MattyK
Vintarian-
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So personally, I find you have to be a little cautious with how you fish, as the fish themselves have a spoilage timer on par if not worse than the other categories of meat, you have to use it quickly, and if you depend on fish instead of using it as a supplement, you can quickly find yourself having to go further and further afield for a meal. The mechanics I agree could use a little bit of work, just a little bit of tension like the whole push-pull you see in a lot of fishing minigames (just please, not Abiotic Factor levels of piano-key), and maybe a little more depth in what bait catches what. So for instance, you could easily deplete a pond of it's young fish by using a particular type of bait, making it impossible to replenish, or you could use a more sustainable bait but a catch isn't always guaranteed. Similarly, various circumstances would effect the efficacy of fishing, like it being raining, or night time, or during a temporal storm (Increases attraction rate but doubles depletion?) I'd also like to be able to see the stats of a body of water and also engage in aquaculture, maybe make specific feeds or relocate clutches of eggs in a bowl from one pond to another to make a new colony, but the size of the water body also dictating it's capacity.
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Honestly, I like the more painterly style of the original logo as it has the more earthy and gritty tones of the game, if you could incorporate that style into the new logo I think it'd be a good fit, but currently it feels just a teensy bit out of place.
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Honestly, I think out of all the suggested mods outlined here, the only ones I'd see to be 'vanilla friendly' would just be the player corpse mod and blood trails. There's an argument to be made that mods are there to tailor the game to how the individual wants it, and not necessarily what the developers have in mind, however those two mods alone are soo minor in their implementation and fix two major pinch points for the game. That being the death experience, and the frustration that comes with chasing chickens or just about anything else through a wooded forest. The only other thing I can think of from the top of my head that wouldn't impact the developers vision would be something inspired by the footprints mod, because actually being able to see where something is going (or has been) in such an immersive manner really does change your playstyle and allow you to avoid more ambient threats (like finding the recent pawprints of a wolf or a bear for example)
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Do they finally have the rivulet carver enabled?
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hhhhh, they listened, they changed reviving causing you to lose satiety! Multiplayers rejoice!
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Easy way to toggle greenhouse effect on and off
MattyK replied to Professor Dragon's topic in Suggestions
What if a block like the Sticks Layer insulated in autumn/winter but not in spring/summer?- 8 replies
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- greenhouse
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(and 2 more)
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Wasn't Tyron quoted somewhere saying he wanted to make farming in general take longer and therefore be more impactful... Something like 'we want to increase times so you can only get two to three harvests a year'? IMO, I think Potatoes desiring low fertility soil but also perhaps only being harvestable once a year could have an interesting twist to it. Plant in spring and harvest in winter as a sort of backup foodstock crop. They could be used as a fallowing crop too, increasing P-levels for the next spring, but that would also defeat the whole 'low fertility soil desired' element mentioned above. The other thing we haven't really seen is crop blight. We see overheat and too cold effects, but having a blight and crops resistant to it could incentivize players to further diversify their farming, and push them into a hunting subsidence mode once in a while when a crop goes bad and you only get say 10% of the total yield that harvest.
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I definitely feel that 1.21 meets the goals you've set for it so far, and feels like a substantial bump in the quality of life of the game in general. The default world generation changes alone are a game-changer, encouraging more sailboat and raft usage. I look forward to seeing future updates, Tyron.
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I agree, I'm just reaffirming that the presence of Hypixel devs on the team isn't going to turn us into Vintage Hytale.
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You can see the Heavy Tool Belt in the Wiki, under the Belt category. It's purpose is purely cosmetic. Aaand yes that's the crafting grid output.
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I was talking about the social integration, of letting them take over Vintage Story. Yes, they could make a total conversion but that's besides the point.
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I'm struggling to put two and two together with this thread... Is it a concern thread, outrage, or just venting? Tyron left Hypixel over a conflict of vision (As per the Oscillascape interview), I doubt he'd let them integrate on a level you are suggesting (Where the Hytale mode becomes the dominant way to experience Vintage Story). Those devs that join are likely looking to pick up any work they can, as the games industry is vicious in how hard it is to find new work that isn't setting down roots and starting your own project. I very much doubt this is some 'coup' to turn Vintage Story into Hytale. That and Hytale itself was styled after adventure megapacks for Minecraft which are already known for some pretty lofty expectations. It's safe to say that the spirit of Hytale lives on in Minecraft.
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Ingame months perhaps? XD