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Native Copper Bits

Vintarian
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  1. I've noticed how this is an frequent request in the suggestion forum, so maybe it could get added in the next major update, since so many people are asking for it.
  2. I sadly had my last two of my hardcore worlds end due to not hunkering down, because I wasn't paying attention and failed to not spot the textbox warning for an approaching Temporal Storm, so I was heavily unprepared for when it arrived. Vintage Story has a lot of downtime moments, like waiting inside your home while pottery is cooking outside, so a player's attention span is usually low and heavily relaxed. Players would be so relaxed, that players could miss the very important, but also very random and sudden, warning of an approaching storm in the textbox that will only pop up for a few moments. If a player is relaxed inside the safety of their home, they could be alt-tabbed with a quick Youtube video or responding to a DM in times like that, letting the game run while their crops are growing or food is cooking. And to be honest here, a chatbox notification isn't very immersive for a game like Vintage Story. Here's a timeline example of what I mean. Assume the player is at the pottery age, just before early copper age: Player sleeps, and wakes up before the sun rises, it's still night. Player decides to throw in some cattail roots onto the campfire and waits for the sun to rise. Player alt-tabs and looks away for a few moments while their food cooks. They're safe inside, so there should be no risk. A message appears, and then fades away, a notice that a temporal storm will happen today. The player was looking elsewhere and did not see the message. Play comes back and continues to play as if nothing happened; makes pottery, waters crops, and gathers berries. Player then decides to explore a nearby ruins that is a fair distant away. Player treks towards the ruins. Player is now filled with fear as they now see the "A heavy temporal storm is imminent" alert in the chatbox, realized they have missed the initial warning this entire time. Player panics and wonders if they has enough time to sprint back home, or entomb themself with packed dirt. Player chose poorly and picked the former, the storm happens and monster that can outrun them one-shots them. I would like for there to be some sort of audio cue, maybe some subtly dreadful ambience during when the "A temporal storm is approaching" appears, which can slowly ramp up when the temporal storm reaches imminent levels. Or maybe upon waking up, the player will hear faint but eerie bell toll, a cautioning cue to maybe stay closer to home for that day.
  3. Temporal Stability is basically already a sanity meter. Temporal Stability should also have more effects, depending on its level.
  4. Yea, I agree. That is a better version of the same question.
  5. Guess it's something related to my GPU or I did something wrong with how I install the mono package. Another source of the problem might be my constant workspace switching from the Vintage Story window to other windows in my PC, because I use dwm. I should try and reinstall the entirety of Vintage Story and wipe it clean, once I die on my permadeath world. Would also like inputs from anyone who have an NVIDIA GPU.
  6. I should also specify the the mouse delay is for looking around. Not for click inputs, which are instantly responsive.
  7. As for the perodic stuttering, could be due to me having the settings too high, but I don't know exactly. For the mouse delay, might be due to a memory leak. Putting my settings to the absolute minimum did little to lower the delay, and my memory (through htop) showed no changes as I bumped from 512 view distance to 32. My htop said I was using about 10.5G (had other programs opened) of memory in use. Closing the game drop it down to 3.6G; opening the game and playing for a while (at the settings I normally play) was at 7.7G with zero delays. I'm playing with Aggressively Optimized RAM enabled and seeing how it'll go after a couple hours. Kinda annoying to test the game with 32 view distance because rabbits instantly started spawning and begin eating my crops. Should have done this on a new world. What world view value, do you use, and with what GPU?
  8. Every minute or two, the game will freeze for about a second, every second, about three or four times. After that, game in fine for the next minute or two. Is it autosaving? Also, the longer I play, there will be a mouse delay, which grows more and more noticeable. Gradually grows more noticeable until it's at a point of unplayability. Delay becomes unplayable at a around 5 hours of gametime. Only closing the game and relaunching will remove the delay. Refreshing chunks, textures, and shaders doesn't remove the delay, only closing and relaunching does. Playing Vintage Story through Arch Linux, downloaded through the AUR. Less of a bug and looks more like an issue.
  9. The problem: Playing the game, without the minimap and coordinates enabled, dissuades players from venturing too far from their home. Using/making landmarks and using signposts are the only options, that players use, to avoid getting lost. The solution: Tools that help with telling the player where they are. Compasses, sextants and other tool could be added. Sextant has to actually be used to get results. Low stages of the game can offer compasses and other tools that give rough gauging, while late-game tools can provide the sextant and can provide exact estimations. Sextant results can also vary depending on the player's use of it; using it incorrectly can give inaccurate outcomes, while using it correctly can give minuscule margins of error. Notable issues with this suggestion: Having minimap and coordinates enabled makes these tools completely obsolete, the tools are meant for immersion and assistance for people who have them disabled. Implementing mechanics for the sextant is quite complicated and requires some streamlining. Sextants should also be added once oceans are added, as they are the perfect place to locate the horizon.
  10. I do a lot of alt-tabbing during my playtime (alt-tabbing works a bit differently in my Linux machine, but the concept is the same), and whenever I jump back to my game, rightclicking causes me to switch off of my held item to something else in my hotbar. For some reason, when I switch windows and start scrolling (like in a website), Vintage Story will "store" those mousewheel inputs. Upon rightclicking, all stored inputs will initiate, and usually selects an item, depending on how much I scrolled; switching windows and scrolling down once, will cause the hotbar to go down by one, upon rightclicking. Playing Vintage Story through Arch Linux, with dwm and the window manager. Should be very quick to recreate the bug.
  11. For now, enemy variations is quite limiting, but due to the game still in development, it's completely understandable. Devs could take inspiration and just copy the Minecraft creeper, give it a unique design, and make it a highly rare and dangerous threat. But as much as I would like a highly dangerous enemy with a explosion attack, it's quite an uninspiring mob. Especially if the ability can be abused to blast ores you don't have the tool tier to break. What other enemy, with a unique ability, could fit being in the game? With the themes about time this game has, it'll be cool to have an enemy with an ability based on it.
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