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Everything posted by hstone32
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The randomly generated rift levels and durations certainly make for an interesting experience. after sleeping through a "high" activity night, you see the rift level is now calm, so you go out to do some chores. Pretty soon, you wonder where all these bowtorns came from. Is there a cave opening nearby? Nope. Rift level just turned apocalyptic.
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when someone makes an argument against the devs, and somebody else points out the flaws in that argument, that isn't defending the devs or fanboying. we all, myself included, need to be better than this. we've all gotten in the habit of assuming one of three things about people who disaggee with us: They are ignorant, they are a hypocrite, or they are sub-human. All this because we apparently cannot bear the painful reality that an intelligent, thinking human being wouldn't come to all the same conclusions that we do. As if we've never been on the fence about thing or have ever changed our mind on something. Please don't let this community turn into reddit.
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Please no. That is an extremely annoying aspect about the other block game. It makes making quick little changes underwater so much more annoying than it should be for such little things. How about instead, doing anything that would cause hunger to deplete faster while underwater, will also cause oxygen to deplete quicker.
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If an additional tier of armor and weapons get added, there should also be added something to justify the upgrade. I haven't fought any of the bosses yet (please no spoilers), but I've heard that steel weapons and armor are already way more than enough to defeat the two bosses in the game thus far. A third, much harder boss could be added, but I don't think it's VSs style to make bosses the yardstick of progress. maybe the question could be settled the same way Terraria does. In Terraria, at about halfway through the game, the player must do something that transforms the world into hard mode. It unlocks many new tool and weapon tiers, whilst also making the game harder by introducing new enemies\biomes. if a third boss gets added, perhaps defeating it triggers a terraria-style hard mode, where steel is no longer good enough, and higher tiers of materials get unlocked.
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For me, progression is the main feature of survival-crafting games. The longer I am engaged in furthering progression, the more worth I'm getting out of the game. My favorite survival-crafting games implement progression in a way that increases the number of opportunities available to the player, rather than just some number going up. from a game theory perspective, that's the only way I know how to judge the quality of progression. The amount of time it takes really doesn't matter to me, so long as it's implemented well. i've said it before, and I'll say it again. The other block game is a lousy survival crafting game. It's entire progression loop can be completed by an experienced player in a single play session, and each step in the progression barely adds any more opportunities to the player besides the ability to work towards the next tier up. Survival mode is just a formality at this point. Sure, Microsoft is constantly adding new crap to survival mode, but they're always shallow novelties that are easy to advertise but don't add any depth to the experience. The real fun comes from building and redstone and of course, modding. For years, I've been chasing after the ideal survival experience through modpacks, but I would always lose interest in them after getting too annoyed with the mounting technical and performatce issues. seeing as I have no patience for building and redstone, nor do I derive pleasure therefrom, VS was a godsend when I at last discovered it.
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I keep seeing this idea being referenced across the forum. Is this a hard requirement written in stone? We can't ever see anything that wasn't pre-columbian in origin? If Tyron said so, how long ago did he say that?
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Looking for somebody to teach me the basics and stuff.
hstone32 replied to Jannis Scholz's topic in Questions
That might be a hard ask. Mutiplayer servers exist of course, but I doubt there are any servers out there that exist to teach new players tye game. why don't you play it and discover it for yourself? Learning it for the first time is half the fun of buying a new game. If it were me, I wouldn't want to play with anyone more or less experienced than I am, so that we both discover together. The in-game guides are sufficiently comprehensive for any new player, even though people on youtube keep ignoring it for some reason. -
Probably lighting errors. Try placing a torch on one the removing it, to see if they persist. turns out calculating lighting is reall, really difficult. It took the other block game forever to get it right, and that's without dynamic shadows and colored light.
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This to me, is a tricky question. On one hand, salt is really easy to obtain in real life. People have been boiling seawater for millenia. Geolithic salt sources like halite or gypsum are treated more like a luxury rather than salt's only source. but at the same time, so much of VSs gameplay is designed around long sparce bumps in progression that must be patiently worked for. Salt in VS seems to be designed around this idea as well: it is the gate behind which meat preservation, pickling, and cheese is locked. It generates rarely, but in such large volumes that players ar unlikely to ever need to search for more once one source is found. I worry that making salt as immediately and indefinitely accassible as it is in real life would make obtaining it less rewarding, as well as give players somewhat less of a reason to brave the depths to find it. maybe a compromise could be considered. instead of only being found underground, maybe there could be rare salt-water lakes where big salt boulders can be found on the shores, just like the dead sea and the great salt lake. Appropriate, considering rivers will be added soon.
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I've not tried multiplayer yet (I want to finish both chapters in singleplayer first) but I feel like vintage story could be uniquely well suited for themed multiplayer roleplay servers like this. Native mod support goes a long way, and hardcore survival mechanics help to necesitate trade and formation of social institutions. I'd consider making one myself, but I really don't like programming in c#.
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With the most recent update (1.21.x at time of writing) finding elk in the wild is more important than in previous versions, because they must now be captured as a baby and raised, instead of just purchased from a trader. While I love any and all systems that require the player to explore the world, I haven't once found an elk, adult or baby. According to the wiki, elk only spawn at a minimum of -12 degrees, and a minimum of -2. Does that refer to year-round temp, or just at the time of spawning? The wiki is quite often out of date, are those conditions still the case? also wondering if it's possible to manipulate spawn conditions like in the other block game. If I kill all animals in an area, does that increase the likelihood of future spawn? I've also heard that leaving skeletons on the ground discourage spawning. Does that only affect spawn weights for animals that dropped the skeleton, animals of the same category, or any animal at all? Would a wolf skeleton, as an example, discourage elk spawns? A racoon skeleton? A moose skeleton?
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I wonder. Are ore bombs ideal for mining gold and silver? I've not at all enjoyed searching for needles in a quartz-stack.
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Oh hey, it's mongster! Really love your youtube series, buddy!
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This reminds me of the old gaming cheats websites from the early 2000s "to unlock the golden arrows, go to the northwest room of the forrest temple and blow pourself up with bombs. Turn off the game amd get a hammer. Hit your cartridge until it breaks into 3 pieces. Bake at 450f for 27 minutes. When you boot the game again, your arrows will now be golden arrows."
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Ooooooh. What if special firearm enemies thet only appear during temporal storms? I've felt like temporal storms ought to have more danger to them. or how about, exploding suicide enemies? No survival game has done that before.
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I must admit, I felt like something should have happened when I made my first Iron ingot. Achievements would certainly be a whole lot more meaningful in this game rather than they currently are in the other block game.
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I didn't know entire peat patches could ignite and burn. Those must have been some pyrotechnics- I've wondered if maybe they should make it so that peat has to be dried out before it can burn. That way, at least you wouldn't lose a fuel source to a very unfortunately placed lightning strike. Also, considering peat generates in wet areas live rivers or marshes, it doesn't really make sense for it to be flamable while still in the ground.
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Ok. Now that that whole mess is over i'm very curious how mechanical power could be expanded in the future. If they add rivers, then maybe the underlying code could also be used to allow players to build resevoirs, or maybe even more complex hydraulic engineering like hydroponics?
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I wonder, does VS provide a way of addressing objects in-game? Either an loaded object browser, or by clicking on it while the command prompt is open, like with source engine games? If so, I wonder if it's possible to force set a pig to pregnant.
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I had this bug too. It was caused by updating the game, which set my current rift status to an entire year. you can check if you've been affected by typing `/dweather` to display remaining time for current rift activity. If the number of days left are in the double digits, type `/dweather reset` to fix it. from this bug report: https://github.com/anegostudios/VintageStory-Issues/issues/7237
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If you have the better ruins mod, I know it adds at least one type of surface ruin with a brokn translocator.
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Isn't chiseling vanilla? It's the only way I've ever seen them made.