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Anthony frailey

Very Important Vintarian
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Everything posted by Anthony frailey

  1. Are you talking about actual fireflies or the will-o-wisp things? The Will-o-wisp are just aestetic ( like butterflies are) , and I'm uncertain about fireflies. Though i think i recall seeing a specific jar mod to use em as a light source, but i never used it.
  2. Regardless, it'd be nice not to have to re-create the same look each time you start a world or new server. I second this suggestion.
  3. i can't seem to get sushi to make, even though i got all the ingredients. Small cauldron also will not boil water for salt now.( though i found halite now, so no biggy there.)
  4. yeah, i never did the math, just knew what I had need for. I think i do get more harvest cause i run on the 30 days a month setting with fewer hives. I also dry fruits, as to mot have to make jam as much too. Pies I do make a lot in winter. ( mods)
  5. yeah, for the work put into it, steel is only minorly "better" than iron or meteoric iron. ( As in i personally, do not think its worth doing currently.) it Is "better" in damage and durability, but its so micro of a difference, plus the aggravation of processing and brick making, not worth it in my eyes. Also for the extra aggravation of having to find borax, its also -almost- not worth it to attain the iron anvil. For me borax is hit and miss, seems like i either spawn close to area with it, or its a year long search across the generated world to find. ( my current play through, I've found 20 pockets of meteoric Iron impacts, but no borax at all yet. I've not even found any regular iron as of yet. ) .. but meteoric iron makes decent looking tools and gear if ever worked. bees are generally very easy, once you discover a wild nest. Its one of those parts, I usually get to very early on, but I been lucky heard bees from beginning on most my generated worlds. cattails, or papyrus, and clay make a skep, take bunch of flowers surround the wild hive, leave the skep there for few days to populate. The hardest part is remember that skep takes a back-pack slot ( cntr-scroll over ) to access and set down. I usually set up my apiary while waiting on this, fenced off area ( in case of trash pandas that do eat the honey ) , lots of flowers and make at least two empty skeps, once the one you have is populated, set it in the area with the empty ones. Have enough flowers in the 7x7x3 area it detects, you'll have three populated skeps ( at least) in no time. From those 3 I grow more populated skeps ( anywhere from 6-8 more ) , up until I had From Golden Combs mod ( now I make ceramic and wood re-use beehives that are fantastic ) after setting up the regular hives , but small coopers reed farm and bit of extra clay, I just harvest once a week in game, and replace skeps, always leaving the original one i placed to re-populate. I've NEVER ran out of honey or wax, and i never use fat to seal crocks for winter storage.
  6. Rot tapestry is ultra rare , and usually only spawns in dungeons. That i found my first play through, or one , never found the connecting pieces though.
  7. there's been lot of first on this playthrough for me. My first wolf pup tamed, the dog grew up, turned out to be female. Renamed her to Ebony. I found the echo chamber. A first ever for me , I hadn't ever even seen one at a trader before. I discovered two veins of marble on this play through. The pink/white marble seen as my columns and support of the earth-sheltered house, but also found green marble last night while digging for tin. Edit- forgot to mention, spent about an in game week, fencing and corralling off the distantly trapped Pigs closer to the home. I didn't screen shot it's end result, as it's nothing fancy just a double pen area, one designed for me to run new gen piglets into to separate from original pigs to cull later on. but took up the bulk of my play time for most the real life day.
  8. I get the slap stick portion, but the experiment was caused by discord comments, from those unsatisfied from PvP play stand points ( not PvE, though this was mentioned, but mentioned in such ways as trying to sweep PvE elements under the rug so to speak as being relatively unimportant. ) I wasn't thrilled myself about the swish-shwack "feel" and visual of the long blade , however I did find it far more fitting a look, than an inner curved , more intimidating looking blade, but with obvious flaws in design. ( at the time too, you could use mod to change the long-blade look, which no longer works btw. ) One must understand warfare to understand the evolution of swords in combat. To be fair, for individual combat, weapons like axes, hammers, maces were far more effective. Heavier, but with great striking power. The Viking axe, and North American tomahawk ( which in theory, might have been Norse inspired if one believes Vikings landed in N.A. first, or "migrated" from Russia across the bearing sea as theorist suggest.) were, some of the most devastating individual weapons, not just in terms of combat use, but simplicity, maintaining , and practical uses as well. Still, going back... the bronze age started changing Warfare over-all. We can speculate, this wasn't your individual "fantasy-rpg" loners, traversing around , that gave rise to bladed weapons... but the fact that armies were used, in formations and lines. Armors and shield use, started blade-tech "evolution" to the eventual two main iconic "swords" , Long Swords of the west, and Katana or No Dachi of the east. But we can thank the roman empire for setting much of this stage. Phalax fighting of Greece was a thing Romans adopted. Shield to shield making impenetrable foot-soldier walls , and armored. When the Roman empire went to war with the inner-curved sickle-like blades that are now being called Falx ( or Phalx) , the initial battles did not go well well for Rome. In fact, romans started re-enforcing helmets and armor , due to the effective use of the "point" of these swords. but we must keep in mind, when it comes to blades ... its not about the blade, but technique that makes them effective. Also, if there's armor involved. Also reach is a factor. Can weapon be wielded one handed or two, also a factor. Is the formation used, giving the individual soldier room to maneuver in combat, or packed close together as an effective fighting unit. We can't apply these warfare challenges to say more "fantastical" romancing of "combat" in medieval or fantasy settings where it's not mass scale battles. In terms of "individuals" or very small groups of "adventurers" , swords over-all wouldn't be very practical weaponry to be honest. Swords, were used and practiced with because, they could be maneuvered, and functioned against armored or lightly armored opponents by the time "long swords" were the common place weapon of the "historically-winning" armies. ( which actually was more so, battle-field maneuvers that won wars, not the weapons used specifically.) Designed more for "thrusting" into portions of mail, and plates at weak points, than to slash ... though they COULD. My point is, ALL bladed weapons, can be effective ... they can be decent weapons, depending on Use, and Technique used. I particularly, don't personally like the addition of Falx in VS here. I can't even see it as being a reliable weapon that would suffice to fit in with even the lore of VS, not unless the setting "before" the "Return" was Romania-like setting. Its very ugly weapon , looks blade heavy , and like Hell Razer said, I find them, but i never make one or waste resources on one now, or use the ones I find. In terms of game play, no the delay like Hell Razer said, when you push the attack, it -should attack. Not wind up for an attack that's delayed. Is it better than whack-a-mole before... meh, not really. It just put one frustration, in place of the other. While the super-thwack , slap stick wasn't exactly engaging fun , it did work better than the current impact delay after clicking the attack button. The "other gear" lets just say knife, and axe ... I don't think the devs really look at as "weapons" but utility tools , they did not intend for anyone to use as weapons, except out of desperation. The spears ... eh, those are OK. I think the throwing and aiming of these should be further developed. The thrusting delays of the spear is ok at best ... it' s not realistic in terms of a short spear still yet though. Like I said, currently ... as far as PvE goes, the knife ( anything bronze or better ) , with rapidly hit anything in range, and slap-sticks anything this side of a saw-blade into utter defeat fast. Even early game, use of a pool of water, against wolves and bears , dive under them, its very fast, easy kill with little to no damage risk to yourself. I do not do PvP , I think the entire concept is stupid, and unfitting unless it's a game made specifically for PvP. I had this "argument" with the developers of DayZ mod back in early stages of arma2 when that was new, and shifting focus to being PvP oriented. ( Which only came about, because Dean Hall wouldn't or couldn't , provide the Environment against surviving , and players were bored lacking real challenges and imaginations. As one of the PvP-ing murders myself, i seen the idiocrasy of the system, early on. ) I've had this argument , with MANY game devs, that start off in "survival " , and let the game concepts get ruined by, allowing the useless PvP become the focus and "filler" content. We can take games like Rust and Unturned , and DayZ and showcase the simple fallacy of this "game play loop" that gets you no where, is short lived thrill , and serves no purpose other than try to have a competing community, that always turns salty, problematic, and toxic. Gear up, skill up, build a base, die, respawn, rinse and repeat. Its empty, and unsatisfying after a very short while. Not to mention, the problems associated around it all, "fairness", cheating, anti-cheating counter measures, toxic and argumentized "communities" surrounding the games. Especially when there is really NOTHING tangible that's gained by murdering other players avatars in a game. In VS, there again is no viable reason or rationale to PvP. There's nothing in the game world, one person gets unique to them resource wise, that can be taken, or captured. I personally would petition VS devs, simply to make it where players cannot damage other players at all period, and leave it at that. There's absolutely no scenario, or viable reason than can be convoluted into the game, where any PvP would make sense at all. ( Not any reason, other than doing it, just to do it... which in my minds eye , is akin to abusing animals in real life ... yeah, it CAN be done, but makes you start to wonder about the mental/emotional stability of those who MIGHT do such, eh? ) 86-ing PvP all the way around, would free up devs, not have to worry or fret about making things fair for PvP, anti-cheats, and nerfs to make it work, and keep focus on how the game is MEANT to be played, which is PvE ... there's monsters in the dark and dark places, wild animals that wanna eat you, rifts and storms ( invasion of rust and rot cathulu style-like) , and put focus back where the intentions of the game should be, mechanics wise. Even the weather, can try to kill you ( Hail and lightning!). Its you the RETURNED against the environment/setting ... you either as the lone wolf homesteader/explorer , or the -you as in small community trying to strike out some form of civilization rebuild ... , regardless, everyone has the same "problems" to face and over-come. All the above, or original post, was effort put down, to try and bottle neck VS combat, into more akin to other games, that entirely focus most mechanics around combat ( regardless of PvE or PvP ), which was a nice effort. However, VS is NOT a combat oriented game by default. Combat is a necessity in the game, but isn't it's primary focus, or means to advance in the world/realm. That's why i disagreed with the idea/concept. And it does seem -more- leaning towards PvP advantages and disadvantages. Making players who play more, obviously "better" mechanics wise, than others ... making a defined "pecking" order by default , instead of keeping everyone relatively "equal" by default from start to late game. While we -can- argue, gear itself will cause this discrepancy already, there's not a real "advantage" gained with combat oriented "skills" or manners of combat techniques one set of people can do or achieve, others can't do. As it stands, the game ( any game has this limitation really, that can't be gotten around ) played, those that play more on a server, are going to be more advanced on the server in resources and gear. But all players have equal opportunity to gain the same advances. regardless of play-style ... and THATS the main important part. As it stands, one player could, in theory "advance" and not see a single bit of combat at all. A Person could log into a server, and trade say... being a baker , making breads, pies, cooking for others, trade the services for needed resources or gear and materials. Theoretical given luck, they happen to be offline during every temporal storm, and rifts never spawn any drifter monkeys inside their dwelling or shop , they could attain steel armor, and loads of rusty gears, never setting foot out in the wilds at all if they worked it right. if someone puts in that kind of "work" , why is it those that actively seek out danger and combat, get boost, and boons over those players, less inclined to play that way? That's why I disagreed with the concept. Had nothing to do with the ugly and useless sword that got put in. ( though was a personal dis-satisfaction, in devs choice to use and implement in the game.) Just more of a concept that stands true as it is currently : All players have equal opportunity to advance, regardless of play-style ... and in a sand-box, there's no better concept one can achieve there in from a development standpoint.
  9. And I got a buddy today ... cute, love how he chases the dog toy bone around.
  10. ehh, i can't say I agree with any of it by and large. The assumption here is that combat is over-all the focus of the game, and of course, it is not. Gathering resources, exploring, looting, and craft/building take up the bulk of play time , and combat itself isn't necessarily happening all the time, nor a focus of the game. the above games, are combat oriented games, thats why these systems work better to engage players into the combat systems. Sudden burst attack of wolf, from behind the bush, or going around a tree running into the bear , none of these combat options would "improve" anything for any player, especially in early to mid-game , where armors are inaccessible or not protective enough , and players are most vulnerable to these attacks. No amount of skill, or systems are going to aid in these "sneak attacks" by the local fauna , VS is set up with the basic option, stand there and die , or run and find better defensive position, or run away completely to live another day. ( IF you get that lucky. ) Until you get higher tiered armor crafted that is. Then you can stand toe-to-toe with MOST common things that'd one or two-shot kill you in early stages. So there is progression already, its just... not a pure combat based progression. The FPS comment, made me giggle a bit too. If anything, VS would benefit more, from better ranged combat options, as opposed to wonky - whack-a-mole melee. That IS the area VS currently lacks in as far as combat goes currently. What's in place with thrown spear, bow use, and now slings is ... it's "ok" at best. Variation of throws, aiming, and creature hits is very, very "meh" still. Arrow in the face , does same damage as arrow in the little toe for instance. Damaged enemies, don't slow down at all, as long as they still got .01 "life" , they come at you full speed and full attack power ( well those that don't try to run off to save themselves.) Of course, these only benefit at distance , when you can see target outside the melee range, or are outside the reach of a melee weapon. I thought the comment bit funny, cause I had the opposite view, I didn't feel VS was FPS enough in it's current stages. Then again, Vs is not entirely a true-to-form combat oriented game. It it really never should be to be honest. If it never progresses beyond what it offers now, then it's livable , and still a fun-engaging game with all it does offer. I got NOTHING good to say on PvP , I could write essays and life-long blogs on how PvP is a ruination of games in general. It has zero place, in games not designed to be PvP from the ground up. It offers nothing, and only creates problems compounding into more problems. Like HellRaizer said... PvP caused devs to nerf attacks ( I hate the stupid looking new "sword" , what it called, FartZ blade? Fail-ex blade? Phux blade? ... ) , the iron knife trumps the best sword in game now, mows down mobs faster. So for the minority of PvP seekers, everyone suffers... yeah, just ... grrrrrr!
  11. Sling is one of the class weapons ( i play with class restriction off in single player) , it hurls rocks I'm trying to get F&S to make some metal up grades for it, to scale damage up like arrows get for bows.
  12. its amazing what a lil' bit of glass will do ... homestead improvements little by little. today focused on forging bronze tools, and spears, getting apiary finished ( well full populated, ceramic and wood beehives going in as I get to it. ) Captured chickens, penned them up. Accidentally got pigs, and fenced around them not far from house, but far enough it'll be a pain migrating them to the homestead.) Got my cellar area started too.
  13. is there any way to keep an option there , to stay as is? I quite enjoy the keep time it offers. Offer some way keep it as is for those that find it appropriate, and shorten it for those wanting a higher spoilage rate? cured meat ( by salt ) takes sorta a resource that -can- be found in over abundance ... Halite/salt. Once you discover a dome, its like free salted meat for life and then some. The smoker is bit more in depth, it takes fuel in firewood , and flax to make the truss strings , and you can sure a lot more salted meat in barrels at a pop, than you can smoker too... there is a trade off, yes it keeps a long time , when you play in warmer climates that is a life saving boon even WITH a proper cellar ... , it's also much more multi-player friendly. Most MP comments I see from players is, food spoils too quickly when they are offline and others are playing a lot. these smokers , which i also find awesome as all hell , could potentially alleviate some of those multi-player concerns and woes as is. *cough* sling bullets S&F ... remember... sling ammo was ALL your idea! *cough-cough*
  14. However . I don't want to say i completely oppose the idea , I mean.. I enjoy variety ... some of the tools proposed are neat options. I suppose i forgot to say that above, I just thought it seemed a tad complex , and not entirely a priority given existing mods and current game play "needs". I'd be more want -personally to have mods that improve aspects other than current tools. Some portions of VS don't make sense ... like, no ability to "spark" two pieces of flint together on dry grass for fire starting. Requiring stone knives having wood or bone handles ... can't use long dry grass to weave baskets, must find cooper reeds and papyrus? Only vines make rope... lily pads are just annoying pretties that get nabbed when farming reeds, but serve no purpose in game... Like i said, there' s so many little things that -could- be improved on ... I just see the current tools "fine" and they work for what they are intended for already.
  15. yeah, seed dependent looks like a thing too... , i've played seeds where granite and obsidian ( or flint) wasn't availiable for 50k blocks or more away from spawns before. anyone changing weather and settings for more arid worlds, might not be able to utilize certain resources at all. (I generally don't worry about slots, using carry capacity and upgraded bags mods. ) and again, i've never played the -other- block games ... i watched my daughter play it when she was younger, for about five minutes. Thats it.
  16. so the furrows would moisture-ize the vessels that auto water?
  17. interesting idea, but I'll have to agree, it adds in complexity for the sake of being more complex, and not entirely any more beneficial than default VS crafting. The game does lack the realism immersion part, i agree ... but its not entirely designed for such complexities at the same time. I can think of a thousand other quality of life changes, that -should- be address, before more tool/weapon mods get put out there to be honest.
  18. Start over I did, of course it's work in progress ... I hadn't taken time to go get fireclay for bricks and attain glass yet... Outside I sorts wanted to do a "sunken" house, more low laying , earth sheltered ... So outside is only two blocks high...
  19. and... game messed up , huge chunks of the world dissapeared, white blocks for trees. I have to start over
  20. I don't got groovy lights, ( jealous big time) ,but I did move the bedroom into the glass part.
  21. one would also think plant fibers like cotton, hemp, could used too, not to mention spider webs found in dungeons.
  22. well, i went back, updated some mods, currently i got 3 Single player worlds ( two were more test than anything) , though i like the semi-tropical one with the glass house the best ... so going to re-instate a few mods on that one. Doing so, i will kinda need more :kitchen room, so i might convert the glass portion to the bedroom/treasures storage are, expand the original structure to basically a kitchen. Only bad part is, the modded things will not show up in areas i've already explored.
  23. I think that's a worry that's possibly really a non-issue. Everyone who plays this game, understands the mechanics of ... there are usually communal areas for reasons after-all. - composting can be done quicker ( or rot making) in hotter temps, and in reed baskets out in sun. - I'd set food spoil to lowest possible setting. -take advantage of mods, salted/dried foods , Jerky ,smoked foods, and flours last incredible amounts of time. ( In the early game, its harder to obtain these things though.) ( maybe set up a "food shack" , have server admin creative mode in few already done things , new players "contribute" what they can, even if its peat and firewood there ... fat/ect. ) that way foods not much a spoiling issue ... and that rot, just barrel it all up turn to compost, i'm sure farmers that play more will appreciate the compost you supply for things. Not supplying your own foods fully, might detract from sore-vive-all a bit, but frees up time you do have, to explore the other things needed and wanna do. I'm just saying, there's ways to make it work.
  24. Not only that, how the game mechanics are currently, as "rusty gears" being the only "currency" , early game when things are -needed- the most, one usually has little to no gears to spend for quite a while anyways. Trading Commodities, Wares, and Services between players , seems more viable in long term game play. Once a dungeon gets looted, the gears snatched up , spent at trader, are gone. Two people don't get to "find' the same gear stash , so the "currency" acquisition, is by and large lopsided. Trading these things, offers the interactions coveted, and cooperation/communication by default. By going the "roles" route , doesn't lessen the -importance- of a chosen class played, they all do rather have a "specialty" role, inside the game, even IF "commoner" is able to craft the same things other classes can do. For example- Hunters are best at, well ... Hunting, or long range combat. They could fill a role as meat, feather, hides, fat sources for others... whom might trade in things like, pottery, metal wares, tools, crops ...ect. They could also service as scouts for a community, acting as local "rangers" ... these are just examples, and you are only limited by your imagination.
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