Tabbot95
Vintarian-
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Everything posted by Tabbot95
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needs DF-esque cavern controls for things like "average cave density"; things that hurt worldgen more are those things that are tech-tree related and 'missing' as alternates/substitutes. (Lye/soap as a substitute for lime is one such thing).. In addition there are some issues I have with general long navigation, the big journey by elk feels very very clunky, though part of this is that singleplayer isn't the focus of balance for the first chapter of the story.
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idk people are insisting "fun rather than realism".. idk I think there's a fair way to have a bit of both. some mechanism for "work hardening" might be good to see, and having enhanced smithing techniques (more complicated production, temperature control setups, etc) would benefit the balancing of 'endgame' equipment.. (things like crossbows, plate armor, etc.).. Personally I got very attached to the way Smithing Plus worked, getting to collect bits (especially extra bits from iron blooms) was great and I liked the additional control options on the hammer/tongs.. Additional modes the anvil could be used in might be nice to see, (for things like horse-shoes), schematics being something learnable, some emphasis on WYSWG;
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are pants going to be able to be stored in cabinets?
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adding this recommendation: Spirits of Commerce. being able to sell alcohol to traders is nice, would be cool if it had the "you can only use one kind of bottle" thing fixed to be possibly more flexible about it.
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Add separate keybinds for using items/attacking
Tabbot95 replied to Spacebyrd's topic in Suggestions
full on system shock 2 style "use mode/fight mode " where you hit tab to switch between the two. -
the cost of guns would be mostly down to the level of infrastructure necessary to produce and maintain them.. any variety of flintlock or wheellock will required carefully tempered spring steel whereas a matchlock will be a simpler affair but one that has a burning matchcord. bows and crossbows are also quite effected by weather and humidity (the latter being the reason composite bows had a hard time taking off in humid Europe).. I think it was Agincourt where Italian Crossbowmen had their bowstrings so negatively effected by a torrent of rain (crossbows are not easily unstrung like longbows are) that said crossbows were made useless. so when the french heavy cavalry got stuck in the mud the english found it a turkey shoot without much in the way of return fire. however bows, and longbows especially require a not insignificant amount of logistics in themselves.. arrows are not merely sticks, they are sticks with a lot of work put into them.. moreover longbows especially require a lifetime of training to physically use for any extended period of time.. a crossbow or a gun are much much simpler to train on because they're physically less demanding.. recurve and compsite/etc bows are also physically demanding though that's often because guys like the turks, persians, mongols, etc. were using them as part of a system of mounted archery. Cannons Would be cool though, but like after carts and wheelbarrows and wagons
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halberds, billhooks, and pikes would be interesting, might be useful in pve if there's ever a sort of cavalry themed (and less claustrophobic) chapter in the story.
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I think that squeamishness kind of undermines some of the potential horror elements tbh; butchery of rust monsters could be a way to give lore details that isn't reliant on journal entries.
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would allow a second use for the falx head, might make handle shafts somewhat more important than merely being sticks.
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a system like that for the "Chisel" mod (with some changes to make it less 'creative mode' feeling for lack of a better word) would work some wonders..
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Thinking about if Water could not be Destroyed only moved.
Tabbot95 replied to Emeal's topic in Suggestions
I find the infrastructure aspects to have the potential to be fun, but it's often got a lot of impediments to it that make it less than fun. Wooden and Clay chutes/pipes.. (moreover clay as like a part of an areas surface soil/subsoil layer even, rather than as a 'ore'), multiple varieties of pump, idk having Aquifers (both heavy and light).. might be interesting if they're done correctly.. -
hunting should involve much more shot placement, I know that seems "technical" or "sweaty" to some but it would be nice to have a sense of "I hunted with skill, typically it would take 3 or more hits with this weapon but I did it in 1 because I hit it in [abstract: weak point][less abstract: I severed it's spinal cord or main arteries]"
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I think that a backend for a city building mode similar to VSVillage might have a use, that use being villages other than Nadia.
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think it would be nice; if in addition there was more flexibility (with difficulty) in gaining new traits, skills and etc. unlocks.
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I'd honestly add a modified version of RealSmoke with a lot of the "less intuitive" bits worked out of it, some kind of simpler system that introduces chute in blocks. +1 to watersheds. +1 to Ancient Tools; and/or the "Grinding stone" (saddle Quern) mod. A lot of the harder game-options would be more popular if the progression wasn't locking key things behind metal tools when there should be "simpler but far less efficient" (either in yield or time-taken).. Linear Power with some kind of change to saws so that the bandsaw is an efficient means of time/effort saving hardware Butchery (I know the objections to it from the devs, I think they're missing out on all the stuff you can make out of pig/sheep organs and bones, honestly not that gory but I admit it's less abstract.. perhaps as an option like many games have for spiders). Immersive Fibrecraft & Tailors Delight, Wool and More, Shearlib Yes I know it seems overly detailed to some; it's not really unrelenting if textiles are one-and-done things or simple to make.. add Clothiers Heirlooms as the ultra-endgame; (most being satisfied with a flying shuttle which should require a great deal of work) with steps between Neolithic, Bronze age and Iron age looms and thread spinning methods, (some leaps perhaps being more 'aesthetic' than practical).. Oils, along with Soap and Lye, and Valley of Ashes; Wood Ash is useful stuff, as are plant oils.
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no loss for me, don't care for them to begin with.
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This is something that annoyed me in the other block game with it's very limited physics. I hate the sense that my presence is causing physics to suddenly work, would prefer if there was a stage in worldgen where anything that might fall does fall (past a certain point of instability).. it would be different if there were active systems of erosion, but that would require finer block-sizes.
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At the very least make sure they stop autoclimbing up ladders..
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oat barley wheat hemp jute cucumbers Melons hops. garlic lentils
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I would really like to see roads and the like make the overland navigation to find story locations if not "easier" certainly "less janky"; there might've been mix-ups but how many mix-ups had occurred? clearly several of the locations are still on the surface.
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changing the logic of surface spawning rust creatures to only spawn at night would be helpful, as well as changing the manner in which bears spawn so they're not as random
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thoughts for possible upgrades to include: AndIrons, and grates, eventually culminating in more "contained" woodstoves with dedicated ash-catchers/doors. see my post here: https://www.vintagestory.at/forums/topic/20404-upgrade-for-firepit/?&_rid=680115#findComment-107814 would mean more crap to decorate your house and to concern one's progression in game, though not "purely decorative" in that these would ideally have some actual benefits even if it's "limiting fire spread" or "limiting ash piling up and extinguishing the fire", with other mechanisms for more "heat/fuel-consumption-rate control, in a very primitive form"
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would justify the drunkeness if it effected the sleep timer (not applicable on multiplayer I understand) and had higher nutrition
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perhaps; would need controls on the server/admin side. honestly never been too much of a fan of JIT worldgen or MC's "InfiniGen".. thought it created too many issues that have never been resolved (though some of these it shares with DF as far as things like "villages that clip into terrain" are concerned)
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I mean my thought is "generate world all at once" meaning a lot of the big calculations are done beforehand; it would be something of a "big worldfile size" but Idk I'd prefer it for sailing across large bodies of water if the seas were generated already; the FPS death has more to do with the nature of "every object and it's history is tracked, every living being has living memories, and there is world-lore, etc"; (ex: a dwarf sinks into depression remembering the pain of their favorite pair of embroidered socks (which depicted an event 50 years before) rotting off their feet) this creates a whole bunch of exponential feedback loops... tree growth is another thing but idk there's ways around the tree-problem.