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MICHAEL CAMPBELL

Vintarian
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Everything posted by MICHAEL CAMPBELL

  1. I guess I am being overly critical. I do enjoy more of the game when you get to the point where you have put in the work and gotten to the point where you have your ore sources, you have your basic garden in and posibly a herd or two. Food is no longer a real issue and you can focus more on how your buildings look and what materials things are made from. I think that as more tech and more ways to make some of these task more efficent are released it will not only add content and more things to do but help to create more time for the player to focus on more of the things that they really enjoy doing. I do find myself somtimes getting a bit anoyed by things like kilns or skeps that have to be complely rebuilt and new materials harvested to rebuild them but if everything were easy I guess it wouldnt be the same.
  2. I would really love to see derigables and or balloon air ships added at some point I think that mode of travel would be Ideal for this game and fill the transport nich really really well.
  3. I really think the current system of having to checker board mine stone and undermine it to harvest whole blocks only to then have to polish it then slab it then mix it with quicklime to create bricks is rather annoyingly long and to tedious. I wish we could simply use a chisel to create polished stone that then when mined would remain a polished stone block to do with what we want then chisel it down to slabs and bricks or leave it as is. The idea here is to remove something of a time sink that really dost need to be there and allow the player to really start to use more decorative blocks when building that really quite frankly dont get used just because its far easier to create cobblestone. Another idea that I think would be acceptable would be to add a recipe so that players could create the bricks not from slabs but with the stone bits themselves but I really think that allowing the player to simply use the chisel to create a polished stone in the world would be better. Just to be clear what Im asking for is a way to let us use the chisel on a rock face to create a polished stone in the quarry location we can then mine it like normal to get into our inventory as an alternative to doing the crazy checkerboard mining shuffle. This would just decrease the time to get this resource and make it more friendly to use more of it in construction. I already know that there are those that are going to jump all up in arms about this but maybe we could simply add this as a mod or a option for those that would like this? Thank you for your consideration and feed back.
  4. I know that the current Vintage story crowd is pretty loud and proud about the realistic state of the game and I know that there are a lot of very avid supporters to continue to push this to even greater heights. But I wonder if there aren't a few out there like me that wouldn't mind really developing the temporal and drifter lore to add in a bit of alien-like mystical magical like mad science:) I really think there is a wonderful opportunity to get a little wild and crazy and create some wonderful funky tech-based off the lore and temporal aspects of the game. If you could also make the discovery through exploration of ancient ruins to discover blueprints teaching the player how to construct some of these weird devices and how to power them it could be a truly fantastic addition. Some Ideas would be how to create a pole or antenna that draws in negative temporal energy and maybe another device that when hooked up to it could then store that energy like a battery to be used to power even more devices? Maybe we could have an incentive for correcting temporal anomalies and get really wild and crazy with how the land might change as a result of correcting an area or bringing it into balance. I mean, after all, Minecraft has Redstone. I think there is an incredible opportunity to develop something in vintage story that also allows us to bring a wonderful whimsical almost magical element to the game without simply throwing out the realism to date. Why not consider allowing something in like this? I mean what the hell is a temporal Gear? what are drifters who are We? all of these things are already in the game and we accept them Can this not be built on as well? I think that instead of detracting from the realism these things could be used to plausibly inject some believable alternatives that could help to flesh out the world and its tech tree and create somthing believable and enjoyable and truly unique! Just wondering if others feel like expanding in this direction would go against the grain or not. Feedback welcome please share your opinions!
  5. I see lots of people moving to the tropics:) as well as collecting Preta LOL. I have been harvesting Swiss chard almost daily in my own garden and can have green beans daily if I wish right now. Swiss Chard is amazing as well as asparagus they grow well into and beyond the first frost and will both come up the next year if tented and the winter is mild. Kid you not. Ive got a row of chard about 20 foot in length and I can pick a packed plastic grocery bag full every two days right now. its yummmmmmy! Summer squash and zuchini is another amazing vegatable keeps growing all sumer long and has incredible yields. tomatoes some diced oinions and summer squash and or zuchini in a pan with some olive oil salt and pepper and you have a ragu to die for by mid summer I can walk outside and harvest enough of this daily to put on the table for a family of 6 with very little effort, an ocasional hour or so of weeding every week is all taht is required. I raise goats for milk and meat as well and there manure added to my garden every year means that I never have to worry about soil degradation. People seem to believe that gardening for food crops is some how difficult. IT IS NOT HARD OR really all that time consuming. The hardest part for most people is having the land or space to locate the garden and to provide water to the crops. If you think about it it is harder to work for the money to buy the gas to pay for a vehical to go to the store than it is to grow your own lettus tomatoes and vegtables and I'd argue takes more time as well when you add it all up. I would agree that certain crops that only yield anualy are more of a problem but it should not be all that difficult to feed ones self with delicouse produce in real life or this game. Some things Id like to see are the addition of ways to render fat, vegatables, olives seeds, for oil and fruit for vinagar and maybe the ability to tin preserved foods that would have a much longer shelf life. I have a pantry/celler with mason jars of canned vegtables that are 12 years old and still as good as the day I canned them. The art of preserving foods is an old one and its amazing today how little people understand about how this is accomplished. It is remarkably easy to maintain at least 1 to 2 years of tinned and preserved or canned meats vetables and dry goods. It is crazy how many people in this world would literaly be dead in 60 days from starvation if the stores were no longer able to stock because nobody I know accualy does thease things anymore. Heres another one we have two plum trees and two peach trees and between them both about two days out of the year we can harvest and can about 60 to 70 jars of preserved peaches and pulms, its insane. and every year at christmas we send jars to friends and family and they ask for them every year there that good.
  6. I am fine with RL as long as there are options no matter how difficult that allow for the player to eventually refine automate and make more mundane tasks more efficient, After all in our own lives we definatly have continues to refine manufacturing and production to the point that if I want a pick axe I can have one deliverd to my doorstep within 48 hours. I also appreciate the trying to keep it REAL. HowEver if there gets to be a slight issue when trying to figure out how to get to some of thease proccesses that help introduce tech you have to do a few things that arnt quite true to life I think your kinda going to have to make some sacrafices because lets face it is EVERYONE really going to want to play a game where every process is true to a real life processes and literaly takes as much time as well in game? There is already quite a few people Ive noticed talking about maybe a more casual game play that also includes some of the survival and exploration aspects of the game. Latly Ive been thinking that somthing that might really make the game explode and bring it to a much wider player base is to really work on a game mode with edited recipies and reduce crafting smithing requirments . an example might be to remove the voxel smithing and go back to the ingots directly from bloomeries. making recipies to create limewater or quick lime more one for one so that not as many resources are needed to produce more refined products. Including a easier way to make the brick stone types for building maybe include a chissle mode to convert regular stone directly into polished stone that can then be mined, things like that. Right now we have creative but survival and exploration are definatly requiring many hours if not days of game play before the player can really start to be able to see success and gain access to end game recipies and building. Might be nice to see a lite game mode where a player can achieve alot more in only a few hours of game play and transition more rapidly into a game where they can then focus on being creative with all of the blocks and items available. A casual mode if you will.
  7. That is welcome news I do think it should be difficult but I think its crucial to get some end game automation in because it becomes the pivot phase where the player then really feels rewarded and can then focus on asthetics and building exploring really making the world there own. there needs to be a natural progression and some escape from grind allowing the player to focus on large long term projects at that point.
  8. makes sense little further down the tech tree. Sure would be nice to eventually have some really serrous automation tech.
  9. awesome thank you so much. Do you know if the plan is to also allow the helevhammer to bang out thoes additional recipies as well? That would be awesome!
  10. Me too:) I do think that making this game like ether minecraft or TFC is not the answer but maybe a bit of both. not so real that it only caters to the Real life crowd but not so wild and crazy that things get stupid.
  11. Can you only make plates so far? and hammer out blooms? I can see the recipies for other tools but if I try and make them I simply get a worked ingot and not the finished tool.
  12. Well thats a bummer particularly if the comunity and development team are so dead set against automating things or finding ways to use game mechanics to do new and interesting things. I supose youl want to change how chickens lay eggs and how they interact with hoppers if I find that building a hen house on top of hoppers auto collects them and moves them to a celler automaticly? just for clarity I'd like to point out that many different people including my self do not just play games like this because it mirrors real life. I think that a lot of us including me play it for its whimsy and in my case trying to figure out how to do things from a engineering perspective that my be concidered odd or even just plain wierd. I would like to be able to use flowing water to move items and look forward to many mods or even game development that add all kinds of new and interesting ways to interact with environment entities and Items. If the game becomes one where there is nothing but grind micro managment and becomes somthing that mirros real life so closely it may no longer be fun. People play games to escape reality as well.
  13. I have to admit Im not a big fan of the change made to looting drifters. I much prefer the old way they droped any loot when you killed them rather than skinning them with a knife. Is there a way for me to change it back to the older format? I get it for hunted annimals but when your down in a big dark cave running for your life it can be a little time consuming and dangerouse to stand around for 2 or three seconds trying to skin a kill while others are still present or even spawning around you. I miss being able to use a dead drop with hoppers at the bottom to collect driffter loot as well since all items disapear when a drifter corpse decays now dead drops onto hoppers are pointless. I think that part of the alure on games like this are in finding ways to automate things. It is part of the fun. while this new mechanic is novel and well new I much prefer the way it ws before.
  14. could you work the ingots and produced items when they fall off the anvil to consistantly fall into a hopper place to ether side. I find that items that fall off the anvil dont always find there way into a hopper placed one block bellow and adjacent. It would be nice to be able to automatacly direct product to a chest.
  15. New block Temporal Chest crafted with a temporal Gear . Function when connected to other chests will provide auto sorting to them from its inteface and access to there contents from same . Could be allowed to work with hoppers as well. Not only would it then be possible for players to more reasonably manage large inventories but it could introduce new interesting ways in whitch players might automate certain production type activities. automated cooking for one. I think that a storage system is desperatly needed. To that end I would like to see the player be able to build a special block that when connected to a wall of chests could auto sort any items that the player drops into it to there respective chests on the wall. This goes hand in hand with implimenting Item Frames for chests. If the two concepts could be brought forward together the player could open the temporal block that is next to a chest that is connected or beside it would be concidered connected storage. You could impliment a maximum amount of chests that could be controled if you wanted and I would sugest that it be a standard chest size but instead of you accually placing items in it, It would show an item frame for the inventory of a connected chest. that way not only could the player use it as a sorting system and quickly dump and sort but also quickly access and draw items from the system as well. You could build in a set of several basic features that were customizable on the fly from within the the temporal chest that could set basic functions such as auto sort or only sort or store specific types of blocks so you could daisy chain sets of chests as well.
  16. 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.
  17. 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.
  18. Me too. I think that what I enjoy most getting to the point where you are pretty efficent and well established and then can find time to explore and find lore items and story related items. I think it would also be fun to see some kind of lore related quest lines or tasks that would lead the player to discover more about the history of there world and of the temporal problems currently.
  19. There was a mod for minecraft that I really liked. I think it was also a part of the TFC mod anyway it worked as follows. When you created a new sp world or joined a server you were randomly assigned a flavor or taste profile and it was up to you to discover what you liked and disliked by trial and error. So you might find that you enjoyed spicy foods or sweet foods and dispised beans or a certain kind of food item. As such you could design dishes that included only ingrediants that your player favored and recieve bonuses based off of the prefered flavor profiles. You could Identify these preferances by the discriptive adjatives added to foods cooked from there on out as you would soon discover that if you included a food item you favored it would add a discription of tasty or yummy to that recipie when you created it or it was in your personal inventory ready to be consumed.
  20. Dittowould really love to be able to create a natural door that could be pushed open by player movement and swing shut after that could be totally invisable. Imagine a secret base in a cliff face natural doubble stone door that opens left and right simply by you walking up to it and moving against it only to smoothly close behind you as you passed through:)
  21. I like this idea as well, I do think one of the next areas of content should be some kind of more dependable form of power. I think that while steam or water are defiantly very popular ideas they are also ideas that have been done before and there is a real opportunity here to do something fresh and new and more importantly lore friendly to the game! I think that a very cool idea would be to start to develop temporal power sources using temporal gears as a power source and or a resource that would be innovative and lore friendly. Imagine creating a engine that includes temporal gears to turn it for power or allows the player to break down those gears to create a resource called temporal dust that can be used as some kind of power source. what if we could find blue prints in ancient ruins that started to show us how to build devices that would allow us to harness and collect temporal dust or energy from the storms to power our devices? We could then use thease devices to not only create safe areas in the world but also collect resources used in the creation of power? Player based spawn controle. power, lore and friendly? Instead of a device that doesnt allow driffters to spawn within a certian distance we can create a device that when they spawn within a certian distance they are teleported to a pylon that instantly relocates them to there proper place and time and in so doing harvests some temporal dust that can be used to power another device created by the player. we can now get lore friendly spawn control that makes sense and has purpose, It would also be fresh new and somthing that nobody has seen before. I have already found journal entries that describe a disease that cant be stopped or others starting to create a picture of what started to happen to a society of people that existed before. Even though many of these illustrate the hopeless nature of what happened perhaps we can find some areas and information from folks that found ways to diminish the damage by altering the effects of temporal instability or even harnessing energy from temporal storms diminishing them and healing an area. Perhaps we could find blueprints or instructions like puzzle pieces describing how to build devices that allow us to both provide tech and heal the land responsibly? Even though the lore and "tech" we locate in our explorations may have not been enough on its own in that particular location to reverse the cataclysm that happened, maybe if we can find enough of it and combine it we can start to do something to heal our world from the Temporal instability and drifter Blight? I see the disease that creates the drifters to be tied to temporal instability or time. Imagine somthing happening to a person that on the surface looked like they were simply wasting away. It would appear that they were being ravaged by a disease that no one could seem to find a cure for. But what if in reality that person some how had a temporal seed or rift some how attached to there life thread in the universe that left them out of sync within there current time line and rushing forward very rapidly but never able to truly die from old age but simply rot and become a empty shell of there former exsistance destined to live out all of enternity in this diminished capacity forever until somehow this rift or localized instability could be fixed or resolved, corrected? What if there was a protagonist that was at the heart of this and we could work twards defeating it only by understanding it and developing tech or AKA magic devices to combat it. Maybe our race is immune to the temporal disease and the only way this protagonist could defeat us was to manipulate time for us and scatter us all to the worlds he has already ravaged. Dooming us all to continuly reset and start over and over again in evirons among the ruins of worlds and civalizations he has already destroyed? What if given the nature of time or temporal issues we could start to see things change in the world around us as time was corrected in a area of the world that we were working in? An example could be that we find a area of the world that is unstable and we locate what is the center of the distirbance we build devices that heal the temporal instability in the area and a tower appears whole with even more clues and lore or tech that we can use, maybe even spawning in Living breathing NPC's that appear confused not knowing where they have been but happy to be back with new things to trade or quests to accomplish. the lore idea for this game has truly incredable implications. Concider this. If you find a source of ore iron or resource salt and you harvest it. Its gone but you have descoverd a way to build a device that creates a localized zone of temporal instability that runs time in that area forward or backwards slightly? Well you could place one near a garden to grow crops faster or in a depleted mine to slowly roll back to a time where the ores exsisted to harvest them all over again:) the poasabilities are endless:) How bout a temporal grenade that rolls back or forward time by 5 to 10 mins:) Wild I know but somthing to think about. The fantastic nature of the lore that is already in place is that it hasn't been seen before and can be techie and magical at the same time. There are so many posts already about people who desire some kind of magic system and those that want more real mechanical systems in place. this idea could serve both camps.
  22. Thank you I was wondering about that but the lack of information or my inability to find it was causing me some angst. I thought that the helve hammer was only to knock slag off the blooms. I havent got to the point where I can utilize them just yet in my current play through, It is good to know that they will make this proccess much less time intense. By any chance do you know of a site that might have some more current info on the additions to the game such as the helve hammer temporal mechanics and such? Also admin please feel free to remove this topic if the Helve hammer addresses this request.
  23. 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!
  24. I really dislike this new way of forging particularly plates. It now takes forever to make a simple plate. It's ridiculous. I have yet to figure out how to make this efficient. I don't want to spend even 4 or 5 minutes to make a copper plate or any plate for that matter. I don't mind most of the tools or things that your not trying to mass produce but good god the plates are now a pain in the you know what:( If you dont think its bad go watch one of the few youtube videos of players demonstrating how to make a plate and although neather one is a most efficent build thoes videos clearly demonstrate that it take at least 4 to 5 minuets of real time to produce a plate, this does not take into account the time the payer has already invested in minning, producing charcoal to heat ingots, producing the ingots, heating the ingots. Just the simple action of hammering the metal flat takes 4 to 5 minuets! One Plate! I really think you should at least give us a helvhammer recipie that we can quickly use to hammer out plates efficiently if you dont want to change how we manualy forge plates currently. Just thinking about how many hours will be required now to make enough plates for the lanterns ill eventually want is overwhelming. Not fun. Maybe real but NOT FUN. At least when making a plate add the second ingot to the side of the original not on top giving me a 2 pixal layer square centered in the middle of my grid to hammer flat. Im thinking that might help a bit.
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