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Luk

VS Team
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Luk last won the day on September 15

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About Luk

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  1. Luk

    Balance Survey

    Hey party people. It's been a couple updates since I made some gameplay changes. I'd like to hear what people think about the state of the game now. Is there anything you find frustrating? Wolves still got you down? How do you feel about food? What about night time? How often do you find dungeons/lore? At what point do you feel like you no longer have to worry about surviving? Any other complaints? Now's your chance to let me know and I'll do what I can to fix them! I know a lot of you guys play on modded servers too, so if you can just preface that beforehand that would be great.
  2. Luk

    WIP - Vintage Story Lore Ideas

    Ah, that's an interesting take on the drifters, although I think maybe there's too much focus on "intellectual deficiency". Assuming the Eternals are human-like in appearance, I would assume the drifters have a lot of problems going on. On that topic, there's a heavy dose of social darwinism here, which is something that should probably be approached rather carefully. Not saying it needs to be avoided altogether, but it can get really bad really quick if you're not careful with how you handle it. My question for you here is, who or what is the player? Seems like the timeline is setting up a big revival coinciding with the start of the game. Are you seeing this whole concept as more of a mythology or an actual history? As in, would you say all this actually happened or would you say it's merely society's beliefs? The biggest difference I see between the two is that one option leaves room for present interaction with the Eternals and the Pantheon in-game.
  3. Luk

    Vintage Story: Fall Wishlist

    I think in a lot of ways our world gen is pretty solid, but I do think it could be better. Oceans are nice, ya know?
  4. Luk

    being in the dark will hurt you

    I agree from a purely narrative standpoint, it would be cool to make players lose control, and I'm certainly aware it happens in real life. However the disconnect between player and avatar can lead to problems when you take away control. When you lose control in real life, you generally have bigger things to worry about. The player is not caught up in the same fear that the avatar is, so they can't totally empathize with the lack of abilities. This is where it can be frustrating, because they'll know what they want to do but they won't be able to do it. On top of that, there's breaking the suspension of disbelief that comes from changing player controls on the fly. The goal of that fear would be to grip the player and keep them in the moment, but when they have to fumble around trying to figure out their controls, that can take them out of the moment. I do agree that frustration is not necessarily a bad thing, though. It's just quite difficult to use well. I think games have a long way to go on that. At times it reminds me of dissonance in music theory. As though we're still in the Classical era trying to figure out perfect design. I really enjoyed Bennett Foddy's thoughts on the matter in Getting Over It.
  5. Luk

    being in the dark will hurt you

    That's surprisingly similar to ideas we've thrown around internally regarding this mechanic. Yeah, we'd eventually like to make some sort of sanity mechanic that incorporates some of the things you're talking about. And I've already planned the story to work in concert with that. It's just a matter of figuring out the details and implementing it. So look forward to it! Your wish will more or less be granted I hope. Some things I'm considering in regards to this: We've thought about loss of character control before, but I'm pretty sure that would be incredibly frustrating to play with. I definitely want a solution that's better than Don't Starve's darkness/sanity mechanic (although other team members like that mechanic >.>). But yeah, it still serves as good inspiration. Between that, Darkest Dungeon, and Bloodborne I think there are some interesting ideas that can be improved upon. However, first and foremost it should work well in a voxel environment.
  6. Luk

    Model Creator feature request

    Changing parent/child hierarchy sounds soo nice.
  7. No, that's not what I'm saying, and I'm sorry if it came across that way. I've been participating in this discussion for the sake of considering new ideas and trying to understand our players' perspectives. Your posts seemed to indicate that you felt smithing was endangered in some way by "repairing" as a game mechanic, so I was just trying to find out what was endangered. Whether it was the importance of smithing in the survival process or if it was the act of smithing for you personally. And even if the issue is just that you happen to like playing the game a certain way and this repairing concept endangers that, that's still important for me to know.
  8. Redram, I could see how smithing wouldn't feel tedious if you smithed really efficiently like that, and I can understand not wanting to lessen the smithing experience. Out of curiosity, would it still bother you if the smithing system was left completely like it is? So theoretically, you could keep playing the game as you like, but others could use repair kits or grindstones if they want to. Would the incurring resource inefficiency bother you? Or would you feel like the smithing system has been done an injustice because people are less likely to use it? I'm not super opposed to smithing repair kits nor to them being tier sensitive, but I dunno, putting those two things together with a 1 to 1 equivalent metal cost seems like you should just smith the tool instead. Also, I think your concept sounds pretty good, Tony. Admittedly, I think I just like the idea of durability being visible in the 3D model and icon.
  9. I would assume a grindstone would take less time to use than it would take to make an entirely new tool. Or at the very least, it would take less resources. Which would save time. Which reduces the tedium, at least between those two options. It seems like the metal tiering system would still work fine. There are sitll plenty of advantages to having an iron pickaxe instead of a copper pickaxe. And your tools would still break eventually, assuming max durability would drop with each repair. I'm assuming the whole point of this discussion is to find a way to reduce the tedium of having to remake tools, right? That's ultimately the purpose of repairing, isn't it? I think smithing is fun, sure, but I don't really have fun making my fourth or fifth pickaxe. Don't you find that tedious, Redram? Or is it just that you're more concerned about a bad solution than a mediocre problem? I think effeciency loss is a cool idea in theory, but I agree that it could be quite confusing and frustrating. It would need to be very clear what's happening if it were implemented. Which, it could probably could be made clear quite easily, actually. Just having the 3D model and icon eroding in front of you would probably do it. I'm not sure I agree about the hard choices of what tools to bring on a trip. I think it's kind of silly to have to bring three pickaxes when you go mining, but it seems like those slots would be filled anyway if you brought repair kits instead, wouldn't they? And they would both be emptied as the trip continued. The kits would be consumed and the extra picks would break.
  10. Luk

    Tutorial Map

    Oh whoops. Didn't check the date of the original post. Well, not too much has changed mechanically since then, so it's still worth a look.
  11. Luk

    Tutorial Map

    Thanks for this, Milo. I'll take a look at it! Still working on an official tutorial on my end.
  12. I know we have a couple people who seem quite knowledgeable about blacksmithing. I'm curious, how does one repair a hammer in real life? Assuming it's the metal that is damaged and not just the wooden haft. Reading Stroam's response, it seems like it would go on the grindstone anyway. Speaking more bluntly (LOL), it seems like repairs are generally more needed for sharp tools, right? The edge of a sword is certainly going to go dull before a hammer would break. And, actually, a hammer is like the only tool we currently have (off the top of my head) that is really blunt. It seems totally logical to me that one would sharpen a pickaxe or a shovel on a grindstone, since they have edges and points. I like the idea that repairs refill your durability, but drop maximum durability as well. Potentially a sharpening could temporarily improve the tool's efficiency or something as well. And while there is concern about it making smithing obsolete... I guess I'm not totally opposed to that? The constantly-remaking-tools concept feels a bit like an artifact from older games to me. You'll still need better tools to get better resources, so you'll still be making new iterations. Just maybe you don't have to make the same iteration over and over. And you would still need metal as well, since you have like 10 other tools to make for whatever tech level you're at. In general, I'm concerned with the balance between tedium and challenge in VS. I'd prefer challenge to come about in ways that don't require grinding. Grinding in the metagame sense, not the grindstone repairing sense. Lol, kind of ironic.
  13. Hey this is a really cool concept! I particularly like the idea of repairing bows and making fire and poison arrows.
  14. Luk

    The ECGC Report!

    Hello Vintarians! As some of you may know, Lo-Phi (Hayden) and I showcased Vintage Story at the East Coast Game Conference in Raleigh, North Carolina last week. This was a nice opportunity for us to share the game with the public and get some valuable feedback from industry professionals as well. So what kind of feedback did we get? Well, we realized pretty quickly that it was hard for players to just jump in and enjoy the game, since it can be a little complex. With that in mind, I’m planning to do some work to provide in-game tutorial information for new players to work off of. Hit me up on the forums or in Discord if there was any concept that tripped you up early or anything you’d like to suggest for a better new player experience. However! The conference attendees were generally impressed once they started to understand the game’s depth and detail. In particular, things like the crafting systems, worldgen, and visuals were highly praised. We had a couple level designers, animators, and 3D modelers who appreciated the potential that our creative tools and model editor offer. Beyond that, many of the players excitedly suggested that we allow for custom tools and weapons using the voxel-based crafting system. Who knows? Maybe that’s something we’ll see in the future! All in all, it was an enjoyable experience and one that gave us another chance to improve Vintage Story even further. Now it’s time for us to get to work and show our dedication to any new players that might have signed up after ECGC came to a close. Also, we’ll be presenting Vintage Story again in July for the ReVersed Festival in Vienna! Come say hello to the European team members!
  15. Luk

    The ECGC Report!

    Hello Vintarians! As some of you may know, Lo-Phi (Hayden) and I showcased Vintage Story at the East Coast Game Conference in Raleigh, North Carolina last week. This was a nice opportunity for us to share the game with the public and get some valuable feedback from industry professionals as well. So what kind of feedback did we get? Well, we realized pretty quickly that it was hard for players to just jump in and enjoy the game, since it can be a little complex. With that in mind, I’m planning to do some work to provide in-game tutorial information for new players to work off of. Hit me up on the forums or in Discord if there was any concept that tripped you up early or anything you’d like to suggest for a better new player experience. However! The conference attendees were generally impressed once they started to understand the game’s depth and detail. In particular, things like the crafting systems, worldgen, and visuals were highly praised. We had a couple level designers, animators, and 3D modelers who appreciated the potential that our creative tools and model editor offer. Beyond that, many of the players excitedly suggested that we allow for custom tools and weapons using the voxel-based crafting system. Who knows? Maybe that’s something we’ll see in the future! All in all, it was an enjoyable experience and one that gave us another chance to improve Vintage Story even further. Now it’s time for us to get to work and show our dedication to any new players that might have signed up after ECGC came to a close. Also, we’ll be presenting Vintage Story again in July for the ReVersed Festival in Vienna! Come say hello to the European team members! View full record
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