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Everything posted by Bruno Willis
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Okay, crafting a coracle without a crafting grid: Right-click on dirt with a stick and get options like with clay shaping. one of the options would be a pile of sticks, one would be a wicker basket, and another would be the coracle! Picking the coracle would stick your stick upright in the ground and direct you with green lines to stick other sticks in the ground to make a circle. Once you'd done that you would be directed to 'weave' sticks around the circle to make a giant basket. When you'd reach the top of the upright sticks, you'd be directed to add more upright sticks into those, and repeat the weaving until you produce a big dome shaped basket. At this point, ideally, the unfinished coracle would have a collision box unlike the current sailing boats You'd then be directed to cover it with a number of oiled pelts or leather (or copper sheets?). Once done, you'd be directed to stitch them on with twine or linen thread, oil it all with a couple of lumps of fat or bee's wax, and you'd be done. The coracle would have a "climb under" option, which would let you sleep under it like a slightly less comfortable hay bed, a "store" option, which would allow you to access a limited number of gear slots on it: at least twice as much as can be carried by a raft, and it would have a "drag" option, which would let you flip it over and slowly drag it, to get it into and out of the water. In the water, you'd have a "climb in" option to row the thing, the same "store" option, and the same "drag" option.
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I really like this idea. Say when you first turn the block into farmland, all its nutrients start at half full. It's got some, but it's also got somewhere to go. I think the goal of rewarding dedication to farm plots is really interesting. What if soil types were treated more like levels that can be 'leveled up' with good farming practice: If you leave barren farmland under mulch for a single winter, it would become low fertility soil -> Low fertility soil under mulch for 2 winters becomes medium fertility soil -> Medium fertility soil under mulch for 4 winters becomes high fertility soil. By the same token there could be a mechanic for making abused soil revert down a level - perhaps overuse of chemical fertilizers, or growing the same crop repeatedly on the same soil (build-up of specific pests and diseases in the soil). Terra Preta would still be something special you need to make, but maybe it would be by placing charcoal and bonemeal and compost on high fertility soil and then tilling it, instead of using a crafting grid.
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and more stylish.
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But I don't want to sit in the lake, spinning in circles cause I'm not a good rower... Actually, coracles would be amazing. I think you can tip them over to make them into temporary tents. They'd be pretty much perfect for nomadic lifestyle, and could be stone age, using oiled pelts and sticks and twine.
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Why on earth does the 1st boss have so much health?
Bruno Willis replied to Facethief's topic in Discussion
This is key. You can learn to avoid all the fights you don't think you can win, but when you come to the boss, it's all over. Your strategy fails. If they kept the ability to get thrown into those upper chambers though, that'd give the combat adverse playstyle options in the boss combat. -
Be warned. They have mouths in many places.
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I think the point with the weeds is not to completely shut down a crop, but to make it less efficient. I would balance it so that a garden which is hoed and planted might get weeds growing all through it if un-tended, and have a %80 yield. Yes, that's going to slow down a speed run which relies on mass farming, but it won't shut that playstyle down (and also the yield reduction could easily be altered until the balance is right). Say weeds have 4 growth stages. 1 Little = do no harm but give visual interest. 2 Medium = host crop gives %80 yield, and the weed is visually obvious. 3 Grown = host crop gives %60 yield, harvesting the crop leaves the weeds at growth stage 1. 4 Overgrown = the farmland reverts to a soil block, crop is treated like a wild growing crop, and the weeds are tall and impressive. The growth stages would be slow, so that after a year's growing without weeding, there would be weeds all through your garden at growth stage 2. In your second year, if you didn't bother A. weeding, or B. tilling out a new big field, you'd get into the weeds seriously and end up at harvest time with reverted farmland and wild crops. The weeds would be extensions of what already grows on fallow farmland: overgrown grass, abundant horsetail and flowers, so it wouldn't be all bad. If you were implementing weeds like this, you'd want to add mulch too, which would maintain moisture and prevent weed growth until it broke down. You'd also get the materials to make mulch by harvesting a weedy garden, so you could do one massive field to get your sails up, and use the weeds to make mulch for a more condensed and easily managed garden in your second year. It adds long term complexity, but I don't think it'd make that first crop push much more challenging.
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Why on earth does the 1st boss have so much health?
Bruno Willis replied to Facethief's topic in Discussion
No need to be mean! But this is a sticking point for me about the first story location in general - it feels like you're asked to play by different rules than the ones you've prepared for in the rest of the game, but it isn't to train you for how it's going to be going forward. Still, there are ways to deal with that horrible metal frog, and while that fight is not the most enjoyable, it is scary. -
This is an excellent early game nomadic technique. If we had viable nomadic style transport at each of the tech levels, it would make travel much more fun. When rivers are added a travois would pair with a canoe which would have a similar carry capacity, but would require leather working for the canoe skin.
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The other thing is, the longer you can remain mobile, the more likely you are to find a truly excellent place to settle down. Even if I plan on making it a temporary shelter, I often find myself investing more and more, and before long I'm dug in and the idea of moving is just too much. I think a system of tiered mobile homes would be fantastic: Yurts and maybe a storage option which allows you to haul a lot, but slows you to a crawl. -> Elk-drawn caravans which can be built and chiseled, and made to count as a room when not traveling and can carry a fair bit of your life with you -> houseboats working with the same rules, but larger and ocean-bound. That's allow you to set up an orchard in a high fruit tree spot, a mine and furnace where the iron ore is, and legitimately move between them depending on the season. In the mean time, you might explore for that perfect base spot. It'd also give travel much more viability, being able to take a mini-base with you where you can sleep in comfort and see your progress visually on your caravan.
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I like croptweaks a lot, but it comes with increased crop spoilage speed, and seeds can spoil too, which I found stress inducing and made me unwilling to leave my base. I've just realized that the mod is configurable though, so I'll be going back to it, but giving crops and seeds a far lower spoilage rate. Apart from he spoilage rate issue, it feels like base game, fully fits into the difficulty and complexity level of the game. It's not too much or too little, and I think it would be a good adition to the base game, alongside a restrained addition of weeds, a good way for garden beds to revert to grassy dirt, and a subtle way to improve your seed stock.
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It would be really nice if there was still a reason to collect mushrooms in your second year. There is a good mod to make crops go to seed you might be aware of: https://mods.vintagestory.at/zippyscroptweaks . I found it rewarding. Choosing to re-plant all your grain to get a proper grain harvest instead of eating any is a really fun cost-benefit choice, as is letting things go to seed rather than harvesting them for crops.
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I'd prefer it if you had to write down your recipes in a recipe book in world. What a treasure that'd be to steal from another player.
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Combat is too shallow for it to be so integral to the game.
Bruno Willis replied to Tabulius's topic in Suggestions
Yeah, the more I think about it, the more I agree. We don't want ritual and superstition feeling like a viable method for players. I could imagine meeting an NPC who swears their cool looking charms and amulets keep the monsters away and make their crops grow bigger and more bountifully. They could even sell a few charms to the player... But I agree, you wouldn't want the charms to actually work. It would shift the tone in an unhelpful way for the base game. -
This! That'd make cooking more of an art than a step by step science, in a really good way. If a player memorized a few useful combos, they'd actually be a better cook, and be able to take the same ingredients as anyone else and get something more satisfying out of it. It'd encourage specialization naturally rather than through classes.
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I really like how the investment in terra pretta pays off in this game. You really only need a little bit, say 18 blocks or so, to produce way more food than you need in 1 year. It feels like you can do a year of intensive farming to fill up your cellar, and then the next year you can put in a crop and just go off adventuring. I think weeds might be a good way to do this without adding too much complexity, and I've found weeding can be really satisfying in other games (don't starve). I don't think you would want it to be so disruptive that it makes big farms pointless, rather it would just make them increasing inefficient, and make maintaining a high quality little garden a little more interesting. I also think a way to subtly improve your crops could help, but that one's been gone over many times already.
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Playing a slightly faster running class really helps. Since I've started playing clockmaker, I've just been able to run run run and I'm usually alright. Sometimes I see wolves dozing in the sun and I jump over them. I like to hear them yap. I wouldn't do that to a bear though, cause they don't sound as cute.
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I have a feeling the devs, and most of the player base, wouldn't be interested in seeing what that story was like. Because vintage story is realistic and uncompromising, I'd imagine there'd be a few moments of bloodlust, and a long long time of sandbox play in a lonely world with no NPCs to talk to. I certainly wouldn't want the devs to spend any real time worrying about that playstyle.
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Grim. But it is fair to say that if a player does this sort of thing, there really should be repercussions. Word should get out and traders should refuse to trade, maybe send you on "quests" which are deathtraps, perhaps certain story locations might become closed to you, causing the whole storyline to be incompletable. I think that is a worthwhile addition, but hopefully not a particularly pressing one since people usually don't kill the NPCS. It's probably worth adding a bit of a Morrowind treatment as is, just to say "yes we saw that." Probably not worth producing much hidden content for though.
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Combat is too shallow for it to be so integral to the game.
Bruno Willis replied to Tabulius's topic in Suggestions
Sure. I'm still getting familiar with forum etiquette. A ritual isn't the same thing as building a machine though. A ritual would imply some sort of spiritual power being invoked, whereas a machine implies using what one knows about natural law and order to get something done. I will also note that what you've described here regarding the trial and error to figure things out, is the scientific method, which isn't really used for rituals. As already noted by @Teh Pizza Lady though, the solution to rifts already exists with the rift ward. Build the machine, and keep it powered, and it will stop rifts from opening within the protected area. It's basically a lightning rod, but for temporal anomalies instead of electrical charges. I'm not sure if this is right, but I was under the impression that torches discourage rift spawning. I don't know if that means rifts are less likely to spawn, or if creatures are less likely to emerge from them if a torch is nearby, but either way that implies fire might be a simple technology for shutting down rifts. I could imagine building a bonfire on the ground under a rift (dangerous, nauseating work) and then lighting it up and hoping to "burn out" the rift with the light and heat. Pouring those logs onto the fire, because you really don't want a rift in the middle of your courtyard. This idea only works if torches do actually have an effect on rift forming though. If torches have an effect on rift spawns, burning incense and candles might have a minute effect. Even if it were too small to be noticed or gamified, people might start associating all sorts of fire with stability and ritualize that. -
Fair. Okay, for me it's more about wanting to take multiple paths and avoid combat where possible. I'm not so keen on the idea that you can only do story locations in plate armor. I love how many different ways you can play outside of story locations, and I would like to see some of that diversity supported in story locations. Not all play styles, not mining: I think the restrictions are there for a reason, but I think they're a bit tighter than they need to be. To reiterate: All of that is about keeping the current, lovely story locations, and just adding a few more options for how you might interact with them.
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I was also quite frustrated when I first entered the R.A. and realized my stack of rope ladders and my explosives were useless. Then I got to enjoying the location design and I didn't mind so much, but it still bothers me. For the most part, especially when it comes to player behavior towards NPCs, I agree with LadyWYT. The current land claim system enforces the tone of the game and moral character of the seraphs, and it does it well and fairly subtlety. The story of the game suggests that we are interested in communities recovering, have good intentions towards other people, and are unwilling to desecrate significant sites. But we are also survivors and adventurers. The current land claim system limits the sort of tools the game considers 'adventurer's equipment' to a very small pool, with torches being the only placeable tools of the lot. It does this because if we adventured in story locations like we do in caves and ruins, we'd ruin special places as well as our own gameplay experience. If land claims were to change, it would have to be in a way which preserves the tone and moral character of the game, and doesn't undercut the current story location design. It might be worth changing claims because claimed areas feel a bit artificial, and also stop player using tactics they've learned elsewhere when they encounter story locations. We discussed this a bit in the "Combat is too shallow for it to be so integral to the game." thread, so I'll just summarize a few of the ideas for changes we had, and their issues as I see them now: Placement and removal of a limited selection of items within claimed areas - rope ladders, beds, cookfires and pots, maybe explosives. Issues: allows construction of artificial barriers to cheese combat in a way which doesn't support mood. Might create three separate systems, free gameplay, partially claimed, and fully claimed (for npcs), instead of two. Having those items disappear in some way - either they time out, and slowly flicker out of existence like temporal storm rust-foe do. Issue: still allows barrier building, but keeps the story locations pristine. Rust foes break or pick up those items when they would interact with them. Issues: rust foe aren't that smart and don't exhibit the ability to break stuff out of claimed areas. Still, this would keep story locations mostly pristine and not allow barrier building. Making a noise or alteration sensing system, like a sleepy monster, which gradually wakes as things are placed or broken. It would punish placing items or breaking items in claimed zones by becoming a terrible threat, lowering stability massively, etc. Issues: very story location specific, also allows locations to be damaged and altered, and areas to be cheesed and mined, for possibly very unrewarding gameplay (run away, come back when its calm, mine another couple of pretty lights, then run away again...). Rework items to work in claimed areas within existing conditions, i.e. make the scrap bomb throwable. Issues: maybe bad people kill lots of NPCs :-( Class of portable items, as with #1, with bags/back packs, a portable stove, sleeping bag, bombs & traps? Smoke screens, noise makers, flares, caltrops? which can be placed in claimed areas, automatically broken if placed in a crucial location. Issues: as with #1, could be used to block foes from getting through corridors. Griefing with bombs and traps in player claimed areas. Automatically collect 'portable items' back into inventory when the owner walks too far way. Issues: it might have to happen as a seraph walks out of arm's reach of an item, otherwise it might feel odd, but a seraph's arm's reach is massive so... This seems like a very good solution to a lot of these issues. What I see as the best case scenario for changing claimed areas is making a class of portable items which explicitly say "can be used in claimed areas" on their handbook entry, which would do double duty by informing players that other items can't be used there. Making items which Devs want to be used in adventures usable without placement where possible (scrap bombs). Adding interesting extra items into the portable items category: portable stoves, smoke screens, caltrops etc. and having them automatically collect back into inventory if you go too far away, and also become temporally unstable and disappear if a rust-foe tries to get past them for long enough (Maybe a short delay of 2 seconds before they phase out). I'd love this change but I don't think it's the biggest priority. I do think it would give the devs a few more fun options for story location design, and would make claimed areas feel less jarringly different to the rest of gameplay.
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You can preserve apple juice. You fill a jar with apple juice, heat it in a pan of water till it is hot, then seal the lid. It'll keep in a cellar for more than a year without fermenting. (that is, in real life)