Jump to content

Screwy

Vintarian
  • Posts

    71
  • Joined

  • Last visited

Everything posted by Screwy

  1. Screwy

    Spawn huts

    Oh, I didn't know about that. That's cool. Should be in default settings, but that's okay.
  2. Screwy

    Spawn huts

    How about reworking the respawn system? Temporal gears should be one time use. After respawning once, you should need to use another gear to reset your Spawn. And how about using temporal gears on weapons and tools to keep them on the next death? Should count for armor as well. Why having a single, unique world spawn? Without a temporal gear respawn point set, you could spawn in a special, new structure. A beginner house or cave or anything, located in a temporal unstable area, so that you can't settle there. Those could be found all over the world and when you die far away from home, you don't have to run all the way back to collect your stuff. In trade for this, you would have to reach your corpse, starting without tools again. Corpse by the way should keep your stuff as long as you need to reach them, except for death through fire. Dying in the rust world should Spawn your corpse as temporal unstable, so that you need to be unstable enough again, in order to loot them. A dedicated structure for respawning would emersively add to the lore of someone, who wakes up somewhere and can't remember anything. You can even make those houses spawn protected to make them look nice, provide a little amount of loot, force a non pvp area around the house and stuff. Inside the house, the arial temporal stability should be 100% and mob spawning should be impossible in there, as well as player construction of any kind, besides placing items and chest eccess. If you go out, temporal stability should slowly go down in an area of about 100 - 150 blocks in diameter. Would be nice to have an optional pvp protection in that area. I would even set a land claim on the whole temporal instable area around the spawn. The hut should come in various designs, from a bit decorated to completely devestated ruins and should mostly contain a firepit, a chest or storage vessel and/or sometimes a small garden with some crops (should be harvest able and replant able). Those structures should then be scattered about... Let's say by default 1.000 - 1.500 blocks apart all over the map an your current spawn point is the one closest to your corpse. All in all, those features should improve the game play significantly, if worked out properly. What do you think? Am I on to something?
  3. Jep, my opinion too. But I find it a little low of a challenge if you know, that in case of death you just loose some stuff and wake up in a worm and cosy House with no further threads to fear. How about reworking the respawn system? Temporal gears should be one time use. After respawning once, you should need to use another gear to reset your Spawn. Why having a single, unique world spawn? Without a temporal gear respawn point set, you could spawn in a special, new structure. A beginner house or cave or anything, located in a temporal unstable area, so that you can't settle there. Those could be found all over the world and when you die far away from home, you don't have to run all the way back to collect your stuff. In trade for this, you would have to reach your corpse, starting without tools again. Corpse by the way should keep your stuff as long as you need to reach them, except for death through fire. A dedicated structure for respawning would emersively add to the lore of someone, who wakes up somewhere and can't remember anything. You can even make those houses spawn protected and make them look nice, provide a little amount of loot, force a non pvp area around the house and stuff. And how about using temporal gears on weapons and tools to keep them on the next death (just once though, as I suggested). All in all, those features should improve the game play significantly, if worked out properly. What do you think? Am I on to something?
  4. Didn't work, last time I tried. I had to wait, till it was fully rotten. No big deal, but a bit annoying.
  5. I play on version 1.15.7 with a variaty of mods installed. This bug comes up regardless of version, mod setup and operating system, it just depends on block gravity system turned on. Whenever a huge landslide occurs, my fps drops below 10 for ceveral minutes, till I type in the command: /entity remove fallingBlock or so. That happened more than once. My suggestion would be, to check for such events and automatically delete every falling block above a configurable amount of entitys. A simple integer in the server config should do the trick. The lag occurs not because of the landdrift itself, but because of the countless blocks, that accumulate on the ground, bouncing into each other in small corners, that never settle down. I guess, noone will miss a few soil blocks.
  6. And can we have shelfs, that are half in horizontal directions with only one item slot in depth (4 in sum, instead of 8)? Whenever I place a shelf higher than one block above the ground, I can't see the item in the back anyway. Makes no sense for decoration purposes. And is there a way to empty a crock with spoiled food, without having to eat it? Dumping food seems quite basic, but I don't know how. Why can't I wash a bowl, unless it contains only rott?
  7. Negative nutrition values sound not that appealing to me. After all, finding food quick enough is a gaming mechanic for a reason and it should be possible to find at least small amounts of food quite anywhere. Also it is not clear to me, when the starving process begins in the current hunger system. What if half way down the hunger bar is also half starved? Using up the nutrition values, before the HP sounds like the best compromise to me, but it has to come with a whole lot of other bad effects. Temporal stability might drop faster, if it drops, when you are starving. You could lower the attack speed, the walk speed, the block interaction frequency. It could give a cool down to jumping, it could give nausia and so on. It doesn't need to kill you, to give you a bad day, but this means, most players would rather die, before they take the starvation effect. So first of all, dying needs to be a bigger thing. Any ideas?
  8. Maybe we should make a survey on this topic. Sounds interesting to know what the community thinks in general about "hanging out in the stone age". I personally agree on most of design decisions regarding this topic, while animal hospitary per hand feeding sounds logical to me for Stoneagers. Me and my girlfriend are making plans on doing a stone age Holly day season, where we leave behind all technology and start a new life in a far distant part of the map, for exactly the reason of stone age nostalgia. Seeing more features to support that playstyle could lead to wonderful ideas.
  9. Screwy

    Food

    There are plenty of options to make the game easier. I use some of them by myself, also a slower hunger rate. Just change a value in your world config and you solve 90% of all balancing issues But yes, it could be balanced a little better by default. I found the exact half of the normal hunger rate just perfect for my playstyle.
  10. Great features, I would love to see all of them in game, as soon as possible. My approach to water would be based on a mod for Minecraft, that I used to play around with a lot, some years ago: https://www.curseforge.com/minecraft/mc-mods/finite-water-control There are many different technical setups to accomplish a more realistic ecosystem and water cycle. My personal favorite is the water reservoirs count, which keeps track of how big the water reserves in a small pond or lake are and lowers water level with decreased water amounts. Rain fills it up, hot, arid weather drys it out. To balance this, I would suggest a system for water seeping into and from soil and espacialy gravel, based on the difference between water level and surface height, so that overflowing lakes don't flood the whole area, but also don't dry up completely, unless the player wants them to. Rain could spill small puddles of water, which you could collect by digging a hole. These should fill up to 100 liters per block and should dry up through seeping and evaporation relative quickly, depending on size and weather/climate. Players would be forced to transport water by chutes and mechanical power, or fill up their reservoirs manually with buckets, where 10 Buckets should be a good amount for one water block. No permanent water source blocks anymore, anywhere but in the small waterfalls at the sides of mountains. These could be replaced by a stone block, that generates water constantly, but the game should check if the water kann seep away quickly enough to not fill your whole valley in a day or so.
  11. I decided to split my bunch of suggestions, so we can work out the ideas separately. First of all: Trees. I play with collapsing soil on an I think it's a really great feature. Makes mountain exploration more dangerous and more fun, because you constantly need to watch your step. Please don't take away this insecurity, it makes VS so unique! Also I think, that the mechanics have a good amount of randomness, so it stays unpredictable to a certain degree. That's great. I can even deal with the way to frequent landslides in dry, hilly regions. The laggspike hits my system hard, though. It is to common, to much at a time and quite unrealistic. (By the way, is it already so, that the dryness of a block is considered in the calculation, if the block collapses? If not, it should be considered) But what is the biggest sore in my eye is to see what happens when trees are located just at the edge of a plateau or at the side of a soil covered cliff. I have to deal with floating islands, that's enough physical nonsense for my brain to feel emersed. So why don't trees have roots? We need a soil block, that is not effected by gravity as much (if at all) and spawns in a specific pattern right at the bottom of each tree. It needs to be tougher than gravel, should be a bit harder to break than wood and should be harvestable only by axe or shovel (maybe by knife or saw, but really, really slow). On collapse, the block should drop a pice of normal soil (as would generate currently under trees) and either a stick or a new crafting material similar to sticks (maybe edible from some trees, just as reed roots but with less nutrients). In addition to that, in my opinion every tree should fall when they lose touch to the ground. Makes a great way of harvesting wood with a shovel. Maybe you can also increase the toughness of a root block, depending on how large the tree is, in order to maintain woodcuting with an axe as the main way of getting wood. Next I would adress the manner in which trees collapse. In reality, the trunk crashes the ground, after which the lumberjack decomposes the tree in general. As great this would be, it would take too much time. How about this: The blocks don't just turn pickable and fall to the ground, but rather turn to falling block entitys first, before you can pick them up. They could simply gain velocity in the direction, where the most axe hits came from or fall in the opposite direction then sawed. So you'd have to be more careful while woodcutting, in order to not get hurt. Also it takes a bit longer to pick up every leftover of this gargantuan redwood trees, would be a minor nerf to this overpowered trunks. Talking of redwood, I think they should be tier 3 or 4 to chop down. Makes it to easy to collect large amounts of wood otherwise. I would love to see some resin on them to. Wouldn't be easy to access, because it needs to be harvested separately and you have to climb a bit, but would make sense. Also I think, a tree should not break in the middle, just because your tool breaks. Is it completely impossible to save the chop state of a tree, at least for a day or so? They should fall or slowly recover. Not what they do now. Breaks my emersion a bit, every time. All in all this suggestion could add a bit more depth to trees and wood cutting and make mountain climbing much more... Laggfree. Let me know of your opinion and feel free to ask questions.
  12. Last time I started a new world, in the moment I was done with character customization, I was instantly killed by a wolf. A whole pack hunted me down every single time on respawn. I gave up after five tries and killed them in creative mode, before I continued.
  13. I haven't encountered any heavyer hits so far, but the most dangerous is the Bell, in my opinion. One wrong move and the only way not to die is a complete fallback. Sometimes my mines get quite crowded. And the psychological effect of the bell sounds make it even more difficult to think and make the right decisions. The sawblade is slow and easy to evade and if you see it before it sees you, you've almost won the fight. Anyhow, shields would be a nice feature in this context. I play with a mod to get shields, so I don't have to dodge but can rather just block the punch. The base game needs shields. Urgently!
  14. I'm totally with you, thinking to much about the cash poisons your art. What I'm talking about is, that a slightly bigger company can build up a much bigger community. Being just a small bunch of people is nice for many reasons, but having more money means, you have the money to pay some experts for such things as the physiks engine. More fandom means more mods. With this relative easy way of game customization, it should be easy to grant a whole lot of more people access to the great concept of Vintage Story. More ideas accumulate in the community and have the chance to condensate on the fertile ground of more clever people, who know how to make them possible. The ideas in Vintage Story are great. More people need to see this wonderworld of steam punky pixel art, so they can enjoy this experience with us. Almost every single private friend whom I told of this, was stunned and had at least to admit, that this looks overall like a more complete and wholesome game, than any other voxel block game out there. And that's my opinion too. The only problem is, that almost nobody ever heard of it. Advertise it! Just a little, so no total overwhelming hype comes up, just so much that more cool, ambitious people join us and help to make even better what we already came to love. Share. Enjoy together.
  15. Happens frequently to my girlfriend and me, mostly when we stand realy close to each other, but look in opposite directions for a while. Don't know if that helps, since I don't have a clue about reproducing the error. We are playing on a local network, but with the server hosted on my PC, so I guess it is some kind of network- and or render error.
  16. What is it important for, to have large numbers of reeds? What difference makes one more or less? Nature is not straigt rows of stuff besides other straigt rows. So switch this of would give you a slight advantage, but this is of no importance if you don't want to use it competatively. If though, everyone would need to have it switched of, so that everyone sees the same thing. It's the same discussion as in many other games. Aspecialy with client sided grass density adjustment.
  17. For the ones who like electricity more than mechanics, I can recommend QPtech Mod. Basic stuff is in there, but not to overloaded with unnecessary gimmicks. Great mod but kind of unbalanced compared with mechanics. Makes the game a little less challenging, but is fun to play with.
  18. There is a pice of code, you can adjust by yourself via editor. *\AppData\Roaming\Vintagestory\assets\survival\entities\land would be the relative folder of locust.json. The piece of code you would need to modify is located from line 100 onwards, starting with code: "taskai". The Value "*-corrupt-sawblade": is on 16 by default. Change it to 8 and you should be good to got. Sawblade locusts are meant to be terrifying, so I recommand not to turn their attack value to low
  19. -Oxygen System There needs to be one. Simple as that. -Water Physics They are not quite immersive, so I suggest to do something like in the Minecraft mod "Finite Water Control" (https://www.curseforge.com/minecraft/mc-mods/finite-water-control), so you can't fill a whole lake with just 10 liters of water and a Bucket. -Realistic Landslides Give the Trees Roots, to help harsh slopes not to loose all dirt, just because of a chicken crossing the road. The root-dirt at the bottom of each tree should provide one block of medium fertile ground and either a stick or a new item, the root (used in some crafting recepies, yet to come). -Better Woodcutting Instead of just dumping a bunch of items in your face when a tree breaks, why not replace the by falling block entitys, till they hit the ground? Trees tend to fall in the direction, from where they were hit the most, so most likely you have to evade the collapsing trunk. Makes it a bit harder to chop down the big ones, I guess. -Fighting system... You know. There are many things to say. My personal wish would be shields for the offhand and ranged NPCs. The rest is a thing of progression over the coming years of develpoment. -Marketing! Litteraly nobody in my nearer or farther social circle has ever heared anything about this wonderful game! Please hire some people for social media and marketing, then one or two additional programmers and you are good to go. Currently your public reputation is to be a "not-tooo-shitty Minecraft-Coppycat-Cashmachine-Indie-Clone". Sad. This needs to improve. Soon. Please. Sorry for beeing so short on my translation, I'm running out of time by now. But I'm around multiple times a weak, waiting for some interesting discussions with you all about my new favorite hobby: How to improve this wonderful game!
  20. Hi erstmal Leute, ich bin der Neue, ich komm jetzt öfter. Hello to all the international guys, I will attach my suggestions in English in a comment below. Sehr nices Spiel, alles in allem. Gefällt mir mega gut, bitte weiter so und mehr davon! Aber bevor ich mich hier in Lobeshymnen ergieße, lege ich einfach unverblühmt los: -Sauerstoffsystem Ich höre Seraphen atmen, also erwarte ich auch zu sterben, wenn ich zu lang unterwasser oder in einem engen Raum ohne Luftzufuhr bin. So gern ich Vintage Story auch spiele, aber dieser Mangel hat mir anfangs richtig hart die Immersion genommen. Das Thema sollte meiner Meinung nach oberste Prio haben! -Wasserphysik muss überarbeitet werden Wo wir schon bei Wasser sind, wie wäre es mit einer Wasserphysik angelehnt an den "Finite Water Control" mod, den es damals für die 1.12 von Urgroßväterchen Minecraft gab? Hier mal ein Link zum nachschauen, was ich meine: https://www.curseforge.com/minecraft/mc-mods/finite-water-control Aber unabhängig davon sollte die Wasserphysik dringend nochmal grundsatzerneuert werden. -Erdrutschphysik realistischer gestalten Die Natur war bislang eine wundervolle Inspirationsquelle für Vintage Story, warum nicht auch bei der Erdrutschphysik? Seid ihr auch schonmal an nem Hang entlang gelaufen und habt euch gefragt, warum die Bäume alle schweben? Wenn der Hang abrutscht, bleiben die Bäume einfach stehen. In der Natur passiert das nicht. Mein Vorschlag: Alle Bäume gehen minimum noch 1 Block in den Boden und breiten sich von da aus mit Wurzelerde in die Tiefe und oder Breite (je nach Baumart) aus, welche nicht von der Gravitationsphysik erfasst wird. So spart man sich auch noch unnötige Erdrutsche an stark bewachsenen Hängen und Böschungen, weil die Wurzeln dem Abhang Stabilität verleihen. Zerstört man das Wurzelwerk, könnte man z. B. Wurzeln sogar als Handwerksmaterial sammeln. Alternativ könnte man beim Abbau von Wurzelerde auch einfach die Erde und 1 Stöckchen bekommen. Zudem finde ich, dass Bäume mit stark beschädigten Wurzeln auch gerne mal im Sturm umfallen dürfen... ist aber geschmackssache. -Holzfällen interessanter gestalten Man setzt sich bei Vintage Story bei fast jeder Tätigkeit irgendwelchen Gefahren aus. Das macht für mich einen großen Teil vom Spielspaß aus. Nur beim Holzfällen, was sollte da denn schief gehen? Also im echten Leben fallen Bäume traditionell in Richtung des Holzfällers. Dabei wurden früher häufig Menschen verletzt. Wie wäre es, wenn der Baum nicht zu Items zerfallen würde, sondern zu Falling Block Entitys? Die fallen dann in die Richtung, aus der die meisten Schläge auf dem Baum kamen. So kann man nicht unachtsam afk warten bis der Baum fertig geholzt ist, sondern muss entweder tacktieren oder rechtzeitig ausweichen. -Kampfsystem... Weißte selber, ne? Das bisherige System funktioniert ganz okay, würde ich mal sagen. Ein bisschen mehr Bums könnte hinter, besseres Trefferfeedback, irgendwas gegen das Spamklicken mit dem Schwert, was innovatives für den Fernkampf, klar. Alles in allem gäbe es da viel zu verbessern, aber was mir persönlich wirklich wichtig ist, sind Schilde und fernkämpfende Gegner. Das wäre eigentlich schon alles, was ich beim aktuellen Kampfsystem wirklich hart vermisse. Der Rest hat Zeit, bis man nun mal dazu kommt. Aber auf eben Erwähntes, warte ich sehnsüchtigst! -Marketing! Bitte Leute, steckt euer Geld in Marketing, sonst seid ihr bald pleite! Ich weiß, kein Hype zu generieren nimmt den Druck raus, dann ist das Arbeiten angenehmer, verstehe ich. Aber mal Butter bei die Fische: Ihr habt hier ein Ding am laufen! Es is wunderbar! Es hat verdient, gesehen zu werden! @Tyron: Du musst nicht alles allein schaffen. Ich finde, ihr seid jetzt an dem Punkt, an dem ihr Schritt für Schritt Personal aufstocken könnt. Es gibt weltweit genug Leute mit Bock auf den Job. Und doch habe ich bei euch noch nie eine Stellenausschreibung gelesen. Mit einer kompetenten Fachkraft für Social Media und Marketing, steigen schnell die Einnahmen um noch mehr Personal an zu heuern. Muss ja nicht viel sein. Vielleicht 20-30 Leute, international aufgestellt und die Meisten 100% Homeoffice. Ich hätte sehr gerne viel früher schon von euch gehört und dieses Projekt von Anfang an beobachtet, aber es hat mich erst vor kurzem erreicht. Niemand den ich kenne hat je von diesem wunderbaren Projekt gehört, in das jemand so viel Liebe und Herzblut, Fleiß und Tränen und die harte Arbeit seiner Hände investiert hat. NIEMAND! Und das traurigste von Allem: Gefunden habe ich euch nur, weil irgend ein Youtuber ein Review von allen möglich "Minecraft Abklatschen" gemacht hat. Das ist der Kontext, in dem ihr wahrgenommen werdet: Einer der "nicht ganz sooo schlechten" Minecraft-Coppycat-Cashmachine-Kack-Indie-Klone. Traurig. Ihr habt so viel mehr zu bieten! Ernsthaft, ich habe selbst schon mehrere Youtuber angeschrieben, die sollen euch doch mal bitte unterstützen, weil euer Spiel so viel Potential hat. Und ihr habt ja jetzt schon sehr viel Content und eine aufkeimende Community zu bieten. Warum nicht mal mit Werbung versuchen? Schreibt die SpaceFrogs an, macht ein Treffen mit Unge aus, geht zu jedem Youtuber, der gerne Voxel-Block-Games spielt und holt euch euren verdienten Platz NEBEN eurer weltweit extrem beliebten Inspirationsquelle, nicht darunter! Leider bin ich selbst kein Programmierer und habe auch keine Connections. Außer mit Worten umzugehen, vermag mein Verstand nicht viel zu leisten. Aber meine Hoffnung liegt darin, gehör zu finden. Die richtigen Leute zu höherem zu motivieren, ist eine nie endende Leidenschaft von mir. Ich danke euch für's durchlesen. Dickes Lob an alle, ihr seid einfach klasse. Ich freue mich schon sehr auf Updates, werde ab jetzt auch im Forum aktiv mit diskutieren und stehe für Rückfragen zu meinen Ideen natürlich jeder Zeit zur Verfügung. Lieben Gruß, Screwy PS: Summary of translation yet to come...
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.