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Shotai

Vintarian
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Everything posted by Shotai

  1. 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.
  2. 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?
  3. 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.
  4. 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.
  5. 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?
  6. Who needs a sword when you can make a knife!
  7. 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.
  8. I went to an area in which it rained pretty much everyday. Dug up so much dirt, couldn't find a singular tile haha
  9. Then what tactic are you using, and how reliable is it? Share with us the secrets of ye who has found high fertile soil, or forever be skunked by the stench of davey jones locker; yarghhhhhh!
  10. Configurable block that spreads to adjacent blocks after X command has been issued.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. That's text based RP. It's a lot of fun! I think what Echo is looking for is RP in the game, which is popular for GTA/Ark/Rust, other survival games. The difference is depending on the rules. You'll find that RP communities are 95% of the time, white listed communities. You need to read a list of rules and then answer questions at the end in the majority of those RP communities. There are events yes, but these servers are usually always 24/7 servers that you get on and vibe with: with community ran events planned weeks or a month ahead of time, and built up to. For example, ARK roleplaying servers has auctions, parties, and tavern RP's where people socializing as their character playing a specific role. Rules are a big decider like you said. Raiding rules are important because that can downright destroy a community, if a specific group is let to run wild on the server like it's a display of superiority. Games are major deciders in the general atmosphere, too. GTA is chaotic as fuck. ARK RP servers tend to be significantly more strict and therefore less 'Gary the defacer is running around defacing people kekw'. TTRPG's on the other hand are a lot more tight knit and coordinated (LMAO! Imagine showing up for a game 2 weeks in a row haha) without any chance for random interactions. On the other hand, If you are on an Ark RP server; you can be getting metal, chopping wood, you could even be AFK in your house and you hear an RP going on. So you can decide, hey, I'm gonna give these strangers some fun RP. There are some struggles that you'll find in RP communities centered around games, I mentioned some already. Like how factions develop in these communities that cause drama and servers splitting apart because of it. Sometimes a staff member is promoted that causes division. Sometimes time passes and hardened, seasoned community members are all that remains; choking the life force out from newcomers due to lets say, unrestrained behaviors. Popular examples for rules are ARKRP (they took a break, I think) and DayzRP among many others. You can get a general idea of the rules that are implimented there. There are other topics too. Like how some servers divide labor, others promote anarchy as long as you remain in the rules; others require strict living standards just to play the game with that community. But that's a lot more of typing.
  17. Huh, MUD describes my vision pretty well. But I never came across it until now, thanks for that. I have mixed feelings about intensive segregation of labor, as there is a certain threshold of player count in which that community will die if it is not met on a daily basis. This makes it very demanding of players and administators that often need to fill 'key' roles that aren't online at the time. This is often an issue for RP servers that simulate society through limitations of labor services (X player cannot craft Y thing), many servers fail because their player count fall below 30 players with a system that requires teamwork. Then 20, then 10, then you have a server in which you can't smith or do anything but your class limitations without the assistance of others. But nobody is there to help. Or you happen to be online at a certain time and you need X tool but Y person isn't online to fulfill your needs. Usually, the way to get around this issue is to have 'seasons' which RP communities use to essentially have a quick reset. If a server can regularly pull in 30+ members daily though, I agree that what you're describing is a lot of fun if you're looking to participate with a community.
  18. You sound like the type that has played ARK Roleplaying servers. Have you triied them before? The proxy chat adds a lot to them game, especially for RP. It's such a damn shame that the ark community split so bad because of there being two versions. But yeah, if proxy chat is an option it would 100% be a part of this concept as it was originally intended. As for accomplishments like quests and goals, early game, I would associate the accomplishments being menial to start but more complex as you progress. But the goals are very much baked into your civilization type. Previously, I worked on underwater civilizations. Swarm civilizations that work like a hive mind of ants than people. Fantasy options that represent fire, others that are primitive and beastial. The thing is that all of these civilizations will likely never have the same goal. So in all honesty, the goal that you want to achieve starts with you and the DM is responsible with facilitating this in a manner that is enjoyable but also eventually challenging.
  19. I'm simply pointing out that it's a harmful mentality for any community member to say that the game is for a specific demographic and if somebody doesn't like it, they should just get lost. It's damaging to growth, which this discussion is entirely about. Forums are for discussion, but there's very little discussion in "I like it, also, it's my toy, get your own". If VS wants to see growth, then conversation is a part of that growth. @omega haxors had the intention of pointing out to developers to take this opportunity to see what exactly is painful for new players to endure when they first start the game. But confrontations appear to be built on the glass house of "me, myself, I and us". The conversation essentially devolved from an initial "we should check and see what outsiders think of our game and improve upon it" to "I personally love vintage story, and the difficulty isn't even that bad for me. Read the guide. Sounds like the game is . . . hard. :JimHalpertFace:. Skill gap, this game isn't made for you; the game is made for people like me."
  20. I'm not entirely sure who Tyron is, I'm assuming it's a developer. I'm not advocating against a difficult game, I'm advocating against gameplay elements that make the game unbearable for new players. So far the solution to temporal storms is "just afk lol". Engaging stuff. Oh, you just started the game and got shot 1 time for a bow guy that you couldn't see or hear? Here's one easy trick to fixing that: find the nearest body of water, drown yourself, and start a new game. Or risk getting 1 tapped by anything else in tall grass. Or be a good player and just afk in your little hut without clay because you got a bad map generation. This isn't "oops, I made a mistake. Now I am getting punished for my mistake" this is "wtf, that was bullshit. Can't believe I have to tab out and watch extinctzoo for 20 minutes because of some aimbot asshole I couldn't even spot". You don't even need to take away the difficulty of the ranged enemy or the damage it deals. Just make the sound more clear that: "hey, you're about to die bro. Listen to this noise". Fixed, you get to keep your difficulty. You don't need to take away the difficulty of sustaining yourself through your first winter. You can make a quick bubble appear once you've equipped a torch to say "hey dude, you're literally starving yourself holding this torch. Put it on the ground." and another bubble for "bro you're gonna die if you keep wearing your armor indoors lol, take it off". You don't need to take away the difficulty of the temporal cog spinning around. You can just make a bubble appear that says: "Hey bro, you're gonna die if you stay here. Also, by the way, this spinning cog actually means something. Check out this essay on how it works in the manual." All of these things are perfectly good methods of retaining your comfort and happiness while being more approachable for people who have less of an iron stomach like we do for some bullhocky. Most of what you're describing like metalworking, leathermaking, claymaking etc is enjoyable to do. But the elements required to get to that point is undeniably horrendious for a lot of newcomers.
  21. But what are you arguing against right now? What gameplay do you enjoy that I've described beyond vaguely saying it's generally unappetizing? How do you debate something without an argument? How do you diagnose without a list of symptoms? You've entirely skipped "What makes you feel that way" and gone right into the "this is how I feel, I don't care what you think, if you don't like it; the game isn't for you. It's for me, and this select group of people" on a discussion page dedicated to the title: "A bunch of players are joining the game following the Hytale announcement".
  22. I'm saying that you can keep your identity as a "difficulty overcomer" while still making the game appetising to new players without making the entry level so overbearing that people leave. Convincing even experienced survival nerds to sit in a body of water for 30-60 minutes holding one button down while desperately trying to convince themselves to not jump out their bedroom window on their 70th floor suite is a difficult conversation to have. If you are saying "this game isn't for you, it's for this exclusive select group of people" you're inherently doing more harm than good. I mean, you can't even seem to point out what I'm advocoating against or for. Just vaguely "Shotai is against the gameplay they hate which is the identity of the game" assumes that might makes right and that other opinions don't matter. I literally have not even spoken about elements of the game in a specific light. Just vaguely, "these are the things off the top of my head that are frustrating to new players" which in response you're saying "I don't care, I like it this way. A large portion of the community that I am speaking for likes it this way. Difficulty is VS's identity, and you're trying to take that from me". This is akin to some old grandpa making his grandsons life as unbearable as the experience as he had to sit through, because that's fair to grandpa. Grandpa had to go through it, why doesn't grandson have to go through it?
  23. What I meant is that, what exactly do you think I'm advocating against that takes away the identity of VS away from VS?
  24. Of course it's possible to fix this without making the game a different game. People don't identify games with difficulty, at least most games that you and I are aware of. When asked what VS is, do you just say "Well it's this difficult game that . . ." or do you say "Vintage Story is heavily inspired by natural processes of the real world and brings them into the game in a fun and enjoyable way. Our aim is to capture the beauty of the natural world and amplify the experience within our game." What do you think I'm advocating against, exactly? Why am I not a target demographic to the games audience if I enjoy natural processes of the real world and enjoy beautiful, natural landscapes in a block building game?
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