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Garjouan

Vintarian
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Everything posted by Garjouan

  1. Hey all, I was wondering of there was an easy way to add music (locally) to my game. I know you can use modding to do that. But in the good old times (tm) you could just add files into the game's music folder and they would play. Anyone tried that? Would that work, too?
  2. Yeah I know. But if e.g. there are mountains in between or a lake, that's not that optimal. Something to make them follow you (aside attacking) would be nice.
  3. I found a lot of temporal gears. Either from drifters or by sifting. But picking up small animals would be a big QoL improvement. Along with the ability to lure larger animals.
  4. I was thinking that the size of an ocean should be in relation to the size of the available continents, which can take quite a long time to travel across. If it's just 5-15 minutes or so, yeah sure, then the issue of "it being a boring journey" of course doesn't apply. Though then the (academic) question arises: is it an ocean, or just a very wide river or lake? For the resources, so far, you can find almost all types in the same areas, or at least to a degree that you do not have to travel half of the world to get them. Sure, some biomes have different woods and plants, but for the most part those are just vanity - i can built my fences out of oak as well as out of ebony. If that was going to be changed: sure. Then there is the missing incentive to invest into an expedition. My point was: so far, there would be none - it's easier to just keep exploring the landmass you're on already. The idea with the ship simulator was just an idea to make a longer journey interesting.
  5. To number 1, and a bit 4, and I might repeat myself a bit in my reply: What you said again comes with that is on the other side of the ocean, not the journey itself. For us here in the real world, there was a good reason to cross oceans - resources, mostly spices. But the seraphs in game have no problem with eating turnip stew and flax gruel for all their lives. As long as the journey is not interesting, there is little incentive to spend the time and resources to make them - if said journey between continents is not more than "staring at a more or less blank screen for RL-hours". Exploring the continent you are on is much more interesting, even with possible storms and seemonsters and whatnot. There are landscapes and caves and and and. And as long the same resources can be found on the continent you are on, there is little incentive to make the trip over sea (and then setting up a new base etc.) instead of just taking a long long hike through the continent you are on. This gets even worse the bigger they are, and thus the more resources they have and biomes they span. Now I am all up for oceans and sea travel, though I don't think VS will become a good enough ship simulator to justify a hours long journey to basically the same from where you started (at least in the foreseeable future). Unfortunately, I can't really say anything to @Kazeoni's post, that's a bit (okay, a lot) above my level of understanding of programming...
  6. I think in general, VS needs some optimization in this part, as I should be able to run it on the highest settings as well (I think), and yet had to turn down a lot of features to have it run smoothly. Still looks good, though
  7. Okay, cool! I was wondering if I had to go to a lengthy expedition to get those rather exotic woods for my hives (and if there was a real world reason why those two kinds).
  8. It would have a moral effect, though. Not being completely helpless at the beginning.
  9. Here is the thing. Oceans are boring. What's IN them might be interesting, but that's probably end game content. Subnautica managed to make them interesting by having you dive into them and them being pretty and full of fish. In VS, without a lot of stuff to add, they'd be nothing else but bigger lakes, which at the moment mostly serve as a big road bump. Crossing an ocean might be interesting, but only if there are things to do at the time. Raft makes it interesting because you have to collect debris and fend of sharks. If all you do in VS is to drive into one direction for four to six IG days, so for several hours in RL without anything happening, then people won't cross them. And with "something happening" I mean more than "there is a storm and some waves" (although you could at least make that interesting) or "You get attacked by the Kraken and eaten". And so far, I can't see how that could be done, without implementing a ship simulator to give you a mobile base or so. Even in Multiplayer, where you can interact with people. Also the cost-reward-balance for building a boat or ship should be positive, if I spend a huge amount of time and resources to built an ocean going ship without anything cool to be discovered on the other side (except more land), then it's not going to be worth it. Instead, I'd focus on lakes, rivers and coasts. Make them interesting. Have rivers be a source of resources like fish and such - from fishing or building those V shaped fish traps from - stones, be a source of energy and irrigation and most importantly: make them an easy way to travel (at least in one direction). Let them form waterfalls and canyons in mountains, swamps and meadows in flats and give them unique sound bits (water animals, bird voices etc.). Same for lakes and shores. I was lucky in my last seed and basically found fjordlands at a lake. Have giant "white cliffs of Dover" and palm lines tropical beaches.
  10. I also assume this was on purpose, just for optical reasons.
  11. Would be cool, also with spears. However I find it extremely satisfying when a spear or arrow bounces of, glitches into the ground and the mob takes double or triple damage from it, too
  12. Ahhh yeah make sense. I totally forgot about that.
  13. Is there a way to change the starting position to be more north/south? (I feel like this is relevant to the topic ^^')
  14. Well, I'd don't know what kind of trees you have. but here, if I look under most singular trees, the ground is quite wet when it rains. I do know that trees (at least certain ones with thicker canopies), stop or rather redirect rain. But then, VS doesn't simulate accurate water behaviour/irrigation to begin with, so why not adjust that balancing cog a bit.
  15. A little suggestion/ease of life thing. I had it several times now that I had trees close to my fields with their leaves hanging over the tilled soil. Since apparently the leaves stop rain, their moisture level was lower than it should have been, despite A LOT of air above it to the leaves. It's more an annoyance to cut down a nice pretty tree aside my field than real deal breaker. But it could be avoided if leaves would not stop rain, or if the rain would fall not only straight down.
  16. I also would like to see firearms (details below). I don't think they should have a missfire rate of 75%, even 25% is way to high in normal conditions. Depending on the material they're made of, however they could have a rather rapid rate of breaking. They should be more of a late game "one hit one kill" thing, with comparatively long loading time. Good for hunting, not so great for fighting.
  17. Haha, thanks for the consideration, but I am still on setting up the basics so no, didn't make any yet.
  18. I made the mistake and broke one of my ignot forms with not yet hardened gold in it. Unfortunately this means, the whole gold vanishes, with no return. I am not sure if this is a bug or supposed to happen. If it's a bug, then a solution would be to make them indestructible until the metal is cooled, or maybe give players back the invested nuggest (aka, you loose time and fuel). For hardened/cooled metal, just give them the ignot then.
  19. Question: In the handbook for the Langstroh hive, it says I need parts made from ebony boards and bald cypress wood. Does it HAVE to be those wood types, or can I use more "regular" wood, too?
  20. I like the implementation of the drifters hurling stones at you when you are out of reach. Or at least, that's what I thought was the idea. However, I had several instances where they throw rocks at you right away, and sometimes even from *just* outside of their melee range. This in itself wouldn't be a problem for a single drifter, and more an annoyance, but I also had it that I dropped into a cave and immediately got pelted from all sides. I understand the idea and as I said, I like it, but maybe the AI needs a bit of a tweak where it only starts throwing stones if it can't reach the player.
  21. I agree. Same with illnesses, especially the proposed rabies. Especially for new players and/or in a new world, getting infected and then having to hunt down a very rare remedy, while on top also having to deal with a new start, sounds not at all like fun. The VS team should be very careful not to go down the same path like Rimworld, which got more and more complex (and in my eyes, hard and beginner unfriendly) during its development. Sure, veteran players might enjoy some stuff like that. But new people won't, and I am sure I wouldn't either. So if anything, it should be made an opt-in option.
  22. Honestly, I thought more about hunting than fighting. But yeah, a blunderbuss or so could be a thing in the mines...
  23. Ah, cool. Though my problem was that I wanted to produce a larger amount of flint heads. Durability is good, but if you run out of arrows, that doesn't help much. I also found a bug. when crafting with clay, I get a new mold, but the name is shown as bullseye:... (not gonna write what it is exactly, in case that's a secret/surprise so far).
  24. Come to think of it, I'd love to see firearms, like flintlocks and the like. You could have the whole historical development, too, starting with matchlocks, then wheellocks, flintlocks etc. Basically the late game variant of the bows, the moment you have blasting powder. Casting bullets would also give lead another use.
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