again. Acceptable for solo but not for MP, too many people cutting all down. And the mechanics is just not fun imho, I can't do much with them, considering the current logistics limitations.

    Crops - an unpleasant russian roulette, I don't enjoy farming any more, always afraid to lose them, always having zero clue if they would survive, zero clues about how temperature behaves etc.

    Oh, and with the new undisclosed moisture mechanics (it is more important now but no idea what it even means), old farm field designs are bad now, need to make new ones where water and various blocks take more space than the actual farmland and crops, requiring more space and more claims.

    Also added section about the new wind mechanics, pushing players. Also don't see much reason for this to be in game, except a horror element for "lovecraftian survival", which is fair enough, just I don't like horror games.

    And btw the claim system is still in the same not user-friendly initial state, basically I can't edit the claims, if changed my build slightly. Can only add new cuboids (5x5x5 min), can't see my other claims at the same time, can't merge them, so my current claim with multiple cuboids is now not very manageable. Or delete claim and claim anew. Again, instead of just a small claim adjustment when adjusted build a bit, have to spend some time on this.

    So in summary I found myself spending too much time on all the mundane tasks of dangerous farming, risky tree farming, food preparation etc instead of building things and improving public server infrastructure.

    For now I got too frustrated and stopped playing, just don't feel like returning to the game.

    Yeah I'm stopping with this game for now too... Although there are a lot of neat stuff in this update, other things left to be ignored, or a raised difficulty of some mechanics are not cool... Can't blame them though, they're the creators, but the whole horror & mega-grind theme is not for me as well... I've lost my patience when I lost my only watering bucket (since It's harder to make clay products for now & the bug of disappearing stuff still exists), on my first wilderness survival world...

    • Like 1
  3. 2 hours ago, Drayton said:

    Totally agree with this. Sometimes it's a bit too much.
    It would be nice to have 2 distinct "toggable" windows: one for chat and one for game info like storms, prospecting, etc.
    The "toggable" could have 3 states:

    1. off
    2. on (like it is now)
    3. notify (only a line or an icon).

    Of course it's just an idea and I have no clue of how hard would be to implement it :)

    + when someone mentions you in-public-chat window, you get the message delivered in notifications channel as well.

  4. Surface TL's (maybe DIY?), costing temporal gears for every travel, but letting you to choose where to go exactly. That encourages temporal gears farming & makes travelling easier. Other TL's (that others made or randomly generated in the world) needs to be activated/fixed first. Construction or fixing costs extra parts & temporal gears (like with the regular ones).

  5. Talking about food spoilage only, everything would be kinda fine if there would be horses (or other mounts)/hot air balloons/gliders/surface TL's (custom ones?) for faster travelling & extra storage... Everything else is just 1 step forward, 2 steps back, they should introduce some buffs with every nerf to the game for staying or becoming more enjoyable IMHO. 🧐

    • Like 2
  6. Reward players instead of punishing them, that's what makes games great! 🤩

    On 7/2/2021 at 7:51 AM, AngryRob said:

    The problem with temporal storms, is that they are a little out of place. In a game like 7 days to die, you have the blood moon, and the zombies can cause your base to collapse. In vintage story, you have this calm survival game with this weird base defense element where "OOOPs the monsters magickly get into your house!!!" it's annoying. if this was a base defense game, then it would make sense, but it's not, so i am not sure what i am supposed to be doing to prepare for this. 

    So the big question that hits: why be in the temporal storm? Rustworld is there to limit going deep, is a temporal storm there to limit playing the game? Currently there is no benefit to them, it's just an arbitrary hassle. It breaks the loop, and sometimes in a not fun way. It looks cool, it breaks things up, but is it fun, and is there a fun reason to be in them? 

    So how can they be beneficial? one proposal i have is that instead of getting experience from doing things in the world, you get experience from the gear spinning while you are awake. Suddenly the temporal storm and rust world are no longer punishment's, but how you get stronger. you collect temporal energy and you can spend them on things like health, jumping, or harvesting increases. This works well for both early game and end game, as it does not punish you for being weak, and encourages you to be in storms. These should be combat abilities so that way if you play on peaceful, then you won't need them. Also you can improve the pvp element by allowing players to take temporal energy from another player when they kill them. So you get this crazy energy vampire mechanic.... 

    This also solves a progression problem, as you now have a means to get stronger, and it removes grinding. Now you have a reason to be in the storm, and if you have the enemies drop energy, or give a bonuses for each one killed during the storm you now have a reason to fight in them too. No longer are you standing on a nerd pole in a pit. you are actively killing things for power. 

    The problem with special items and drops, is that if you don't need them then you are punished for playing the game with  storms. 

    Temporal storms are this big in game event, yet there is nothing to look forward to with them. There needs to be that hook where you look forward to these instead of wanting to avoid them. You can only go so far with special items until you have too many of them. So collecting energy from the storms is something that a makes sense, and would be accessible to all players in a multiplayer server.  

    Otherwise, we need a means to avoid them completely. Either with a crafted clock that is a no spawn zone, or a means to build a proper shelter to avoid them. The issue with that is it only works in single player, and then why have storms on? 

     

     

  7. Make drifters more like monsters from "A Quiet Place" movie, or like a Warden from MC. That they only react to noise (digging, running, higher jumps, etc.), or when you get to a really close proximity, like in exploration (passive mode). That way caves exploration would be better for more people, still scary, but more possible if you are careful enough. And program that they "moan" only when they're after you! Spotting them in silence would be much scarier. 

    • Like 3
  8. I think it's enough that we have storms, unstable areas on the surface and that stability goes down underground. Give builders and casual players a place to relax & build, if they choose so. And if you want challenge, well, go to the unstable areas, there are plenty of them. 😊 Also, tweaked light level spawning would be a nice addition.

  9. 2 minutes ago, junawood said:

    You could choose "never hostile" for creature hostility (all creatures, not just monsters) and turn temporal stability or just temporal storms off when you create a new world (button "customize"), and exploration mode is without temporal stability anyway, unless you turn it on. "Never hostile" for creature hostility doesn't get rid of monsters, but they won't attack you, even when you attack them, and drifters spawn around you, but they are not really interested in you, so they won't cluster around you. Though the locusts can be like really annoying puppies, getting in your way and pushing you around. 😜

    Nature (animals) can be hostile. Not everyone wants "monsters" in this game. I like the survival aspect, just not the monsters and those storms... I don't like combat that much. It's good to be challenged sometimes, but that's it. Detailed world customization before & after generation (in the menu) would be a huge advantage!

  10. Wouldn't it be cool to be able to relocate the traders to your desired locations? Having a "Trading Trailer Park" or a nice little marketplace/settlement nearby? Checking for the inventory stock/prices almost instantly of every category? 🧐

    • Like 2
    • Wolf Bait 1
    • Confused 1
    • Amazing! 1
  11. Option (before and after a world generation) to disable monsters spawning in the world. Either one of them (certain type), or all of them (I really hate that constant moaning around me)... It even discourages me to explore the caves at all (and for me personally, caves are already scary without any monsters, strange noises are more than enough), and without exploring them - what's the point? Also the same with the temporal storms. Nature & animals are more than enough for me to be challenged 🐺. Especially, since the bears are coming to town... 🤠 Most of the people are too sensitive, but still want to play this cool game, to chill & relax (survive in the nature) with the lower level of challenges. Those options should be easy to on & off from the menu. Thank you for reading!

    • Amazing! 1
  12. No birds, no new animals, no fruit trees, no alcohol 🤥

    https://media.discordapp.net/attachments/479736466453561345/821719850791337994/hawk_flap2.gif?width=847&height=609

     

    • Wolf Bait 1
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