-
Posts
45 -
Joined
-
Last visited
Recent Profile Visitors
Calmest_of_lakes's Achievements
Potter (4/9)
29
Reputation
-
A General Discussion on the State of the Forums
Calmest_of_lakes replied to Teh Pizza Lady's topic in Discussion
I voted yes on all but #3. One thing I have noticed that is common enough is when people either act dismissive, or deliberately misinterpret another person who is voicing either an opinion, critique, or suggestion for improvement for a mechanic. It feels like arguing for the sake of it, or maybe just getting defensive? For me, atleast, it's just as unconstructive as complaining for the sake of it. -
Reorient a chiseled block vertically
Calmest_of_lakes replied to Calmest_of_lakes's topic in Questions
This is exactly what I was looking for, thank you! It's a bit head scratching that some of the mod's features arent in the base game to begin with. -
Reorient a chiseled block vertically
Calmest_of_lakes replied to Calmest_of_lakes's topic in Questions
After so many minutes spent on trying to change the vertical orientation of chiseled blocks in game, and googling, I dont think you can. Which is a bit of a shame, as I was under the impression you could. -
Temporal storms are a bad implementation of a good idea.
Calmest_of_lakes replied to Tabulius's topic in Discussion
Several people in the thread did a decent job outlining why there isn't any simple or straightforward way to improve TS to begin with (TFT's suggestion being the outlier and one I can get behind; it's genuinely a really good starting point.) I guess this begs the question on how we could make an okay implementation to a great one -
Reorient a chiseled block vertically
Calmest_of_lakes replied to Calmest_of_lakes's topic in Questions
Yes. It only rotates it clock wise (as in, spins.) -
I spent dozens of minutes trying to find a way to reorient my chiseled windows vertically, as I had created them to be flat parallel to the ground (this was a faster and more convenient way to create them than chiselling them perpendicular to the floor. Is there a way I can orient them to be perpendicular to the ground, rather than parallel? A window facing the ground as opposed to the elements is more of a shutter than a window.
-
People already explained why Herobrine existed, so all that I will add is that I wouldn't be opposed to a lore addition that adds more unexamplained, spooky stuff ( )
- 17 replies
-
- 1
-
-
- seraph
- creeypasta
-
(and 3 more)
Tagged with:
-
Temporal storms are a bad implementation of a good idea.
Calmest_of_lakes replied to Tabulius's topic in Discussion
Okay, but several people at this point have laid down reasons very fair reasons why storms need to be reworked, and why the intent from the devs makes it very difficult to improve. Telling people to just disable the mechanic (which is not what this discussion was about at all,) instead of trying to lay down suggestions on how it can be improved isn't wanted in the slightest. Even I, who likes temporal storms, believe they need an overhaul. I said earlier, but the fact that these sorts of threads keep getting made should be a good indicator it is a part of the game in dire need of some TLC. Going back to the 'lore reasons' argument that gets thrown about willy nilly: there isn't anything in the lore that states that temporal storms can't work in a different way; it's been noted in the games that, if anything, they have been abating. And besides; seperation of gameplay and story is a common tool in videogame development for a very good reason. As an example, if the lore was "temporal storms can make monsters pop out of thin air, and stop being afraid/repelled by light for the time being," it would be a trivial and subtle retcon for the devs to change that to "temporal storms used to make monsters pop out of thin air, and stop being afraid/repelled by light for the time being. Now, it's somewhat different." As an aside: if a new player starts the game, and people tell them to disable a major mechanic that the devs really, really, want you to engage with to the point of being unavoidable, I don't think it would be surprising in the slightest if this made this new player wary about whether the game would be a good use of time or not. -
Temporal storms are a bad implementation of a good idea.
Calmest_of_lakes replied to Tabulius's topic in Discussion
I agree with Blaiyze; it's very obnoxious how you can't discuss this at all without people strawmanning you, or straight up ignoring what you are saying. It's irritating, and straight up unconstructive. The storm mechanic has a ton of issues with it, and telling people to just "disable it" is ignoring their complaints and the fact that they want to like it. -
Temporal storms are a bad implementation of a good idea.
Calmest_of_lakes replied to Tabulius's topic in Discussion
Is there anything else I missed? I feel like it would be useful to compile all common suggestions for improvement, and pitfalls, for future reference. IF you happen to know who came up with the idea, please let me know so I can credit them later on! -
Temporal storms are a bad implementation of a good idea.
Calmest_of_lakes replied to Tabulius's topic in Discussion
One problem with that, as I mentioned, is that because of how it works and the intent behind it to begin with, I don't know how it could be improved to begin with -
Temporal storms are a bad implementation of a good idea.
Calmest_of_lakes replied to Tabulius's topic in Discussion
And the intent behind the mechanic guarantees that there won't be able to be an easy/simple fix to it. -
Temporal storms are a bad implementation of a good idea.
Calmest_of_lakes replied to Tabulius's topic in Discussion
I'm in the camp that likes temporal storms, but I do have to say that the fact that the mechanic is completely divisive says that it has really glaring problems. I would go as far as to say that the Temporal Storm mechanic might have some fundamental flaws with it. How would you even be able to make storms simultaneously engaging, balanced, fair, and not be able to be completely ignored? How would you make them constantly present, without them becoming old or annoying? The fact that mods really haven't been able to fix some of the more despised aspects of it doesn't fill me with much hope, ehe. Some changes off the top of my head that they could make: Have mobs be able to destroy blocks/doors? Then it would become like Rimworld, in that it would become even easier to cheese with killboxes and exploiting the AI, annoying builders who would have to remember to patch broken doors/walls/chiseled blocks, and punishing less well off/less skilled players. Have a block/item that completely neutralizes it? Then, the resource cost wouldn't matter, as players would just bite the bullet and rush to get it. It would be a waste of a mechanic later on, too. Replace the "no spawn restrictions" gimmick for enemies with more intense dark areas, as someone earlier suggested? Can be trivally mitigated by making a ton of lighting, and can even be exploited. Add trap blocks/mechanics? Still would end up like Rimworld, and doesn't fix the problems with it (though, I will say that those would be welcome additions to the game.) Incentivise engage with the storms? I don't think that would address any of it's problems, though -
How would you revamp Vintage Story's classes system?
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
Now that I have given this more thought, I do have to agree with you. The class system really does feel tacked on. -
How would you revamp Vintage Story's classes system?
Calmest_of_lakes replied to Calmest_of_lakes's topic in Discussion
I was saying hunters seemed to be a better version of malefactors! But, I do agree that picking malefactor seems to gimp you in the long term, if anything, considering the harvest bonus doesn't apply to most crops. Clockmakers also seem to be the fastest class, with a +10% movement speed advantage. Outside of that, I wonder why they exist. For clothiers, I still think that having better durability for armor, and being better at repairing clothing isn't enough to outweigh the downsides at all. By the time you do get armor, the player should have enough resources/a big enough farm to not worry about running out of material to repair your gear.