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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. I was running into it about the middle of the second year. I imagine it's possible I was not full up before the storm, since I don't watch that too closely, but it has happened several times. Suppose it might also be wilderness, or even cranking the storm frequency all the way up. Dunno. After it happened a few times, I just stopped trying to shelter through them and went out into all the storms. It is, after all, a decent time to scythe grass or, if you have iron tools, dig sand or dirt or peat, even clay if you still need. [EDIT] Oh, wait, my bad. I've been just copying playstyle from one game to the next. Not only do I have storm frequency cranked, I also have storm length cranked. Maybe it doesn't do it at 100%?
  2. Give it time. Storms eventually get long enough that you lose all stability, so unless you have a stash of gears, you have to go fight. After having skipped all the easier and shorter storms that you should have been learning how to handle them instead of hiding in a hole.
  3. That's what I thought the first time it popped up. "Whatcha gonna do? Cry to mommy or git gud?" The former no longer being an option tfor me, I chose the latter. Though that's what I would have chosen anyway. Where are y'all getting the idea that most people shut off storms or sleep through them? I don't see all that many servers that do either. They would have the stats on how many just exit the game and rejoin after the storm is over. I don't have those figures and have never seen even a single server host post them. I can say that the servers I've played in have only a few who leave during storms.
  4. Might be an OK compromise. Don't remember if that's JSON or not. I'm pretty sure all attacks have a "wind-up" such that if you keep running, they can't hit you even if they spawn right on top of you. At least so far, since I started noticing the pattern, feets have never failed me. The ones that hit me are the ones I run into. That's true for all critters, BTW. If you don't slow down, you can often jump right over the back half of wolves and run behind bears. Just takes them too long to rotate 180 degrees. Now the "wind-up" is pretty darned short. Under a second, for sure, around half a second, I think. That's hard to react to in time if you ever stop in place. I can't do it consistently, and I'm a twitch gamer. Keep on truckin' is all that's worked consistently for me.
  5. Yes, they are, but even moreso because by definition they have to be server side, and suitable for ongoing servers with some seraphs in day 1 and others who have a couple game-years, and have the best of everything. Under current rules, that will be one of the harder of the storms. Not "fair" to the n00b, no, but that's probably the reason they have not patched out the ability shelter in a small room. Single player could be different, but the vision seems to be to keep multiplayer the same as singleplayer, other than you have friends in your world.
  6. Sure, @LadyWYT. That's a lot more complicated. But a good share of the mods are also .dlls and they exist. There's probably a reason no one mods them --other than to a highly vocal subset of players, storms aren't a big enough issue that anyone cares to bother. If you just flat out hate them, you can disable them. If you kind of hate them, but want them anyway for some reason, you can set the "sleep through storms" and choose whether or not to participate on a case by case basis. If you think it should have different drops, or more or fewer spawns, there's mods for that.
  7. Depends on what you are trying to accomplish. Changing the mechanics of the storm itself,, yeah, that's more tricky. At a guess, performance at a time when performance is at a premium. No one would tolerate a lot of lag in a storm. Other than masochists, I guess. But change it from spawning drifters to spawning baby bunnies and maybe even fish out of water? Pretty easy.
  8. Has that been changed? Can they walk through storages now? Obviously, I have not done so lately.
  9. I don't see either of these making much difference to my play. I stopped moving bushes a couple versions ago. There are more than enough to harvest as you go about your collecting of other stuff. And I didn't care that much about torch holders anyway. Replacing torches takes maybe 10, 15 seconds every day, day and a half. Not really worth the inventory spot to bring back unless you find a half dozen or so. You will have to replace all the rest of your torches anyway, so you only save a few seconds per loop. Also, I am very seldom home, and there's no point in lighting up the place when I am not there.
  10. I suspect it exists mostly for those who were expecting deadly combat to be part of an "uncompromising wilderness survival sandbox game inspired by eldritch horror themes." If it says "unnerving temporal disturbances" right on the tin, why would one expect to not have disturbances? For every temporal storm thread, there's another that thinks combat should be an even bigger part of the game. Temporal storms are not an awful compromise. Particularly with as easy as it is to change settings or even use/make mods. [EDIT] I don't really object to any of @LadyWYT's suggestions, but I wouldn't have stuck around as long as I have if the challenge were nerfed too much. What kept me here was that I was only one bear hit or high end rustie hit from dead, so had to develop the skills to prevent that from happening.
  11. You don't even have to do that. Just use a stack of storage (chests or whatever) as the wall between your "regular room" and your dedicated storm room.
  12. This one. If we were talking a full-on RPG either classes or skills would be appropriate, but this is more of an exploration/builder. The classes seem tacked on, and while not the intent, is at the root of a lot of the balancing discussions.
  13. 1.14 this account. 1.12(?) on my machine that died and I couldn't remember the PW for the gmail account I bought the game with. I found this while looking for something different than my normal fare of mostly FPS, RTS, city builder and TBS. What sold me on the game was the first day. Had no idea what I was doing, so night came and I still hadn't figured out how to make a torch. Ended up building a telephone booth to spend the night, then terrified because I was absolutely sure the drifters would break through my dirt walls any time now, and finally starving to death before dawn. In short, it kicked my butt, and I couldn't let that stand. In the first version(s?) I played, there was no pit kiln, you just placed the pottery in the firepit. Huge improvement. Fire damage significantly nerfed -- it used to be you could go spank the rusties in temporal storms with nothing but a torch. 1.15, IIRC. There may have been cooking prior to 1.16, I don't know. I never realized having a cookpot was a good thing until then. The world was a lot less alive. No butterflies, no deer or goats, no bears, no shells, or at least I don't remember shells, Mushrooms grew only on specific blocks, and you had to harvest them with a knife or it destroyed the block.
  14. Generally, you can't place any aquatic plant in the wrong kind of water. Which means if you carry a lily pad, you immediately know which kind of water you are looking at, even if it happens to be too shallow to have plants or fish of its own. Coral is (or was) an exception in that it drops a block which can be placed anywhere, but is no longer coral. Dunno about now. Have not yet found the ocean using default Wilderness settings.
  15. I agree it doesn't take long to get to fresh ground (though certainly not a few minutes -- that's all thoroughly explored) but misses the point, that is, to start over, and use what you know now to make a better start.
  16. I was just thinking that if there were a dozen status effects, carrying the appropriate herbs or whatever is half your backpack space.
  17. High elevation only. And not always. Mostly white currants ime.
  18. But will that affect much of the core gameplay, @LadyWYT? Is your arm injury is going to make it so you can't hold a hammer in your injured hand and pound out a new sword? Or use a scythe? Crafting? Build your house? If it did, that would make hunting an even worse option, yes, but would be a "fair" trade for insta-kills. Yes, I'm excited to see the status effects. But only if it makes your choices have consequences, and isn't just an excuse to suggest adding a medicine belt pouch..
  19. Could be, so long as the effects are not quickly remedied. You can stanch the bleeding, yes, but you will not have use of that arm for at least a few days. But if it's just apply a strip of willow bark or chew on a bit of Black Eyed Susan root and you are right as rain, the only way the experience has been changed IMO is that inventory management gets more tricky. More realistic? Sure. More enjoyable...?
  20. Oh, OK. Another suggestion that won't have any effect on one after a couple-three starts and has learned how to look for food? Guess I'm indifferent, though with my ever-present opportunity cost reminder.
  21. Welcome to the forums, @Bardheart Not 100% sure I understood the suggestion. I thought I had it, until he said it would make starving at the beginning of the game less likely. But if your nutrition bars start out at zeros, how would it make any difference?
  22. The other thing that is being not sufficiently considered is the effect on seraphs. Boars, wolves, bears, etc. have to become substantially more dangerous if they are also one- or two-tap. I do not see that as being overwhelming popular. But if you don't make them more deadly, VS becomes even more of a cozy. It needs to retain some element of danger to keep it interesting.
  23. I'm keen on status effect and herbalism, too. The question is going to come down to implementation. Many ideas being tossed around I fear would turn the game into yet another me, too with tedious status meters. I hope they keep that fairly limited.
  24. Used to be 70% chance of getting the seed back. Have not looked at 1.22 yet. Don't plan to, at least until I think I understand how the world works by experimenting. [EDIT] This means you don't have to decide right now. You can wait to see if your winter will come late enough. Or just harvest the ones you need to in order to put a greenhouse over the rest.
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