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Cedric the Silent's Achievements
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Pretty sure there is a mod called Farming Revamped which has that feature to some degree. Certain crops in it get damaged and die if they get over or under watered and you can no longer safely certain plants directly near a water source block for most plants because the soil is counted as watered logged.
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Pretty sure I seen a mod that does that, of course I'm not disagreeing about making that a base game feature in the future.
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Like your ideas but if I may suggest under your cave dangers section consider adding hypothermia risk when in sections of caves with a sources of ground water as the moisture in the enclosed air leads to cold and damp environment, other risk being pockets of deadly gasses such as carbon dioxide, and being overexposed to diseased filled rats, bats and or risk fungal infections from inhaling fungus spores.
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Wasn't the commoner class counted as the laborer class? They were the describe as the ones that did a lot of mining and other random labor jobs others weren't willing to do. This just made me think about what if they added things like leeches that can be found down south in jungles and swamps that a doctor class can use for medical treatment, I feel like that would lead to some funny interactions in multiplayer servers with some players being grossed out by a bunch of leches stick to their player model as their resident doctor player reassure them its a perfectly natural medical treatment and that they are just being a baby about it. I would be all for introducing strange and questionable but technically somewhat realistically effect medical treatments be add to the game if they ever do add a doctor class because it would be fun and interesting.
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Occasional scary/terror inducing events suggestion
Cedric the Silent replied to WilliamClyde's topic in Suggestions
Just thought about it, the Seraphs(Player Characters) are also the thing of nightmares when you put more thought into it. An immortal former human that just keeps endlessly coming back after you kill them is scary from the perspective of their enemies but its also has horrible implications for the Seraphs because its debatable that the human mind could handle something like being immortal, imagine if we get NPC Seraphs with a advance A.I. thrown in to the world and we had to face such a tireless undying foe that is intelligent enough to plan against the player. Of course their would need to be lore reasons for why such a Seraph would be out against the players wanting their destruction or obstruction of them completing the main story of the game. Said A.I Seraph would also need their own iconic look to leave a big impact ideally something that would on sight sends the player panicking at a returning threat and be treated as a random raid boss that actively hunts the player before disappearing after succeeding in either slaying the player or they are killed by said player. -
Occasional scary/terror inducing events suggestion
Cedric the Silent replied to WilliamClyde's topic in Suggestions
To me the few horror elements of this game should remain in the form of the horror of society decaying and the sense helplessness that you get reading old notes about the Rot and what its victims went through. I've always prefer the horror that comes more from ideas than something like a jump scare or a sudden monster appearing but if I was going to add horror elements to this game outside of journal entries I guess it would be best implemented in later chapters of the game's story. Tobias did mention the Rot will return so we may see more things from that, I remember the lore entries of a people describing what the world was like in places overrun with the Rot and I remember getting a bit of dread running through me when I tried imaging myself in their place just imagine what a world corruption mechanic would look like for a player forced to see firsthand something they read about. Imagine after a few more years of developing this game they fill the game world with so much more life with birds flying about and other things that making the typical sounds of nature symbolizing all the life of the world only for at some point in the later story chapters the Rot returns and you witness it turn parts of your world into silent land of death, a land with no more sounds of life nor the typical greenery of nature just the endless silence of cold lifeless land... There is also the other interesting aspect of Vintage Story's lore leaning into Lovecraftian cosmic horror storytelling with the idea of man discovering otherworldly forces from beyond our plane of existence then foolishly thinking they could master and benefit from such things only to have their hubris punished in the worst way. The theory that Jonas may had cause the Rot with his meddling with such forces then faces his own personal hell of his own creation as he witnesses everything falling apart around him to me is a horror inducing thing to think about. So yeah I personally think the few horror elements in the base game is already pretty good its just hidden in lore books mostly and maybe some more can be done with that already establish content instead of shoehorning in other generic horror elements. of course some people wouldn't be for that spreading Rot world corruption idea but I would counter with first make it something you can config in settings on world creation and the idea of the story being you the player looking for a more permanent end to the Rot and maybe also a solution to the Devastation as well considering we still don't know the full long term threat that may have for the world, for now I'm just going to assume it will stay limited into around the tower but if it ever spreads like the Rot did then things can get bad. -
Just thought of another rare terrain feature to throw into the generation that being extremely rare water geysers that have a chance to form when magma block gets exposed to ground water while in some type of pressured ground fracture leading out to the surface. I would like to find my own version of the Old Faithful water geyser in my world.
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Randomly got this idea when I stumbled upon a Youtube video about strange fossils found in tar pits and it hit me that we got stuff like hot springs in VintageStory why not add more rare terrain features to the world such as tar pits and or quicksand. Uses and features for tar pit I can imagine could be Alternative source of fuel that burns longer than firewood but emits toxic gas. Can be used as sealing material for crocks. Adhesive for gluing back together things found in ruins just like the other glues. Chance to find fossils, bones, and other preserved relics. Hardens somewhat during cold temperatures making escaping easier if you fall into tar but gets more dangerous when temperature is hot making it easier to sink. Player sinks past the point their head is cover starts to suffocate. Visual cues to look out for would be some strangely dark bubbling spots when its hot enough to make the tar dangerous, small noticed about strange odor appears in chat log when player gets too close, animals noticeable avoid tar pit areas, and player can even throw sticks or other items to confirm they sink. Struggle mechanic where player spams certain key for a hope of maybe getting out before they sink and their hunger goes down quicker because of energy burnt struggling. Once player falls in they cant jump or run and get massive movement penalty while they slowly sink. Shallow pools easy to escape but deep ones could be deadly. Items that fall in can get encased in tar and need to be retrieved, once retrieved player needs to clean them using solvent made using plant based oils before they can be used again. Tar can be collected in buckets and barrels for use. Tar and Quicksand rescue idea and prevention: One player gets stuck then another player walks close enough to them to get prompt to pull other player out. Using rope to pull one's self or another player out maybe creating something like a anchor system. Placing ladders on edge if the player is close enough to grab it. Having some type of long pole or staff to use as a extraction tool. This one is more for quicksand but you should be able to place planks or wooden paths down onto the quicksand to safely walk over it as it distributes the weight of players walking over them across larger surface area atop of the quicksand preventing sinking. Other uses for Tar outside of scope of current base game mechanics: Certain medical uses such as lice and dandruff treatments or used for soaps, shampoos, and ointments that reduced itching skin. Was used in construction for pipe coatings to protect underground steel pipes, tar paper used on roofs to seal off water, foundation sealing to protect building from ground water, wood treatment, and road paving. Was used to waterproofing ships. Was used in leather treatment in Russia (though that was made from birch tree bark tar). Can directly be used as fuel in industrial boilers. Has been know to be used as a form of pest control by setting it up as a barrier around a crop field deterring all manner of pest be they ants, termites, or slugs. Lastly used in a lot of industrial chemical products.
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We also cant forget some of the implied lore of the Blackguards included crushing riots so even among his group conflict likely happen due to the desperation which may have hurt Jonas personally to give such order, imagine the type of guilt would a man like that who having all of humanity counting on his machine to fight the Rot which may or may not have came into existence because of his meddling in otherworldly technology, I can imagine him being pushed into hardening his heart to give orders to fight back against any rioters who threaten his Great Machine project and thus this would also cut down some of the number of mouths to feed after each failed uprisings or riots.
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Personally I like the exclusive recipes on multiplayer servers because it forces some form of cooperation and a sense of civilization building I feel Vintage Story does better at player made civilizations scenarios than it does its rival block games and I hope in the future the developers will add more game mechanics centered around this idea without us needing to heavily mod the game for such features. I would also like more new classes that would fill out more roles but of course said classes would have to also fit in the lore of what Jonas's underground society would have logically have.
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I hope in the future the developers will give even more context about the conditions of that underground society built around helping Jonas build his machine because I would like more story notes revealing the logistics of how they manage to maintain themselves long enough to succeed because that alone can be a compelling tale of tragedies, hardship and a good window into the human condition when forced in desperation on the smallest glimmer of hope of salvation. I always question if they had any type of plant like a type of moss or fungus that could be grown underground because it seems hard to imagine them totally surviving on what original supplies they brought in on their original exodus to the underground and how much food could their Hunters logically manage to bring back. It also doesn't help we don't got a good grasp on the exact number of mouths they had to feed in their population or how long did it took until Jonas's machine was complete, was it years or was it in decades? If any of that info was in the lore and I missed it please let me know.
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I would add different types of scraps that the Malefactor have the ability to turn into things like a scrap saw which would have terrible durability compared to all other metal tools like on the level of just a few uses before it breaks giving a bit of scraps back. This would be game changer because if you have good loot RNG from ruins early game and was playing Malefactor class or with no class specific recipes setting off this could give a player a chance to have a working saw before they smith their first metal tools which means if your luck is good you can have planks even earlier than normally. Now it may not be too hard to get metal in base game right now but it could still save one or two in game days if they get lucky with their ruin drop and if you playing with mods like IndustrialStory which makes smith metal more complex then this could be a life savoir and if they play with mods like CollapseStory mod like me then having early saw could be so useful even if said scrap saw only had enough durability for cutting about 6 logs that would be enough to make a difference for a quick gain of planks and and support beams.
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Bear Hide Armor repair with bones instead of bear hides
Cedric the Silent replied to DeanF's topic in Suggestions
Rather bones maybe use small pelts, logic they be used as patches sewn unto the bear hide armor. -
Personally when playing single player I typically just turn off class specific recipes but I still pick a class, I think I only picked commoner the first time I played the game most games I lean Blackguard as first pick, Hunter second favorite, third Malefactor, fourth Clock Maker, and I don't think I ever played Tailor class though.