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jascas

Vintarian
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Everything posted by jascas

  1. Thanks for the reply! I do want to clarify things so that my question is more clear, though. Of course! I'm not looking for every detail, but rather something more substantial than a list of features to implement. They clearly have an idea of what the finished game is, and the assumption is that game will be out once they finish all the chapters. But I'm wondering what that game looks like. How do all the features they plan fit into that vision? Right now it feels like a collection of concepts that we dabble a little bit into and it's hard for me to know what to expect. Here there's a bit of terminology that'll need to be cleared up so we can be on the same page. Story refers to what is happening, plot is how its structured (and narrative which is how its delivered). In gaming, the game is the story. What you as the player do, is all the story. So whether the player is reading a lore book or being told to follow a map or choosing to just build a farm and raise animals, that is all the story of the game. So in that aspect, how does the plot-the structure of the game-contribute to the overall vision? While I personally don't find lore books compelling (cool I found a book from panning, that affects me how?) and the idea of there being a guided adventure is neat, there is a dissonance between me playing the game and never stumbling upon an event to "start" the story and the progressively worsening rifts and temporal storms that are more directly impacting my experience. I think if these features are going to exist, then they need to direct how the player engages with the mechanics. One of the first things I started doing as I reached the bronze age was to look for ways to minimize the impact of rifts and storms, and I noticed that I could eventually make a rift ward. This is a really cool way of using the world's mechanics to drive the player to progress in a certain way. The issue is that this just repels rifts. I would love something to help further repel storms, but that then begs the question what is the point of the storms? The game frames the progression as ascending through the ages, which is a major appeal of the game (it is, in practice, what the game's story is about). I don't necessarily expect it to go beyond steam power, but the existence of jonas tech makes a really compelling mesh of the worldbuilding and player experience. You're telling me that I can discover technology from hidden ruins that'll allow me to completely master the world? That is a driving motivator. But what if the way you obtain these parts and the worsening rifts and storms were directly tied to how you progress through the game? Now, instead of having to go out of the way to do some quest, you are now driven to learn more about this technology to help prepare and get through the world falling apart. I also don't really buy in to the idea of making the story "optional" (especially since you are always experiencing the story just by playing the game) especially when you have a toggle for "pure survival". I hadn't started this cuz the two hunter traders I came across didn't offer any trades or anything different from other traders (other than the structure being a cool little fort). I'll definitely go back to them and try to see what's up, but that doesn't really change (or answer in that matter) my question (and I guess concerns). I am still quite excited for what the devs add to the game, I just think having a clearer vision will help me and the community as a whole know what to expect (and to make mods to better fit that experience which is really what I'm looking for lmao). Cheers!
  2. I'm basically wondering what is the final product the devs are aiming for? Like it's easy to look at the survival stuff and just be like oh keep adding things and make it more realistic and in depth and stuff, but there's also this story thing that I know nothing about - it's not integrated into the game well. So like I'm wondering how they're going about this? What's the game loop they want? What's the story and progression gonna be like? Cuz like based on the progression of the game currently, it's about growing through the ages and rebuilding civilization in a ruined world corrupted by some unknown force. And I really like that premise, but the plot needs to be more intertwined with the story or else its just like here's some cool and interesting fun facts about this world that have nothing to do with what you're doing. In my mind, things like temporal storms could turn into this big events that you prepare for to try and defend your home, rather than just "oop a storm's coming, better dig yourself a hole and hide unless you're late enough to have good gear and can farm for some parts" idk, i'd just like to know where we're headed
  3. I'm sure there've been a lot of suggestions on food and cooking (the post about satiety was something I also wanted to bring up) so I'll use this thread to dump my ideas and maybe everyone else can organize theirs here too Firepits are the only way to cook meals (ovens aren't used to make 'meals') and I think there should be further progression of that function. One that comes to mind immediately is a stove top that can be turned on or off without having to light it. Since there is some forms of technology and electrum, it could be a late-game reward. It could also be used to have precise temperature control if that's desired. However I think there should also be a mid game upgrade, particularly the ability to create a metal grill. It could just function as an add-on to a firepit, but personally I would like it to be its own thing that you light up. This would be used to cook meats and veggies without needing to use a pot. Currently meals are only made in pots and are served in bowls, I think the logical next step would be to make food in pans and use plates. I think it could function by having to 'plate' your meals rather than taking a serving. A pan would be used on a grill or stove top and, if you have a cast iron, in the oven. You'd be able to make individual foods and season them. I imagine it'd have the same 4 slots like a pot does, but you could do things like add salt, spices, and herbs. Then, when you plate the food you would take the seasoned food from the pan and add it to one slot, with the ability to add other cooked foods. Maybe also have the ability to drain pot-cooked meals and plate them as well (steamed veggies, cooked rice, noodles?). Aesthetic plates and bowls would also be fun to have! Since we can put up cabinets now, I would love to line them up with fancy dishes. This could also open up the conversation for a trait that allows decorating pottery? Also a new trader type who carries these kinds of dishes would be fun. I think combining more complex food making with harsher satiety would allow the player to put more effort into making more effective meals and being rewarded for the effort. More tools/functions could be added like grating cheeses or apples; cutting veggies and meats; broth making. Cooking is one of the most extensive and complex things we do and I would love to see it represented in Vintage Story!
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