MICHAEL CAMPBELL
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MICHAEL CAMPBELL last won the day on January 30 2020
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I Think they are lost souls of the world we now live in that were taken by the disease or blight we somtime find journal note discriptions for. I think though that the ancients refer to this as a disease affecting people but they dint really understand what was happening. the world we are in suffers from temporal instabilities and temporal storms. temporal is a referance for time so it is posible that the drifters are ancient peoples that are somhow out of sync with time having been ripped from there realities and somhow broken and diminished and we see them but only as fragments of there former selves and still out of phase with our current reality. Decayed by living for so long but stuck never really alive or dead. If you could see us the player from there end of the time line it is posable that we would look like a drifter to them whitch is why they are hostile to the player. we appear as horible monsters invading there world that they cant understand. Just as to us they appear to be the same. If we could find a way to repair the temporal instabilities and heal the land perhapse we could restore them to there proper place in time and reality. Maybe WE ARE THE REAL DRIFTERS:) Maybe it is us that is out of sync with most of the world that we inhabit.
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I think simply allowing the player the ability to sleep as often as they want is a good fix for night time, I dont really understand why you can't sleep more than once a day anyway. your simply trading food saturation for daylight. The only other thing I think should be added early game is a low tech door maybe a thatch or reed door. once you really understand the mechanics its realativly easy to get up to speed. There are some much worse time sinks down the road a ways so if your frustrated right now I understand to a degree but like trying to keep an good supply of charcoal down the road is going make you pull your hair out lol. before you get access to a helvehammer I wouldnt even worry about making lanterns somtimes trying to find salt or lime will be massivly challanging as well so patience is crucial and making sur you just get a few things accomplished every time you play is crucial to making it to a good place where you can enjoy the aspects of the game you really like and less on those you dont. I do think a vintage story Lite version would be wildly succesful simply ramp up the durability simplify crafting and increase a few drop rates for certian Items and you could have a lite version for those looking for a more casual game play experiance. You can customize a number of thease settings when you create a new world for example I like to increase my tool durability a bit and tweak the spoialge rates on foods in my favor because I dont want to spend as much time on thease things when I play but you cant tweak recipies or a whole lot of other things in there just yet. I would imagine the road map would allow for more customization in the future.
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Kinda strange becuase in real life you do get both and I think this being added would be a good change. would be nice to be able to break down pumpkins for both seeds and flesh!
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SO I found that if I plant pumpkins in a way where you use cobble or any none soil block on the corners of a tilled tile you can increase yields x o x o p o x o x The pumpkin vines tend to travel north south east and west in long runs so keep them 5 to 6 blocks apart. I generaly put my tilled block three away from a water source block cover it with a chisseled cover and then put in my solid blocks around my tilled tile. hope this helps. on average im seeing a solid 4 pumpkin average per plant in this pattern often with 5 or 6 pumkins per plant. pumpkins can and do grow on the non soil blocks but when the vines grow in long runs rather than bunching up all around the main plant when flowering they tend to have more places to drop fruit.
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Id Like to see maybe not a so traditional magic system in the game but a "magic" none the less. To a primitive person a cell phone would seem like magic and we already have an example in game of a wonderful story and a strange new "magical" Item seemingly from a long lost ancient civilization "the temporal Gear". Its a wonderful interesting device that has the power to set your spawn. But is that all it does?....:) I think the original story and the line on which it is based just needs to be expanded upon and a magic will happen. One of the things I enjoy the most about the game is not the realism but the exploration of the ruins and world around me and the struggle to not only survive but thrive and to slowly over time develop through hard work and effort a experience that becomes both easier and more advanced over time. I would love to have more reasons to chase the ancients and learn more about how they lived and how their technology was used and be able to apply it directly to my survival experience. If the tech progression was done right it could be alien and strange and wonderful and seem like a wonderful kind of magic indeed! Anything that can or would immerse me even more into the back story. A world rediscovered full of dangers and exciting history of lost culture and wonders would be absolutely amazing! That Kind of magic already truly sets this game apart. It needs the Lore , the exploration the Discovery and with that its own magic can and will happen. Its already a truly magical and wonderful experience!
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yes it does my apoligies:)
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I Would like to see spawns be massive in size such that if a player finds a particular ore they wont really need to locate another. But I want them to be few and far between and spawn in rock types and locations where it would make sence for them to be. I would also like the pro pick to display not only the ore's and % but also a + or - after the Ore to indicate depth. A level of 0 would indicate a 3 block hieght band on which the player would be concidered level with the ore. Posably a cardinal direction as well north south east or west. I feel if the player could at least have a indication on what block hieght a deposit was on they could better home in on deposits. The reasons I would like to see massive ore spawns is very much the argument that it would then make a great deal of sense for the player to build logical infrastructure to support the harvesting and transport of that material. I would really love to explore vast distances for said ores and then develope rail transport to and from thoes locations to a central prossing facility. I find that after a while hunting and pecking for small amounts of Pocket ore's gets annoying. It also doesnt ever give the player an opertunity to plan for production but rather bank ore until such time that they determine that it can then be used to produce a limited production of tools or somthing.
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What are the must-haves for a "finished" Vintage Story?
MICHAEL CAMPBELL replied to Tyron's topic in Discussion
I would really like to be able to make Item frames for chests. And I would adore making right click pryoritize open storage before hot bar. I also think that steel smithing and anything that can bring a bit more of a end game tech power automation of any kind. It would be fantastic to be able to really have a 3 phase aproach Phase 1. Just be able to survive a day in game. Phase 2 mid game build collect grow . In this stage there is going to be a lot of grind the player is going to have to aquire everything they need to not just survive but thrive. I think the game is almost complet to this Phase. Phase 3 Lore story and tech. In this phase the player is encouraged to build fantastic structures and really flesh out there creative will within the environment. to this end more content needs to be added that allows the player to qucikly manufacture tools produce food and automate grindy Game play so that they can spend time collecting rare resources, do other things or spend less time doing survival things and more time exploring and building. I really think multi block machines and automation would be fantastic to add in this end game phase. I think that the temporal storms and drifters and lore is very interesting at this time but It seems to have very little point in the game and dosent seem relevent. It really would be nice to do more things to tie it into the world, to build a story and to encurage the player to discover and explore for rewards lost tech . Would love to see the lore not only tell a story but give the player both understanding and tools, rewards that help us ether right a wrong or participate in the restoration of a horible disaster. Perhaps even introduce a very powerful protagonist to finaly somhow confront or defeat. -
Please concider allowing players to seal crocks with bee's wax as well as fat. Thank you!