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Fyrol

Vintarian
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Everything posted by Fyrol

  1. I think I wasn't clear on what I meant by magic. I mean in the sense of having a new resource, something like the glowing blue stuff in chapter 1, that can be turned into equipment that can do things for you. I would highly doubt that they'd go through the effort of making so many clothing and apparel slots, especially stuff like broaches, that would have nothing to do with gameplay. The Jonas tech stuff is already in the game, with some stuff that makes no sense. (I'm mostly thinking of the night-vision goggles) Zane Mordien mentioned some lore reasons, but I think in just what you see there's enough precedent for more subtle magics. Already magic rifts open up, along with temporal storms, that allow monsters to crawl over to our world, and some drop a glowing blue gear. So yeah a staff of fireball would probably not work, but some I Have No Mouth and I Must Scream esque tech that shoots a stream of flame seems like something endgame that you can put together after like 40 steps. Even with something like alchemy being renamed to herbalism, I see that as less being then moving away from magic, and more allowing it in homo sapiens mode.
  2. Something I'm pretty sure will pop up down the line is some form of magic. With how the world is falvoured, I always thought it would show up as some sort of alchemy, kinda like what they were doing in the resonance archive. However with no status effect system, and a lot of other more pressing mechanics to polish/add/expand on, I see that coming a lot later. Having gemstones and other "lesser" materials used in lets say enchanted jewellery, or alchemical items. I can only really think of more modern tech using stuff like copper, gold, and solder, but from my understanding the devs want to stop at the steam-age. Maybe Jonas tech will be used as a substitute for it?. I just agree that I hope they have some sort of use, even if I litter my base with chimes or something. I wonder if something like that won't be the basis of the next update, or whenever they add status effects. Might explain why they pushed it back.
  3. I absolutely agree with the progression skip stuff. It's a massive problem with a lot of minecraft structures, and I would hate for Vintage Story to take a more negative aspect from it. That being said, I do think you could be choosy with what you give the player. Think like a single barrel being in a dungeon, especially a tiny one for copper tier players. A single barrel skips progression, can allow for some skips (leather I think being the strongest), however a single barrel, especially without buckets is even longer, and more wasteful. I'm sure as more systems come into the game, there will be more items like this. Kinda like how current cracked vessels can give copper tools. Can skip progression, but more-so used to give a small advantage. I also think that dungeons are less for the struggling player, and more for unique things, or things that are otherwise harder to find. Especially since copper is really the only metal that is really easy to find, it could also be a way to get maps to mark certain ore locations. So if you're unlucky, or just struggling with the prospecting system, you could try looting instead. More ways to get through the same progression path I think makes playthroughs unique, but as you said it can be easy to have items that allow you to skip way too much. I meant more in the sense of what kinda stuff can only be made from that metal and beyond. Like copper opens up a ton of stuff, with saws for planks, nails for chests, fruit presses, and just so much more. After looking at what specifically other tiers of metal unlock, I would honestly extent the complaint to iron too, though the tool quality is a big enough jump that you could argue that's the main advantage. Bronze only really unlocks helve hammers, and padlocks if you want to count that. Iron beehive kiln, and that's kinda it. Steel has some backpack upgrades with chromium, but that's about it. So what I mean is, as more stuff is added that's gated by metals, you could throw them into dungeons. Like if you're struggling for bronze, you could find a helve hammer head. You still need to get fat and sap, but it'll give you a bonus before you're supposed to have it, while not being broken.
  4. I get this angle, however I think it applies to much more of a mid-late game kinda thing. I was thinking of our current ruins structures, think some of the bigger ones such as the church looking thing, but instead more rusted and thus preserved in a way. The top is covered, along with more walls, and an intact basement. To get to the basement, you need to kill the "owner" of the area, and make it like a weaker bell, or some more unique monster. Something that needs some armour, but not such that you need something stronger, and short enough that it makes the armour's low durability workable. This could be a good way to let players who can barely survive, eek out a larger corner. Plus I'm sure as more and more variants are added for things, and more specific uses (Lets say spelt beer would give a defence boost, and rye beer an attack boost or something, just to have a reason to find the other, barred growing conditions), not having to travel as far would be nice. Not to mention all the random sort of crafting stations that are no doubt going to be added. I think as the game is expanded upon, each individual tech/metal tier will become far more fleshed out. Looking at it now, bronze and steel are so similar to copper and iron in terms of overall tech, that I think when there's even more to copper tech, and what of that is needed to process things for the bronze age, the more a copper-age specific dungeon makes sense. Thinking about it, doesn't the game already have some of these is place? Have leaf blocks change their texture to that of their twiggy version, sans the leaves. Make a less twiggy version, then use that for the full leaf blocks. Then you cover them in snow the same what crops are, just don't let it accumulate on the blocks themselves. As LadyWYT pointed out performance, either a texture change would hopefully not be taxing enough to stutter low end machines, or you could just start doing it as chunks are being loaded, kinda like walking a bit away and then seeing a snowfall. I couldn't find what you suggested in your post history, what did you suggest for aqua vitae? I can't think of anything barred potions, but I do tend to have fantasy on the brain... The whole needing to fire a lot of things quickly got me thinking, what if there was a 1x1 or 2x2 internal beehive kiln, maybe with bronze doors or something. Have the trade-off be a smaller space, along with only being able to put 1-2 doors on to limit the colours you could get. Then you can use iron to maybe allow 3 even on the smaller one? Give more player choice to how they make their kiln, especially because I would say most players rarely want to make a 3x3 area of clay stuff all 1 colour, so making smaller kilns overall would be nice. Fireclay bricks I would say are cheap enough of a resource to not need a cheaper variant.
  5. So this got me to go test it for myself, and yeah enemies have no defence tiers to them. I always assumed, especially with the lore of the game, the falx is was a specially designed weapon to fight the rust. I figured the attack tiers were to show what tier it could break the defences of. In that case, I think attack tiers should be done away with until there is some sort of combat update. Would make early armour better vs bears, and not be as obtuse. For reference, a pickaxe has a higher attack tier than any spear. So if the whole reason spears are tier 0 is for shields, then it seems to get in the way more than anything. Can't say much for the PVP/NPC side though, since I usually play solo or in very small co-op groups. I mean why can't early dungeons be more focused on helping with survival? I imagine a lot of "dungeons" are actually more intact remnants of otherwise normal building, so their treasure will probably be related to more survival things. I imagine there could be more rare seed (like cabbage) or more unique seed (like soy), plus probably some more unique pieces of equipment like stuff/parts of a boiler or condenser, maybe a helve hammer, or maybe the game can add some earlier tier Jonas tech. Basically anything that would help out with survival, that might otherwise be more laborious to create. Plus I'm sure with more and more side systems being created, there will be more side-stuff to make, and thus to find. Stuff like maybe alchemy equipment, meat hooks, or even some worn down clothes that provide some much better warmth/cooling(if that gets added). Either way this might be getting a little out of nitpick, and more into wishes... To be fair, having a more diegetic reason to be trapped would be cool. Though I think something more rust like would fit more, like some gears or rusty spikes or something
  6. So I'll just say I haven't personally downloaded the update, I did check a couple of videos however. That being said, all the spears stats I could see in videos showed an attack tier of 0. I just want to use pole-arms vs drifters //media.invisioncic.com/r268468/emoticons/sleep.png Double checked it myself, and it also applies to jugs. Kinda makes it feel like liquid wasn't meant to be moved outside a bucket So my problem with the bottlenecks for steel is that you can't locate them very easily, along with having more specific requirements. The reason I didn't mention titanium and borax is that each of them can be prospected for, and spawn in multiple types of rocks. It gives enough control to the player I think that you at least aren't completely on a wild goose chase, while bauxite I think is the lead example for "a specific thing I need to find where I run forward until I hope I see it." Have to disagree here. I think the copper/bronze lamellar is decent for its tier, provided the player isn't rushing anything. However, I think the armor sets for copper/bronze are more meant to be optional. Metal armor is quite a resource investment, especially without a helve hammer to work the plates needed for most metal armors. If copper/bronze armors were a hard requirement for the early game, I honestly don't see a lot of players being thrilled about needing to sink in that level of time and resources for something that could reasonably be skipped(at the cost of going without protection for a little longer). I know it's what the other guy said, but I have a 3rd cent. The greater issue with armour is that there isn't any reason to use it outside of story dungeons or very deep caving. The boss of the archives is attack tier 3, which means you need at least iron to fully defend against it, and I haven't touched the 2nd chapter stuff yet but I'm sure it's not easier. Which means outside of surface drifters, which you don't need more than leather, or temporal storms, which you can hide inside, or fight for some okay rewards at best, the story dungeons are the only content that really needs armour, which kinda lead you towards iron. I saw something in the patch notes about smaller dungeons, and if they add more kinds of damage, (I saw in an Oscillascape interview that the devs were in the talks about a bone breaking/lasting injury system) I'm sure there will be more of a reason to use weaker armour. Also LayWYT, do you have any nitpicks? You should throw them onto the pile
  7. Honestly that's a really good list of nitpicks, though I can't say much on the elks since I still haven't managed to interact with them. I didn't even realise the tree leaf thing until seeing it here. Will say with the alcohol though I think it is absolutely being saved for some sort of alchemy/status effect system. Either being drunk will have some positives, or be used like a base for potions ala Witcher. To throw my own into the pool, I would say: - Spears not scaling with damage tiers. - Bows/arrows not making how they interact with defence tiers clear. - The controls to deposit liquids. Why is it always in 1/10ths, and not 1L increments. - There not being alternatives for bauxite, and olivine. They handled it way better with lime, since you need to look for one of multiple stones, instead of needing to look for one that isn't prospectable, and the other might as well be. (only spawning in one kind of stone)
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