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Shotai

Vintarian
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Everything posted by Shotai

  1. Zomboid is perhaps a bit different. Very different, in my opinion, with more than 1k hours on it and more than 300 a couple of years ago on Vintage story and 20 hours presently. You can walk away from zombies and not die. You can register when you died being your own mistake because you understand the risk that you're taking when doom hits your way. The game doesn't make you cut your teeth on some of the most boring, mundane gameplay I'd ever experienced in a video game; period; just to experience what VS is supposedly all about. There are no ranged enemies (yet). Except for the most extreme injuries or you're some kind of psychopath eating/drinking stale things. It doesn't take an entire hour to heal from a ranged attack that you had no way of knowing would strike you from something you couldn't see; with no manner of healing that damage in a speedy manner. Zomboid doesn't hate beginners, because beginners have every opportunity to not just play the game by doing the bare minimum but to have many different playstyles that can make you tackle certain situations differently. Friends I take onto Zomboid I just say "If you're uncomfortable, just walk away. Walk around. Walk in a donut. Just get really close and get comfortable, you're not in danger. The only way you can die, is by killing yourself because of your own inexperience." In VS, you're put in unwinnable situations too frequently and the strategy that you need to use is pretty repetitive and boring. I say this after hitting the iron age once a couple of years ago and playing the game again now, after registering several unavoidable deaths contributed to the early game murder. Infinity spawns. Teleportation deaths. Being 1 tapped by a bow asshole, running away into tall grass and then getting hogged by a hog. Being hit by a bow guy once, making you abandon the path you took to get food; resulting in a starvation episode of spiraling doom. Combine these things with hidden stats and hidden "features" and you can probably see why Zomboid can rake in such a large number of players despite being a game known for a high difficulty cap. But I just want to make sure we're clear here, a high difficulty cap is not the same thing as "hating beginners".
  2. 7/12/2025, 11:03 PM; I posted my first post which would thus make this my initial comment.
  3. I'm not sure what wolf bait is, but yeah, I've gotta get some sleep anyways. I was just surprised to see so much effort going into, er, whatever that was all about.
  4. I can't find it ">_< moderation options says I can delete it? Is there more? I need to get some sleep, I'll edit in the morning.
  5. I see I struck a nerve. You don't need to post 3 seperate essays to convince people that you're more right than you already think you were beforehand. You're right when you're right, and if you're wrong; well . . . I was the one who had the nerve to say that you conflated your own experiences and desires over others. I just wished that you had the self awareness to see you doing it live action.
  6. I'm not sure what's not accurate about what I said, I seem to have described you perfectly. As for why I haven't addressed your arguments? You did not fall into a rift. You did not fall into the twilight zone. If it's obvious to you, it isn't obvious to everyone; I already went over how this is a frequently re-occuring issue that you have when interacting with people. I'm describing your behavior and why it isn't effective, I even explained to you that your ego is doing the talking; but it seems to feel threatened and is seeking shelter behind what you think is an attack. Meanwhile you've done nothing but act like a snot nosed brat since the beginning of our encounter; openly mocking anything I have to say and once the conversation breaks down you seem to want to make it my responsibility to address your arguments in a satisfactory manner. I just. I have no words. You've done everything for me.
  7. I'm beginning to see why you made a public declaration to 'take a break'. This isn't an argument that's taking place, it's an ego defending itself; or so it seems to be that way. Hiding behind a Ben Shapiro act isn't really helping anybody aside from yourself. This conversation is about the emotional appeal to the game to new players that are coming to enjoy it. But you seem hellbent on reasurring yourself that you're right and everyone else must be wrong; which is probably why OP left the conversation to begin with. You can't even afford the people you're downplaying and downtalking the time and decency to read through what they have to say; given the context of our interaction so far. It always seems to be about you and your own experiences, at least from what you've exposed to the community to so far. Shame on you.
  8. . . . I didn't add anything. That was. In the. Original. Post. That you would have had to have read to respond.
  9. As I've said, it will have moments in which it will reflect being a TTRPG. But it's a mix of things together. There will be a time and a place for a tabletop, so it falls under that category; just not traditionally. I'm not entirely sure where you got the homebrew DnD thing from, but no, I'm not using the DnD system. You can see my cite what part resembles the TT game below, it's in the first message. If you don't know what Endless Legends combat looks like, another example is chess, checkers or Armies of Gielinor (aog). Since these are online, a VTT would be used to simulate these things. I think AOG works as a good supplement to compare the games combat system to.
  10. That sounds like a fair assessment. Originally I was going to target already established communities because we aren't in competition for the same playerbase at the same time. This would leave make it pretty clear and with ample time for players to find replacements and backups in the case that it's needed. I would suspect that a sort of '1st string, 2nd string, 3rd string' etc options exist and perhaps even the possibility to amp up games that are meant to be 4v4 to be 6v6, 8v8 etc depending on availability. So, the option to being fluent is a pretty important one due to the time constraints. I would definitely inform players that this is, like TTRPG's, an event that you sign up for at a specific time table. Not showing up to that timeslot is akin to not showing up at a doctors appointment; it's rude to everyone else that has already sunk the time and investment into the game on that specific day. Deciding not to go for a hike on Sunday because you have DnD that day and chad who has bailed 4 times already isn't exactly what I'll be looking for in terms of population numbers. I would definitely say that 4 people on a team minimum is required, so that's 8 people. With the option for more. I would suspect that if communities are invited to play, that would be significantly easened and their own activities energized before and after game night/days.
  11. I'm confused about where you might be getting cards from. Most TTRPG are not card games. Dnd5E/24, mutants and mastermind, pathfinder, 5rings, fate, PulpCthulhu and most other TTRPG's do not use cards. You might be mistaking the genre for something else entirely. That being said, the tech tree works as cards; but you might be thinking of various collectable card games like Magic, Yugioh, digimon and Pokemon for example. I've never personally encountered anybody that used the term TTRPG as interchangeable for card games since you aren't roleplaying, which is the main purpose of a TTRPG.
  12. It would be on a private server, it wouldn't havent anything to really do with Anego. I don't really have a desire to represent Anego or anybody but the game I am creating. I am not willing to represent an entire IP because servers don't have that responsibility, neither do DM's. I would be responsible for the community, but that's it. That would be like a mutants and mastermind DM proposing his universe as the face of the game. It might be a face, but it isn't the face. As far as expenses go, running a server isn't that expensive especially when considering that there is no block mining or high performance things to worry about. However, it isn't a 24/7 server. It's an event server that is active once a 'turn' which might be 1 time a week, 2 times a week, etc depending on the conditions agreed upon by the players. That isn't to say that I would be opposed to working with the developers as I think this could bring in more players than if cooperation didn't exist, but I don't think anybody should be the face.
  13. The game has a thing called "log leaders" in which certain people do certain things in the case that some people don't like certain aspects. Some people don't like building. So they can choose not to participate in that. Others like more of the combat orientated 'chess' games and can simply choose to do that. While others very much like to RP instead and so they can help there. I would need 2 teams minimum to accomplish this, about 8 people.
  14. It's not a true TTRPG. It only has some aspects to it that are taken from TTRPG's. You would still be carving out your own world, albeit as a team. Also I'm not selling anything. This isn't really a product though I have blueprinted 'pinkslip' matches for competitive purposes, the first game or so wouldn't go anywhere near that.
  15. That's understandable. Competition details a lot of stuff that people who aren't interested in RTS games just don't like. And honestly, that's perfectly fine. Like, getting Khitan scout rushed and then obliterated in 20 minutes isn't exactly the most forgiving experience. I'm unfamiliar with MYZ games. Do you mean 4X games? When I think of 4X games, it plays like civilizations. But I've never had a discussion around a MYZ game. But ultimately, yes, the game plays out like you're describing. Players use an economy system to bargain and trade with in order to get resources they don't have to craft and create in a way that bypasses the grind. You would be skipping grind in exchange for confrontations and exchanges among players, so a lot more socializing. The game is not solely a TTRPG. Nor is it solely like AOE2DE, Civilizations, etc. I like to think that it's possible to create an enjoyable and creative experience without being too restraining on the players.
  16. It has some elements from TTRPG's. It's not played in the traditional sense. The tabletop is the game, you're roleplaying as a faction. DnD is certainly more of a universally known game that plays out in the traditionally sense. Sorry.
  17. I've played PCC7E, a bit strange as a system but I could get adjusted to it. Unfortunately my DM might have taken the "you can't possibly understand" part a bit too far and it got too metagamey for my tastes. Although I'm not specifically looking for one 'singular' group as this system is more meant to be a competitive mode between civilizations. So while the TTRPG aspect is still there, it's blended to be also like an RTS and community concept than just a group hanging around a table and playing out a fantasy. If you have a high interest in kingdom builders, that sounds great! I hope that others share a similar taste for the make believe.
  18. To comment on this, a learning curve is not being thrown to wolves and told to "get over it". A learning curve is understanding the nuances of a game through the process of learning. You don't learn by being thrown into a pool and drowning. Anybody who advocates for that is irresponsibly selfish in the glib manner in which they assert themselves. Having hidden modifiers isn't a learning curve. Like holding something in your off hand starving you. Or wearing armor starving you. Or just expecting the player to know that, hey, you know that clock that spins around in your inventory? That actually means something, scotty boy. Or that, hey dummy dumb head; just because you killed 20 guys doesn't mean shit because the enemies can spawn infinitely. The majority of the people who bought this game will not be going onto this forum and asking bizarre questions to figure out each rhyme and reason why something is happening in the way that it's happening. Hell. I remember spawning into the game onto ranged enemies with nothing and getting 2 tapped repeatedly until I stopped the game. Went to the main menu. Deleted the save file since it was night time. Booted up the game, and googled: 'Vintage Story ranged enemy killing me' just so I can find out that they indeed introduced a ranged enemy into the game. Day 1. When you have no shield. No way of recovering HP. That is frustrating. That is not going to attract people for long. And that's the crux of your argument that another was trying to downplay. IMO, making the game attractive is probably something we should aspire to do. Not make an 'uncompromising' hellscape to chase away new players. But then again, that's just, like, my opinion, man.
  19. Edit for clarity: This is not a true TTRPG. You would be playing in game while sometimes you would sit down to use some of the more tabletop aspects of the game. Howdy doo. I am wondering if Vintage Story has a community that would be interested in the concept of a TTRPG played out on vintage story. Originally I had the idea planned out for Hytale, and went through extensive measures to plan build a variety of different playstyles for members. Originally, the target demographic would've been communities rather than players due to the competitive nature that the game is intrinsically locked into. It was based on grand strategies and RTS games like age of empires (2). It wouldn't be that hard to bring the concept back to life and to vintage story, but I need to know whether or not there are active communities that would participate in this or not. If you want a vague idea on how it works, the game takes away the grinding components and instead makes the players think about long-term planning and resource management. Think like in AOE2DE. You start the game with a town center, and starting supplies. You need food to supply your current population. So you build farms. You need houses for your farmers, so you build houses. You need wood for those houses, so you get lumberjacks which require facilities and land to manage which requires a military and you kind of get the idea what I'm getting at here. But rather than going out to get these resources yourselves, the game will run based on a turn system. When 1 turn happens, you get resources according to your facilities. And your civilization is not an ordinary civilization. You have access to a technology tree that have seperate categories with different ways to achieve your goals. I had also prepared a battle map similar (you can probably see some of my DMing influences from other TTRPG's coming into light here) to Endless Legends so that it isn't just a numbers game. This concept in my opinion can work even better after I scoured some of the modding resources out there, as the appearance of something is more important to the "roleplay" than the actual mechanism in which the mod is supposed to accomplish. If this interests you, please show your interest below. Thanks for your time.
  20. Oh wow, this is actually really useful to know. I don't think armor is viable early game then? It sounds like I basically need to make 15-20 torches and start lighting the place up. I cannot live in a dirt hut atm because of dirt/gravel fall physics, so I'm limited to a pretty small space. The cog weather is a new concept I'm gonna have to learn, maybe build a couple of different places to live for when portals decide that I can't live in my house anymore. Though atm I don't use the offhand except in caves and I walk everywhere I go unless if I'm actively in danger or hunting. What am I suppose to do when 2-3 rifts just open up at the outskirts of my house? Can I destroy them? What happens when I stand on it?
  21. An hour ago I was chilling at my house and I had to fight off 5 drifters and 2 bow guys. Hunkering down doesn't seem to really be the solution? I live on top of a hill specifically so I can avoid the mob spam.
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