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uuretch

Very supportive Vintarian
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Everything posted by uuretch

  1. i can only really assume it's that way for reasons similar to Lady's for restricting configuration options: if you want some consistent play experience between lots of different players to make any judgements off of, you want to make standardized options of play the most accessible. i get the feeling that the default experience is going to receive a bit more fine-tuning before this kind of feature gets priority
  2. yeap; once you have your settings copied (which is just to your clipboard; if you want a file you've gotta open notepad yourself) you have to ctrl+v as you're creating a world, and then all the fields change to what the settings file dictates. it's not terribly obvious that you do it that way, and seems almost more like a debug utility than an intentional feature for the player.
  3. FROM DISCORD: SAVING TEMPLATES FOR WORLD SETTINGS, and... "let's be real. how many suggestions wouldn't be here, if people could configure custom world settings however they wanted, saved the template, and never had to do so again when they started a new world? you might see ', and...' up there, as well. i also mean to suggest that there should be distinct minimums and maximums for the more granular settings, such as how many days there are in a month (why not 8 days instead of 9..?! how do you divide 9 by 4?!?!), how much faster tools break, or how quickly tools can harvest resources. this allows players to be more picky and choosy with how the game plays and feels, without having to change very much about the game on the development side. how would you accomplish that? i dunno. just put an integer field there instead of making us select from a dropdown. i could type in 4 (designated minimum), 8, 12, or 32 days (designated maximum) a month, rather than be locked into selecting 5 options that might not feel right for me at all. even a slider would work better. i could just change all of this in the console myself after the world is created, sure, but why put that upon players that don't want to have to learn console commands to enjoy the game's full range of customization?" "i'm grateful that there's some method of [saving world settings templates], but if it's not intuitive to someone that's been playing games their whole life, it's not going to be very intuitive to someone that enjoys a couple hours of video games (let alone just vintage story) every day maximum and they'd likely dislike having to extract the world settings from old worlds before they're able to delete them if they're no longer interested in them -- saying nothing of hardcore saves, where you might delete it without thinking after losing all of your progress this concept is ultimately for player convenience, and to avoid moments of player frustration like that i also don't mean to come off as like, dismissive or belligerent. i just dislike that sometimes even the process of fiddling with settings, or to have to go between old worlds or to preserve them just to extract the settings and delete them later, at times discourages me from both getting too experimental or comfortable with a single ruleset" "copy-pasting configs is functional for the job of a template, but is really more practical for sharing world settings externally. there's an above-average level of savviness you need to intuit that you can even do it, or how you even paste it in when you have to do it at world creation and not into a particular field. saving templates is accessible, and intuitive imagine configuring a bunch of stuff to more granular values unavailable in world config, while in-world, and then next to the button that lets you copy the world settings, another button that says 'Create Template from World'" "you're already making me make text files and put them in a folder -- just let the game do it for me instead!!"
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