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Everything posted by Bruno Willis
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Starvation sounds could be music to our ears
Bruno Willis replied to Bruno Willis's topic in Discussion
Yeah, that gets me very stressed, quite often. It does get me running for my food bowl, but more because I can't stand the sound than because I need to eat. I imagine a sound designer might be able to make a stomach growl like sound with each of the instruments they're currently using, although I'm not sure if the musical vocalization is the long-term vision? -
Isn't it wonderful that we can customize the instrument which our seraph uses to scream their pain? The problem is that it's always the same few sounds, regardless of what caused the pain, and the repeated hooting that you get for starvation doesn't sound like hunger pangs, it sounds like you are stubbing your toe a lot. Would you prefer it if starvation cause more of a steady, melancholy tune, which slowly got louder and more frantic the closer to death you got? Or would sad music make you more tolerant of starvation? I would like it if the sounds lined up with the source of pain more, personally. Freezing to death could produce some interesting frozen instrument sounds too.
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Carbon-copy paper as a way to copy chiseled blocks.
Bruno Willis replied to Andrei Panitkov's topic in Suggestions
I'd love the mechanic to encourage players to build masonry workshops: Maybe you could draw a plan of the original chiseled block by right clicking on each face with a piece of parchment in one hand and charcoal in the other to produce a chiseling plan. Then you could place that plan down (in your workshop maybe), right-click it with your hammer and chisel to "memorize" the plan, and then click each face of the new block to copy the original onto it. To make the plans more immersive, they could roll up as scrolls if stored in a scroll holding shelf, or lie flat and open if placed on the top of a block (ready for the mason to read). That'd encourage players to build a library of chiseling plans which they can re-use. -
Game didn't quite live up to "Uncompromising Wilderness Survival"
Bruno Willis replied to jerjerje's topic in Discussion
I think new plants could be a way to let players choose 'hard mode': You have common plants available which are pretty easy to farm, have little depth (as now). Then you add in interesting plants, - plants that use 2 types of nutrients, plants which need trellises and get blown over in high wind, plants which die if they get too wet, plants which get diseases and need to be pruned and maintained regularly, plants which only give seeds if treated just right. The more complex plants would need to be worthwhile in some way, but the main purpose would be to let people who like to garden give themselves extra challenges, and then let them show off when they manage to grow a really difficult crop. It'd be really interesting if players could go down a gardening rabbit hole and forget they ever promised a bronze pickaxe to that guy in the valley over. -
Violins. It's clear that chapter 3 will be primarily a violin concerto arch, and we'll need a lot of rosin for our bow strings.
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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.