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Anthony frailey

Very Important Vintarian
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Everything posted by Anthony frailey

  1. Or perhaps start or join a server community, that only puts in few hours here in there, or cooperates in one big "communal" village, that helps each other maintain staples such as food/maintenance.
  2. I have to somewhat agree here. Not only does there need to be alternate travel means, which i know there's translocators, and mods that add horses. Problem lays in, you usually need resources in far off places, long before you can get a locator repaired. It randomizes target location, that may go to area where resources needed aren't. Becoming even farther waste of time. Horses, who has time to make leather ( especially if having to gather those resources ) for saddle-bags, go capture/tame and breed horses for domestication? In all cases currently, it takes resources to do these things, catch 22 is you have to travel days and days away from your area to find them, just to get a bit easier travel, to go find said resources... and seems counter productive/grindy/and big time sink for basic resources.
  3. 'The shells are somewhat bowl sized, why can't they all sit pretty on one exposed block? One each seems odd?
  4. yes, I went back after -reloading, was able to shelf whole pie, not pieces. Guess my pies had bugged out until re-load.
  5. Maybe i'm doing something wrong , but i can't seem to get pies or cut pie pieces to go on shelves. Best I can do, is set them on the ground? My suggestion, in case it's not a feature, is to let pies be able to sit on surfaces other than the table or ground.
  6. hmm, i would think a combo of the playstyles best. Come in, have a good time if you wanna, RP if you wanna... When you start making restrictions , such as medieval only, you start placing limitations on creativity and ingenuity. That, i believe is a multi-player "killer" in the long run. So much of VS, is more apt to be multi-player supportive for RP, in mid tier point, after players get their toon out basic bush craft survival. Early game, elicits loads more "cooperative" types of "survival" , until a point society can start to thrive and begin flourishing. Keep in mind, not everyone is going to advance at the same rates. Some players might start earlier than others, some will not be able to dedicate as much play time as others too. I know if I got online, it'd be to interact and play with others, but I still want the freedom to create and live how i wish... like if i wanted to build a "modern style" house with flat roof ( instead of pitched or slanted types... i wouldn't want someone coming along, dogging me because it's not their style, or how they'd enjoy a dwelling. Or rule-monger saying, this is medieval setting, that doesn't "fit" the theme... If i wanna carve out the side of a hill or mountain, and dwell like a hermatic dwarf ... well, all i'm saying is I simply don't desire forced mechanics , or things that lessen my creative fun. But playing, especially cooperatively like with others, is something i wish to do at some point. I'm new, so getting my feet wet with controls, learning handbook recipies, what works and what doesn't atm. In fact, i've really looked to see whats offered. As far as whitelisting, thats good way to limit unessisary traffic/random builds/mining from casual participants popping in to just check things out. However, its also somewhat a limitation , as players are bit lazy, often will not go through steps to get whitelisted. Perhaps, theres some form of "grey-listing" or blend of open-policy could be done? What that'd be? i got no idea ... Wipes... eeep... hmm if things were laggy , maybe important... but at the same time, who wants to put effort in creating a homestead in a place, only to have it go away every so often? However, wipes would ensure fairness, that other players get chance at mining nodes around the start area , better build options/places ... and of course, wipes out little Jimmy's mud hut made, when he logged in that one time and never came back. Mods that make sense to have, like StepUp, Carry Capacity , but nothing that over-complicates, an already complex system.
  7. The real |problem" with wolves, i've found is blindly stumbling into the aggro-range, Hop over a hill , push past leaves/ bushes that obscure line of sight, and lots of times ( near any forested area ) , a wolf or more than one usually , will be lurking in said area ... abd often it will aggro/attack without warning... Real life, wolves ONLY attack prey as a PACK , if they think/feel such grants them advantage. Solo or even a mated pair will , run/hide from any creature they consider a detrimental threat. Stories/tales of wolf attack's in the wild on people, are by and large circumstantial accounts, giving many unspoken factors as , scarcity of game/food, unaccustomed to bi-pedl presences, and of course protection of young. This however is not - common- behavior of wolves, coyote. Hyena , or dingo ( though dingo/wild dogs are far more territorial/aggressive by nature. ) I know this, because i work in US forestry, in a program to save wolf species from relative endangerment. These creatures , are NOT "domesticated" canines, but they have individually roughly the same basic apprehension to fire, and any type of predator ( Humans/bi-peds include ) , as any domesticated canine. In -fact- , thee creatures often smell scent of apex predators ( including humans ), long before line of sight is in given... As such the PACK leader . the Alpha male will decide ..if defense or offense is warranted... but unless a "pack" greatly out numbers a single predatory mammal... ( in this case, human/bi-ped, large cat ( like panther, mountain lion, or jaguar/) .or bear , the alpha will pick "survival " of its pack, over blatant "attacks" on such creatures if territories over-lap. Wolves are not " stupid" killing machines . but a living entity that also fears for it's own life, as well as its community ( pack), and young. It is a decision made by the |"leader" and followed by the rest of he pack ( betas) , but only so much as the Pack itself would out0-numer, or have great advantages of taking down a subject of prey, with as little energy ( calories) , as possible. While VS , as a game, -needs- opposition , I think wolves /hyena are sadly, displaced in not only how they hunt/attack , but are depicted over-all in the aggressive aspects so far. The In game "aggression" would actually be more akin to predatory great cats , ( such as mountain lion/puma/panther ) than what wolves or packs of canines would do. I say this because, wolves IG seen to not give really any "warning" you've stumbled into their territory .. often, you go through bushes, over hill, and the beast is coming at you with not even so much as a growl to announce they were in he area. Which, in real life, would never, ever happen. Once feeling threatened, there'd be howls and yips of the pack communicating with the alpha male ( pack leader ) , upon smell or hearing detection, long before line of sight was met. Realistically from a survival perspective, a player should -know- when near wollf spawn, or any area they occupy, buy the noises they make in day-to-day, ( Mostly nocturnal actually ) activities. Thats why wolves in VS seem over-powered early game , the behavior, verses RL actual counter parts, are extreme , and often unforgiving in players just inside Stone Age/Copper age early delving.
  8. Fishing outside of "primative mod," is a need ... , which the primative nod is "ok", but does extra changes to the vanilla experience , that new players like myself are greatly "lost" as , we've not fully explored what was possible in sraight up play in the first place... of that makes sense?
  9. Ditto! I think the only -draw-back to VS is the graphics. Loads of "gamers" go more for "realistic" looks, rather than minecrafty ones. I also think theres a partial minor set back with VS being theme'd around a lovecraftian aspect. I know when asking friends about playing VS, most mine responded with a dislike of lovecraft themes. But, the bonuses, are numerous! I mean, i've played the crap out of Dayz , even back in its mod days on Arma2 and 3. Subsistance, i have, but i found hard to get into , the very early game is punishing, and later on with exploration limited, simply becomes a time management game. While you -can- get very time managey in VS, you can stop and smell the roses as well, eventually. I've played probably just about every "survival" type game out there, -except- Minecraft. And VS, actually has a most complete system and complete "game" i've seen yet. Thats why i like it. But yes, exposure is a thing, VS isn't offered on Steam , so its not going to get the same exposure by default by a commonly used platform to get games on. But i found VS watching folks like Ashanti , Papasmurf , Gamesedged , on youtube cause i seen it in playlist of those i subscribed to, got curious ... wound up putting in like 500+hours of just -watching- the game seasons they put up.
  10. Ok I finally found tutorial , and found out the mod i was seeking was Carry Capacity. I had to dig a bit, as youtube just wasn't bringing up specific vids on a how-to by default for me. I still got questions on regions/temperatures. I found in setting i could set world to "hot", but looked like entirely gigantic deserts. I think there needs a "between" setting in hot/arid , and temperate specifically for tropical/equator like ... assuming this "world" is simmilar to what we know is "Earth" here.
  11. I think for me, its not just one thing, but several things rolled into one. The first appeal, especially early game, its the most -complete- survival, that's "interactive" as far as crafting, building, and exploration goes. Secondly, its not one where all the mechanics are inherently a back-drop to PvP, like so many "survival" games do out there. Thirdly, there's a solid community ... and the prospects of playing multiplayer , even with those that create content on youtube possible, making co-ops, or offering more avenues to enjoy and learn the game itself, is a big bonus. There's probably loads of things that's been done on the game, that i hadn't seen in videos , but figure someone has. Hard to come up with absolutely unique ideas, but I think i wanna -try- making a jungle-based tree hut, for example. But, thats also fun parts, the -discovery- of it all too.
  12. Hi, Toadsquish here, long time back I was active in several indie game "survival" production team, I got out of such for along many years, come back ... skipping completely over , "other" block based voxel game entirely , jumping into this from seeing several prominent content creators making me take a look at this game. So after months of watching videos, finally bought the game. First thing, i'm having trouble finding and installing the mod that allows for you to carry extra vessels. Anyone know what its called or where its located here? Then once it downloads, where do i stick it, I'm unfamiliar with the game files how they are put together. Secondly, I'm very interested in survival in tropical regions, if in any seed or map i spawn on, will heading "south" take me to those areas, or is such completely random?
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