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Vintarian
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  1. The easy way to fix it would be to takeaway the negative effects of the classes and add to the commenor, as people don't want disadvantages
  2. Wwb=web (I type fast) I really want improved combat, because the current system is lame.
  3. https://www.vintagestory.at/roadmap.html/ Tell me the specific thing and why you want it in the comments, vote on the general topic.
  4. https://bettermissions.lt.acemlna.com/Prod/link-tracker?redirectUrl=aHR0cHMlM0ElMkYlMkZib2FyZGdhbWVkZXNpZ25sYWIuY29tJTJGc2tpbGwtYmFycmllcnMtaW4tZ2FtZXMtd2l0aC1qZWZmLWZyYXNlciUyRg==&sig=6GMCqdP98YGSAuXaqMbmx7pQs7ZhHE3w9qiU6Xe8QQNj&iat=1629728904&a=25028780&account=bettermissions.activehosted.com&email=YVwbx%2FIAkeOmx4KYGctBO2PiDbNvp12KFZ8CZc3di6A%3D&s=bb843dbad8e3e903b0df30058c4775a0&i=795A885A16A9840 https://boardgamedesignlab.com/skill-barriers-in-games-with-jeff-fraser/ I haven't seen these but board game design lab makes a good podcast, this one is about skill barriors. I agree with most every thing, but if the game has an end, then you can't play it forever, other then that, great Idea!
  5. Or maybe the focus should be on discovery
  6. That's a good Idea, I haven't played Rust, ARC, or Conan, but even with better PvE, the game would be different enough, as the survival is mutch better It would be neat if you could then lead the settlement to war agents a boss, just be sure to make the boss take longer then 15 minuets, no be to easy, not make us fall asleep grinding, if you fail not to have to start over again, and in more then one fight Ideas to solve those are to: create multiple enemies, and killing enough of them would weaken the big one. I hope that bringing civilization back isn't impossible to code!
  7. We should make the combat loop a little bigger, I don't want to just fight things, but a little more would be good.
  8. As long as it is optional, where you don't have to go there to complete the game. The definition of a sandbox game is doing what you want, finding your own objective, if NPC do it for you, I wouldn't like that. If they told you where to go it might be fine, but if you have to come back to them for some reason, it wouldn't be fine.
  9. I haven't heard it yet, but there a podcast about it. https://boardgamedesignlab.com/skill-barriers-in-games-with-jeff-fraser/
  10. I want all of it, aslong as the NPC's don't assign tasks, if they assign tasks, will leave. I don't like games that do it! I want point to sand box, this would add it, but NPC's thats assign tasks would make it no longer sandbox
  11. Vintage story is built upon the manic digger game enginehttp://manicdigger.github.io/releases/
  12. dig 2x2 pit, get them to peruse you, then jump over the and watch them get stuck forever
  13. I like them, you get advantages to what you spend doing the most
  14. I think that if I actually defeated the end dragon I would stop playing, as it's lost the reason, to explor would be better, and it would be great if location had it's own progression system, ie: found a book that direct me to go somewhere go somewhere and find out more defeat some mini boss and get some loot. I don't want it to be: found a npc that tells me to go somewear do that reason being is it would be to far away from a sandbox game, doing something instructed.
  15. I think the point of the game should be survive, craft, discover/explore to give a reason to keep playing.
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