Shotai
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Necro time. I don't exactly like the idea of teleportion in games like this. Trains are a good alternative IMO, compared to using teleporter technology that sort of . . . feels like it breaks immersion. > Knap > Stone tools > Iron tools > Mechanized steampunk technology > Steel > ? ? ? Teleporter I like the idea of transit and I'd like to think that it also harbors a sense of community of everyone coming together in one area and preparing for the next train. It's actually a mod I was looking for in regards to a meta game I've been developing, but the closest we have to that is . . . rust and railroads reborn. Last modified April 20th. Oof. Looks like this is years away for Vintage Story.
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Hey, there was a mod in 2021 called block counter that let people count blocks in an area. I would like something like this to help me in creative mode, since I have ADHD and counting from 1-20 is infuriating when I am on both numbers 17, 18, 19 and can't seem to agree with myself which number I actually counted; and go back to recount a couple more times. I usually solve this by just doing multiplication or division, but it's still annoying when that isn't the solution. So, anyway to count the number of total blocks in the area and what kind of blocks?
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I've made about 300 cogs recently and I've never seen the hunters recurve bow for sale. Those are of the 9 traders near me, they're pretty much bankrupt from me abusing them. You can, technically, find that in the shop. I wouldn't exactly hold my breath thinking that it will eventually happen that season, though. You could be waiting 20+ IRL hours. I wouldn't say that it's strictly about stats, I just find it weird that we are defaulted to one weapon and it's a sickle of all things. Sewing kit is a bit different, it's aesthetics. You need the sewing kit to craft 30+ items. Or you can hope that the shop spawns the items that you need. Some of which I've never really seen before in the shop with 80 hours of returning to the game.
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Honestly, that's fine, I can agree with that. But I'd really appreciate being able to make a sword, it doesn't need to be a BG sword. In general, I think that the game would help a lot if it had more variety in terms of weapons. Y'know, a glaive, short sword, long sword, 2h sword, etc.
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I'm of the opinion that locking a person out of something because they didn't pick a class is some hot dog water. I can't have a sword because I'm not a blackguard? I mean. Alright . . . but now you're tryna tell me I can't make a certain bow because I'm not a hunter? And now I can't make sewing kits because I'm not a tailor? Holy shit, who, what, where, why; that just sounds dumb as hell and it plays similarly. Why not go all the way? You can't make an iron pickaxe without being a miner. Just buy the iron pickaxe from the traders . Joking, obviously. But I think the stats speak on their own, or at least they should. Healers, well, heal better. Guards hit harder. The hunter, well, is skilled with a bow because they're a hunter. The tailor can work with significantly less resources and the miner not only mines faster but gets more when they mine. This is good enough, no?
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Who needs a sword when you can make a knife!
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Necro time! I'd say that ladders do not offer a solution to everything that a climbing pick can do. For example, some servers do not want ladders on every inch of a mountain that you wanted to climb. Using the climbing pick would other climbing gear would not just be unique but it would also be a way to conserve resources and make sure that some hooligan isn't running around putting up hundreds of ladders if they wanted to visit somewhere particularly verticle. In the case of my own needs, I am looking for ladder replacements on my upcoming cover such as the climbing tool; as the preservation of natural landscape would be a goal of mine. Ladders everywhere would be quite annoying in that regard. I would however, say that climbing should not have reduced fall damage. If you fall, you fall. Gravity doesn't care if you fall 10 feet with a grip or if you fall 10 feet; the position in which you fall and the speed matters more. It's always on your feet and speed should already be reduced when falling with the climbing pick. IMHO, the game would bring in a lot of attention if it addressed some of the gameplay elements associated with Peak and introduced it to the game for that very reason. Being able to put some rope down, manage your 'grit' to know when to take a break and more would be an amazing gameplay element. If the game brought a similar amount of attention to little slices of the game like climbing in that way as it did for the endless cycle of smash trash off iron, shape iron, repeat; it would attract not just the folk that like that relaxing cycle but also people who see a giant ass mountain and say: holy shit, I know what I want to do this winter.
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It seems like 6/10 people would be willing to give a game like this a try. I'll do my best to convert what I have onto Vintage Story, thanks for participating in the polls everyone! And thanks again for people who have participated in the conversation.
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I will definitely be involving conflict RP, since it's a competitive environment. Just giving a bit of information in regards to the whole Tavern RP thing. I think that VS has some mechanics that allow me to add new elements like your suggestion has provided in exchange for other plans I had for Hytale which will more than likely be abandoned. However, some elements of VS are definitely being ripped out in favor of the metagame (Strategies and approaches that go beyond how the original game is meant to be played, not metagaming which is different). Instead of resource gathering, you start with X amount of supplies. Use the supplies until you run out or stockpile them, ending turn 1. Turn 2, you've hopefully built lumber camps and stone quarries that then produce X amount of resources per turn. Instead of actually working the jobs, you are planning and strategizing your economy. Turn 3, your economy is picking up. The DM might throw equal threats at your civilization depending on circumstances, requiring you to invest resources unexpectedly for guard/watch towers, a wall or a standing army. A 'turn' passing occurs when there are no more things to pursue or when X amount of time has elapsed (a small amount of time, like 1-4 hours). This crosses the line between real time and turn based strategy. I suspect that because of the crafting system in the game, people can either buy raw materials for cheaper and create their own tools or purchase them directly from the market or from other player factions depending on diplomacy. While earlier I said that there were no 'cards' because it isn't a card game, there are however 'cards' that fit onto the technology tree to let people diversify who they are as a civilization. Culture cards, defensive cards, offensive cards, government cards, religious cards, etc. You can see why one comparison between each already established thing can be kind of difficult, because I've taken what I like about a lot of things and just smashed them together.
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For example, in GTARP; you can play a drug slinger that's avoiding the police by roleplaying in voice chat as though you are your character.
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The population of people associated with Tavern RP servers tend to be pacifists that want to socialize, and are very much against conflict RP. Conflict RP can be very polarizing for that reason. It splits people who want conflict from the server and people who want, like you said, a slice of life rather than a mixed genre.
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Shops are always a fun part of RP servers. Not just convenient but you get to build a relationship with the people that you do business with. Sometimes though, it can also result in 'monopoly' situations where shop owners refuse to work with certain groups. Or 'tavern RP servers' which, granted, is perfectly fine. Just I find strictly tavern RP to be kind of a bit too mundane for me. I do think that not running 24/7 has a lot of advantages that non 24/7 servers do not have. Especially in the event setting.