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Bruno Willis

Vintarian
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Everything posted by Bruno Willis

  1. This is really interesting as well because taming a single wolf could happen relatively early in your game - an early intro into animal husbandry, where domesticating takes many generations. I love the idea that a tame animal is still a dangerous one if not fed regularly. That fits right in with how scary semi-domesticated big horns are, and makes the idea of keeping wolves so much more exciting. They're still wolves, they should still be scary! It'd also be really neat to see your crazy friend taming wolves and always stressing about providing enough meat for them, and getting devoured every now and then, until one day they've domesticated the wolves enough, and they've got lovely loyal dogs.
  2. This is a perfect example of why it would be worth re-visiting the claim system, to me. Actions like lighting a torch can become huge puzzles in claimed territory, when they really shouldn't be. I think it would be a good idea if the devs tried to make claimed areas a bit less restrictive as early as possible, because it has such an impact on future area design, whether they decide it has to stay as is, or if it changes. I feel like playing in claimed areas is a different game with different rules to the rest of gameplay - a fun game, but a different one. My concern is that this issue gets forgotten because you can get used to it, learn the rules of how to function in claimed areas, and it no-longer feels like an issue. The thing is, it can be really off-putting to new players, and still makes gameplay less immersive for everyone, even if you've gotten used to it. This'd be a lovely little fix. I feel like V.S. does a great job at saying "yes that'll work" when you try something that seems logical but sort of niche.
  3. This would work really well for ordinary storms rather than temporal storms. In real life stones slowly work their way out of the ground in pastures, and farmers have to continually gather them up and build walls with them or get rid of them somehow. A storm could wash some of the soil away, bringing up new stones. It could also knock dead branches down from the trees, refreshing the sticks on the ground in forests. I would love it if collecting fallen wood was a legitimate long term strategy. Ordinary storms are a great opportunity to refresh the landscape. For temporal storms, I could imagine rusty spikes and things spawning temporarily on the ground, as well as loose rusty gears rarely? Then they'd fade out in the same way the last few rust foes do at the end of the storm.
  4. While I'm hearing the reasons against these ideas, and I get those reasons, I like that you're looking for non-combat game loops which might put people at risk, exploring the storms and experiencing them, not just hiding or fighting. Having a non-combat reason to expose yourself to the temporal storms would make them so much more fun for me. I've set up a drifter trap in one world, but I set it out quite a way from any of my other structures. I really enjoyed sprinting for the shelter, but the killing and looting afterwards felt cheesy and not fun. I love the idea of weird time things happening which you can exploit if you can survive out in the storm long enough (unlike the less hardy humans). I had the same initial thought as riotmode about ruins becoming whole during temporal storms, and seeing it come up again makes me feel there is something in that idea. I know there are story events which play with this concept really well, but I don't think that's a reason not to implement something like it in normal storms. I think it'd be different enough if ruins occasionally flickered into either their rust-world equivalent or their unbroken original forms, and stayed that way for the duration of the storm. Perhaps it would only happen to some ruins, and never to a ruin you're currently very close to. I also really like the idea of paradox exploitation causing issues too. This is another cool reason to experience the storms instead of just combat. I've proposed neutral rust beasts before, as a different reason to go out into the storms. I like the thought of seeing some strange beings moving across the twisting landscape in the middle distance, and being stupid enough to run over and interact with them. What they'd be, and what they'd do, I'm less sure... On a different note, I'd like to see the storms get a bit more of a folk-horror element to line up with the lore: baby animals born during the storm come out as rust-warped monstrosities (that'd be pretty rare, I'd guess). Stored food would appear to be entirely rotten, and taste like it too during the storm, but then revert back afterwards. Wild animals and traders should hunker down and hide, to show you that you would too if you were wise. For sure. But the storms are cool and it'd be good to have a real reason to experience them which isn't combat. The other side to that would also be the much recommended change where rust-foes don't spawn right inside your house, so you have a reason to use high walls, close the storm shutters and bar your doors. If the negative effects were more interestingly implemented, I think we could get away with a couple of niche positive effects that only a foolhardy seraph would even consider exploiting.
  5. This would be a great direction to go: it'd give all classes stronger identity, make clothing so much more interesting (than any game I've played, come to think of it), and make tailors the go-to trader, which seems fitting. Imagine how fun it'd be as a malefactor if the traders just straight up refuse to show their wares, until you can loot some less dodgy clothes, or how fun it'd be as a tailor if everyone's fawning over your perfect condition noble robes.
  6. I think this is a good point: the game doesn't feel very uncompromising when it comes to weather exposure, which makes clothing less impactful than it is in reality. I think giving textile production and weaving the complexity it deserves could also help the tailor. Perhaps also being able to add pockets to clothing would help give them more of an identity? Extra slots of storage stitched into the lining of their clothes.
  7. I'm glad the forums help. This is such an interesting game, with a really good following. I find it is always worth sticking with you goal just a bit longer, and if that doesn't work, switching tasks instead of quitting the game. VS. doesn't give you guaranteed dopamine hits, but it slowly rewards all the struggles as long as you keep struggling and keep noting things down. Take nothing for granted and good luck!
  8. I feel like increasing the number of fish in pools would require the pools to feel more like viable habitats. I'd like the devs to add tangles of deadwood in the edges of pools, and overhangs (even if only visual) to the shore blocks, basically adding places where fish might hide. Personally I'm not keen on rod fishing of any sort being added to VS. It feels like a modern fishing system, when VS feels more in line with pre-industrial tech. Spear fishing, noodling, fish traps, crayfish pots, and nets over the sides of fishing boats, are my preferred fishing mechanics. I see rod fishing as just chasing what other games do instead of following VS's unique flavor.
  9. I'd love to see conflict with humans which doesn't result in their death, for once. What if you 'killed' a bandit, and the rest sue for peace and heal their downed companion. You'd be able to run them off that way, without killing them. Have a re-occurring group of enemies that you can get to know and learn how to fight. Imagine making a deal to go one v one with them, and if you win they've got to leave, and then wondering which of the bandits they'll choose. The big armored lady, or the punk with the recurve bow and daggers... You could also use them for quest moments. If the villagers heard of an approaching threat, they might ask you to find the bandits and offer them a deal to get them to help defend the village. The bandits could remain an issue after that, but a human issue. The cool thing about human foes is that you can fight them, defeat them, and not involve killing them. Even if they 'kill' you, they could have a unique mechanic where they just rob you blind and heal you up, then tell you to run off into the wild... that's almost a death sentence, but it's also a really fun situation. You'd hate them so much.
  10. This is something which I think would fit right into vintage story. I personally would love to see pulley systems implemented and utilized. Imagine unloading your sailing boat using a crane to haul crates of stone off it and into your workshop area! Or building a pully system to raise a platform from the ocean up to the top of your cliffside hideaway. I don't know exactly how it could be implemented, but it seems like no other game does pullies and ropes, and they're such an powerful tool with really interesting visuals. Perhaps you'd construct pully blocks, attach them to blocks you want to move (chests, crates, etc.) and to support beams. The number of pullies would determine the weight it could pull (2 pullies to lift a crate, 4 pullies doubled up to lift a crate stuffed with stones or a trunck, etc.) but would slow the lifting time down. The distance between pullies would determine the amount of rope you'd need, and the distance you'd need to walk while hauling on the rope. Alternatively, you might make a winch to roll the rope up tidily and easily. Unfortunately, the way weight and inventory works right now sort of negates the purpose of a pully system. If you can haul a house-worth of logs in your linen sacks without breaking a sweat, why use a crane? I'd prefer it if cranes and pullies were necessary, and were in the game.
  11. I found winter boring, until I decided to chisel and make some slight improvements to the house. Then winter just flew by. I think it's a good time to get bored and then find something you wouldn't usually do, and do that.
  12. Yes, in my case all the map data is intact. I love how straightforward this game is (as well as beautiful). On second checking, the waypoints are still there, but not the exploration - sounds like it is the same issue you had. Bummer. Luckily I hadn't done much long distance travel yet on that world.
  13. Update: The tin-bronze scythe I was in the process of forging has transformed into a silver scythe on my new laptop. Weird. Can't complain though.
  14. Welcome to the forums. I have also got a favorite world saved on a less than ideal computer. I'm going to have a go at moving the save file from one computer to the other, and I'll update you with how I go. Update: Yes, it's really easy. I just grabbed the file in my game saves and copied it onto a memory stick, then moved it over onto my new laptop, jumped on, and immediately died in a temporal storm. Beautiful. I haven't found any odd issues with the world so far. Maybe you'd want to back up a world before doing this... I don't know. Caution is always an option I guess. Best of luck
  15. This mod looks like it is getting at some of these suggestions, https://mods.vintagestory.at/novelty as with this one: https://mods.vintagestory.at/show/mod/10769, I think there are plenty of people who would really like a more complex and rewarding nutrition system implemented, and I don't think it'd be that troubling for people who don't care about it either.
  16. I like the idea of a slowed down, some what musical grumbling stomach sound, which gets more and more obvious as time goes on.
  17. In modern stone masonry a wooden mallet would still be a preferable option to a metal hammer. We have rubber nowadays, but it used to be wooden or rawhide mallets. Give the wooden club a new use! Make mallets out of rawhide and sticks! Don't damage hammers as much when chiseling! Honor the stonemason's tradition! (sorry, off topic. I just got passionate)
  18. Welcome to the forums. That cog is your temporal stability. If it's rolling towards the right, you are stable. If it's rolling to the left, you are getting less temporally stable. Be careful when it turns to the left, it means either you are in an unstable surface block, you've gone too deep, or you're in the middle of a nasty temporal storm. Either way, as the teal glow gets lower on the cog you will start hearing strange sounds, getting visual glitches, and eventually spawning rust foes all around you. To increase your stability, either hold a temporal gear in your off hand and use a knife (I think implanting the new gear inside yourself...) or kill some rust foes, or get out of there. The last option is usually the best one, when possible. Good luck out there in that broken world!
  19. It for sure feels like more of a mod than base game, although it is quite Lovecraftian to have 'horrors' which are neutral to humans, if only because they are so much bigger and more powerful than us - Dave's a perfect example. As I've said many times, the storms are present both to present a gameplay challenge/obstacle to survival unique to Vintage Story, as well as serve as an aid to storytelling and otherwise getting immersed in the setting. If the NPCs are describing the temporal storms as supernatural disasters, and battening down the hatches, then temporal storms are something I would reasonably expect to be highly dangerous as well. There's even a tapestry that can be purchased, that depicts a seraph(or humanoid figure, at least) hiding in a bunker of some sort during a temporal storm. I think there is a middle ground here. I like the storms, but I don't think their mechanics at the moment sell the story as well as they could. I want to be able to 'batten down the hatches' literally, rather than just coat myself in dirt. Having to bar the door and use heavy shutters on the windows to keep the rust foes out would make temporal storms so much more exciting without adding combat. Imagine hearing some odd sounds upstairs. "Are they on the roof?" "Did you leave the bedroom shutters open?!" and so the drifters get in. I like the idea of taking the temporal storms as unnatural disasters that are mostly bad, and giving the experience of keeping them out more love by: Allowing 10% of drifters to be able to open doors and gates, but adding bars and locks which let you keep them out. Allowing drifters to break windows (placing the block on the ground nearby to avoid griefing), but adding storm shutters which can be closed to keep them out (and would look good). Making fires prevent nearby spawns, even in storms, and adding bonfires with a wider range. (Normal fires would have a very small range, bonfires might have a larger range than a rift ward, but require fueling with lots of logs). Give players other things they should do during a storm which feel urgent and storm related, but aren't combat (unless things go wrong). I think the issue with the storms isn't that they are out of place or too hard, or not interesting, just that they are unfinished.
  20. I've had an idea for a neutral rot-beast, a big-cat oxen type creature, that occasionally travels during temporal storms and could be tamed if approached during a storm and given something delicious, like temporal gears? They'd be used to move wagons around, essentially giving you a mechanic where you can sleep in a wagon if it's attached to one of these beasts, and the beast will move it to a new location while you sleep (how to work this in multi-player, I don't know). What's most exciting to me though is the idea of going out in a temporal storm and trying to spot a herd of these big, strange, rust creatures. And if you didn't know about them, they could be a terrifying and awe inspiring sight if encountered unexpectedly. It'd add something to witness during the storms which would sit somewhere between the normal rust foes and Dave on the epic-ness scale. It'd also add a game loop to the storms which wasn't just about killing, it'd be about exploring and surviving, which seems more interesting to me.
  21. You know how grass has a bit of colour variation? imagine if stone became slightly more rust-red the closer to iron it was, in the same way forest floor gets more and more intense. You might not notice it if you were surrounded by it, but it could also show up as rust-stains on cave walls. Maybe you'd do other colours for other metals, but I don't know what colour stones go when tin ores are present (for example). It could look very nice to have odd discolourations in cave walls though. That'd have to come with making prospecting harder though. I think with this sort of thing you wouldn't even need a pro pick, just attentive eyes.
  22. Yes. Sorry, I'm being ironic but keyboards don't express that the best. What I mean is, this game thrives on the little systems which you don't Need to interact with, but offer lots to those who interact with them. The whole "If it's a niche system, it should just be a mod" thing seems to be kind of against the VS ethos. But yes, those good details will only come if the devs are doing it for fun and on their own timeline. This kind of gets to what the op is talking about. I would like to see the devs focus on systems similar to animal husbandry and pumpkins, systems which fill out holes in the early and mid game, rather than have them race to make more story. I feel like doing more story before establishing how textiles will work (for instance) is maybe not the best idea. I wonder how certain story locations might have been designed if they'd been designed after sailing ships were added?
  23. Yeah. I would have it so you can still just use sticks, or you can get into splitting and carving down oak logs into handles, if you want. I'm not wedded to the idea of tool handles though, just an example of how filling out early/mid game would give late game extra depth.
  24. Why have animal domestication and cheese in the main game? so few people bother. Why put pumpkins in, they're so niche? As far as I can see, Mods are really good at moving the base game in a different direction to the dev. team's vision, and good for filling out holes which could do with plugging (sticky dirt mod). Textile working is a gap that needs filling, and while there are some really good looking mods that address it, spinning wheels and looms feel like they need to be added to the base game at some point. It's pretty debatable whether tool handles fit into that same category, but I think it's defiantly worth adding sideways complexity to the early and mid game, not through mods. Otherwise, the game tells you "Get to tin bronze! Get to iron" and misses opportunities for interesting gameplay in the early game (where newcomers spend plenty of time).
  25. Welcome to the forums, and the endless bear pain. I think I've learned how to deal with them without too much trouble, but I do wish they were more interesting. If they made dens in caves and stuck kinda close to their dens. If they marked their territory so you knew when you were making a travel mistake. I think they would be a lot more fun.
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