SnapJelly
Vintarian-
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Everything posted by SnapJelly
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Hard disagree, wine is the best way to preserve fruit in bulk for winter
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you can, but they only provide 40 protein, the tradeoff I guess for them never spoiling
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It's alright buddy, don't worry XD but yeah it means the meteoric shield reduces the damage of incoming attacks by a flat amout of 5 when succesful and the wooden one does 4
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Nothing but wine! Winter is the time to get SLAMMED! XD Real answer though, I rarely don't have enough foodstuffs build up by winter start to just keep eating as I usually have, but sometimes ajustments have to be made according to how low the pantry gets of course, first winter I do usually run out of fruit preserves at some point but 2nd I'll have MOUNTAINS of jam and honey stored.
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And I didn't even mention all the things that actually never spoil in game Honey Fat Walnut seed Cattail root These actually NEVER go bad in the current game, you can stack up on them if you like, all but cattail is a renewable resource
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I am going to have to say I don't think this is a good idea, while the idea of an ''end game'' food seems like a logical progression gameplay wise, in a game like vintage story where buidling up your food production and storage in such a way you can sustain yourself and be healthy is a core part of the gameplay loop adding something like a food product that never spoils would completely break that. The argument could be made ofcourse that is it an ''end game'' product for that reason but it will inevidebly cause the endgame to be determined by way of this food being mass produced to a point where no other foodstuffs are needed, taking away the need to interact with a lot of the actual game. As a sidenote I will also say there is a bit of a jump in logic here, vintage story has a fairly complex storage and spoilage system compared to other games and the foods you mentioned like hardtack and parmesian cheese DO go bad if not stored right, so I don't think it's fair to add them as a never spoiling food. In practice in gameplay there's already many foods that either never spoil or take years to spoil if stored correctly so they would serve the function of something like hardtack Charred bread in a storage vessel in a cellar can last over a year! as well as the grain or flower by itself Wine and jam can last years Onions can last over a year Cheddar lasts over a year Salted meats last may years Some of these are hard to get, some of them are easy to get. But none of them (other than maybe cheese) are true ''end game'' foods, preparing and storing these foods so you have them for later IS the gameplay
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I agree with LadyWYT on this one, I'm not sure how smacking 2 rocks together would tell you anything that just looking at the rock wouldn't Technically you already smack the rocks together when you knap them so, that would in this scenario tell you pretty much the same thing about the surrounding stone
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I agree that this would be a fun addition, not as something required but something that would grand you a slight benefit if you bother to go through the trouble of making one on the fence about this one, I agree that the tool handles breaking and needing replacing would be more realistic but considering a large portion of vintage story is gathering raw material to make your tools and progress the tools breaking as they do is a system put in place to get players to interact more with the rest of the game as it currently works. Less realistic sure, but it's how you get players to interact with the gameworld. SImilar to the previous point, irl the metal from broken tools could be recycled but for a game like vintage story I personally don't think this is a good idea regarding it's game design. The more you can recycle your materials the less the player has to go out to find more or bother looking for ways to incread efficiency or durability. In a game like project zomboid being able to recycle the head of a broken hammer could be very usefull because you can't mine any new ore but in vintage story this would just lead the player to have do search for and dig for resources less, taking away huge chunks of the actual gameplay. So while I would argue recycling metal from old tools is realistic, in a game like vintage story I would voteagainst this addition. Agree, sharpening would be a cool adition for axes and shovels I would vote no on this one too, once again while I agree this would be more realistic it would kind of just be a pain in the ass gameplay wise with not much benefit, For example making an extra pickaxe preemptively to make sure you're never without only to find out it's already half gone by the time you actually need it? If something like this would be added I would generally be oke with that, it wouldn't ruin the game for me. But I will say that I have often not needed, looked at or cared for my irl tools and they were still fine when I needed them much much later (albeit a bit rusty) so tool decay irl is ofc a thing, it's not comparible at all to the amount of wear and tear tools get by actually using them, so little in fact I would argue adding it as a feature is done ''realistically'' doesn't really add much
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Well I am glad there seem to be people on the same page as me about this, I was on the fence about making this post cuz it seemed so redundant but I am clearly not the only one who noticed
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I mean 300 blocks isn't all that much I think, it would take you like 10 seconds to get to it. I often have my windmills not at my base because I think they're ugly, I just walk to them. But that's a personal choice ofc
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I mean... yeah? That's pretty much what I said
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well that's kinda why I thought about this in the first place, I don't even think it would really make the game harder, because by the time you can craft barrels you'd have access to an abundance of copper and planks so barrels being so cheap stood out to me. I could only really imagine making a recipe so cheap is to encourage players to engage with the systems it provides but ya know, that doesn't really seem to be an issue here, you could still make dozens of barrels easily even if they costed 30 planks each or something crazy like that for me personally I think If clay alternatives existed in game I would still upgrade to wood as soon as I could simply because then I wouldn't have to go through the trouble of clay forming and fireing the vessel, but if we're on the speculating path I could imagine various ways they could enourage players to switch to wood even if clay was an option. For example you could make the clay ones single use, or give the wooden barrels a functionality that you could transport them when full, or simply make the wooden ones hold more liquid, or give the wooden ones better spoilage rates. stuff like that.
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yeah all of that is fine but it has once again nothing to do with the op's suggestion or my criticism of it, the op suggested a larger amount of food items and different stations to cook them with, I argued having a larger variety of (in this case meat) items would add mostly clutter to how the inventory system works and wouldn't have much payoff. Your suggestion of a revamp of the cooking system is fine but it's not related at all to the post or my reaction to the post
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that's a strange comparison... project zomboids system is 100% UI you literally rightclick on a cooking utensil and then left click on a recipe from a list and it automatically grabs all the ingredients it needs from all nearby containers, you don't even have to check if you have the right ingredients to make it cuz all the foods you don't have the ingredients for are greyed out in the menu. This might be a personal thing but I don't find that more engaging at all, yes there's more niche meal options in PZ but you select all of them from a list and your character makes the meal by themself
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oke but now you're talking about re-doing the entire cooking system of the game, which is not only a different point it is also completely out of the scope of the original post. You'd suggest they would revamp the whole cooking system in game so that it it more like the cooking system from a completely different game that is coded differently and plays completely differently because that one is slightly more engaging to you? That's not reasonable
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I don't think project zomboid is a good comparison, PZ get's away with a massive variety of items because their inventory system isn't based on slots but on weight so clutter isn't an issue
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While I personally have more trouble with wolves than bears I would like to say that I wouldn't mind something simple like an audible roar when you're getting too close to a bear so you have some time to react, It is a bit of an annoyance to just be walking along only to get nailed out of nowhere with no warning
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Hello friends, So this is kind of an unimportant suggestion in the grand scheme of things but it's something that I thought about and wanted to share to see if other people felt the same. As the title suggests I find it a little strange how cheap it is to create barrels, a bucket requires 5 planks to make while a barrel only costs 3 but is noticeably larger. Any other people feel like the barrel should cost way more planks to make? In the end it isn't a large hurdle because as soon as you have a saw you can make mountains of planks in a single click but making the recipe a little more expencive would make it a little harder to just drop down 30 of them as soon as you hit the copper age. As an extra addition to this I would also like to drop the possibility of adding metal hoops that you have to forge to the recipe, irl barrels aren't just planks, they need something to hold them together. Having to make metal hoops (or otherwise atleast a rope) wouldn't be too big of a step for the player because you'd have to be in the copper age to make planks to begin with, it would just add more value to barrels as an item. Curious what you guys think!
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This is a very simplistic way of looking at gamedesign, complexity without purpose itn't engaging if it just adds clutter and needs to be managed very carefully Sure but you're also not worried about not having to add water to your porrage? Or yeast to your bread dough and let it rise first, or the fact that dough made from only rye wouldn't hold together, or that wine has to ferment for many months irl before it's drinkable... There's loads of things like that in game that get simplified for a better gaming experience, else it would just be clutter that stands in the way of meaningfull gameplay. All of those could be added in game and would serve 0 function that red meat doesn't already fulfill that's exactly my point, there is no reward... the reward is more work for an item that does the same as redmeat
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sure but what would the point of that be then? it would just be another mouseclick to get the exact same result you have now This would be the exact same as just increasing the drop rate, minus having to do 1 extra click to butcher it into ''simple'' meat yeah but what's the point? What do you wanna do with blood and organs other than make sausage? which cured meats already kinda fill that spot tbh, it would just be one extra item that serves the same purpose as another item that already exists. I agree fat drop rates should be higher but again this isn't related to meat cuts, it's a different item in game broth would be interesting, but those other forms of cooking are again not affected at all by meat type
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I think this will just be a nightmare for inventory space management with not all that much payoff, what would having a variety of meat cuts add other than taking up more slots? Why would you need a specific pizza oven when you can already make an oven? I do agree that other things should be cookable in the oven though but why make an entire new thing just to make 1 food item? You can make pies
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I agree you should be able to mix fruits and meat in pies, or atleast honey should be a possible ingredient. Honey goes great with meat. In a similar vein I also think you should be able to add grains to soups and both meat and vegetable stews, It's very common to add either a whole grain or some flour to thicken up a stew so idk why this isn't a possibility in game
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well if this bothers you you could just teleport yourself out of the cave: /tpwp <name of waypoint> will teleport you to a waypoint though the day won't reset so you won't lose the progress or items you gathered
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I'm honestly not sure I would like that, I like the feeling of being alone in the wilderniss I know there is a setting when making a world to be all alone without other signs of life but that also gets rid of traders completely so it alters the potential gameplay quite a bit, it's not the same
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I wouldn't like it if enemies could break through doors, I'd just put haybales infront of the door instead if that were the case. Or else make some kind of fence barrier to prevent them from reaching my door. I sorta understand the desire to feel more in danger but there's plenty of stuff to do in game which required a bit of peace and a moment to sit still, nighttime is perfect for that. Same with how if temporal storms hit when I am far from home I just block myself in and wait it out, I would do much the same if my home wasn't safe at night