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Everything posted by dyrran
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We'll just have to agree to disagree.
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You can spot different blocks right away because you've seen them a lot. You're projecting "the obvious" and "common sense" because of what you already know. There's so many players that don't have the same skill, though. People on the server I play, they walk over high-fertility soil constantly. Always asking for new spots to find some but never realize they're walking over it or right by it. They haven't paid enough attention to spot the differences. The experience is inevitable because of the nature of the game. My gf won't play on our server that we have easy mode mods on because she thinks the game is too difficult. I've given her every tip and more but she just thinks the game is too hard. I know myself and friends thought the game was much harder when we first started because we didn't understand everything at first. Other people where I work that tried it said similar things. It's just a hard game that takes a little time to wrangle, man.
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I respect the input and explanation. I still disagree, though. I think the game intentionally teeters a line of hardcore, and accessible. Is clay hard to find? Yes, to a new player. It shouldn't be easy for a new player. You seemingly agree with that as well. The skill is learning to spot the clay. It manifests through its red/blue/sand colored spots in the dirt. Once you learn how to spot that at a distance, or in your peripheral, you fundamentally level up as a player. That is a manner of skill expression in itself. Not a flashy one, but it is skill expression none-the-less that separates veterans from newcomers none-the-less. I don't believe that understanding the real world and being able to apply that to a video game is what makes it hardcore. I do agree that I'd like for it to be more realistic. As someone from south appalachia, I'd love it if I could hunt for clay how I would on say a camping trip. Rambling aside, I think it's fine for new players to be confused. That's a normal feeling to have in a game that is hardcore. A game that will punish you, and not ask for forgiveness. A game that won't necessarily teach you how to defend yourself. A game that puts you in the sandbox to experience and learn from struggling is a game that is hardcore to me. I used to play DayZ for days at a time. I remember spawning in for the first time. Didn't know how to read a map, didn't know how to build a base, didn't know how to eat certain foods, didn't know how to build a base. It was very confusing, and felt unintuitive. The issue wasn't the game, the issue was I didn't know yet. I had to experience and game and learn from mistakes. Admittedly, DayZ and VS are apples and space-potatoes. I don't plan on comparing directly. The point lies at the struggle to gain information, with a lack of information, and a lack of a hand to hold. I think that makes them both pretty hardcore in their respective ways. I could be totally overlooking something or it could just be a matter of disagreeing. I'm just happy to be here. I do wish that VS had a base thirst, more expansive body-heat, and disease system. I'm sure that will come in time though.
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Wait.. Let me get this straight. I read a post in its entirety. I notice a particular complaint about not turning the game into "another hard core survival". I respond to that particular complaint, letting the OP know that they're already playing pretty a hard core game. You seemingly read just the title, scroll through all the comments, find mine, and reply to it as if you're being spoken to. I inform you the OP mentioned having an issue with the game being pushed into a hard core survival game. You push the blame of misunderstanding on me because I didn't make it easy for you to digest. Maybe read the entire post next time, champ. The thrust of the complaint is about a blushift no-skill RNG mechanic that's already in the game. But you're right, literary skills are hard. It's difficult to read more than the title. I get it, man. No issue with giving the energy you get. Maybe, though, just maybe, you could also not interject yourself into a conversation and tell me I'm the reason you misunderstood. Could I have made it easier for you? Yeah, absolutely. If we talk in the future I'll do that. Issue is, I wasn't talking to you. I was talking to the author. Hope this helps.
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vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Literary skills are hard, I know. OP refers to how they don't want to turn the game into "another hard core survival". Hence my focus on this being a hardcore game. Hope this helps.
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With all due respect OP, the game is already very much hardcore. The process to enter the clay age could take days for a new player, just because the process is actually involved. Not to mention, you are anchored to your spawn point pretty heavily and have a limited amount of spawns to your "new" spawn with a temporal gear. The game is so hardcore that my friends won't play with me unless there are mods to make it a bit easier. Having kids and full time jobs lessens the appeal of a super grindy game in all fairness.
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This could be done very nicely with a catch and release system. I think it would be much more fun to catch a fish and place it in the bucket. Better yet, if they gave us a fish crate, where we have to collect water from the source the fish and then acclimate them to the new environment. I think I'm putting the cart before the horse here.
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I'm so sick of my box houses, full build tutorials?
dyrran replied to vinnland's topic in Discussion
Something I used to do is grab a set of dice and roll a 2d20 for base width and length, roll 1d6 for height, and then roll 1d12 per wall to see where additional rooms would go. If I had rooms I wanted to have before building, I'd write them down on a sheet of paper and use the closest sided die to assign the placement of the rooms. Could be forge-centric if you walk into the house and there's a forge immediately or a relaxed den if it's just a common area. This mostly assumes you have dice, but thankfully the web has you covered with digital tool! -
mods Modding Wiki Lacks Wearable/Clothing Mod Infromation
dyrran posted a topic in Mod Requests/Ideas
Maybe I'm not using the wiki appropriately, but am I the only one that has thought about how little information there is on the wiki regarding clothes? I'm working on a wardrobe mod and am currently diving through the TerribleClothes mod and the vanilla pieces to understand how the items are built. Though I feel like I'm not really learning anything. It mostly feels like I'm just breaking pieces and putting them into the wrong places, which to be fair I likely am. This is the first time I've ever dived into mod creation for any game. So I'm really coming at this with a blank slate. I also mostly learn from doing, which the wiki is great for in terms of setting up the environment and tools and such. If anyone could point me to some resources that could be helpful, I'd greatly appreciate it. I wish I could live a life without thinking about cowboy boots with spurs in vintage story... but I just can't. -
Great news everyone: Just after all the discussion, the flatpak was updated to 1.21.4. I'll add a line here that helped me resolve the issue with building the game with the install.sh script. If you're receiving the "Fatal! I require sysctl but it's not installed. Aborting." then just write the line below at the bottom of your .bashrc file located in ~. export PATH=$PATH:/sbin
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I thought that as well and color me baffled when I tried and was returned to not run the script as sudo.
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That's what is crossing me up at the moment. I don't recall installing it myself, but it is installed on my system, and I very well might've installed it as a dependency of another tool and not paid good enough attention to recall it. i might need to install procps:i386 instead but to be honest I'm not sure. Still somewhat an amateur on Linux and don't want to break Debian as I just migrated after breaking my Arch install (btw xd).
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Thank you for the details! I did try installing VS from the repo from Anego themselves but it seemed to be on the same version as what was already installed. I didn't realize that was the case with the updates so that's extremely helpful. I appreciate it! I'll have to make another post about having issues running the install.sh as it says Fatal! I require sysctl but it's not installed. Aborting. Thanks again EWsssfjioewhg!
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Hey everyone, hope you're having a great day/night so far. I was just curious on what the status of the updates in regards to the Flatpak. I did do a quick search for "Flatpak" but received nothing. I'm not in too dire of a need to play the latest version as I'm brand new to the game and have plenty on my hands to deal with regardless. I thought it might be that I'm on Debian so due to older packages I would've been curated an older version for compatibility sake. My friend on PikaOS mentioned he is also 3 versions behind. Also a Debian derivative but much more up to date. Is the Flatpak not seeing updates at this time, or do I have a misunderstanding to version no.? I guess it could also be that 1.21.1 is a stable release and the 1.21.4 is an unstable release? I know this post is scatterbrained but I guess i didn't really find it too much worth the time to ask such a trivial question with bullet points and walls of text. I will leave some system info below in regards to version that might help someone answer the question (regardless of its importance). Kernel: Linux 6.12.48+deb13-amd64 OS: Debian GNU/Linux 13 (trixie) x86_64 DE: GNOME 48.4 WM: Mutter (X11) Vulkan: 1.3.277 - NVIDIA [550.163.01] OpenGL: 4.6.0 NVIDIA 550.163.01