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Thalius

Very Important Vintarian
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Everything posted by Thalius

  1. I very much look forward to fishing finding it's way into the game. I as well could envision having a system that is complicated and fun to those of us that enjoy the sport of fishing- of having various qualities of gear, line, baits, etc, and the various types and sizes of fish we could catch by combining various types of gear and bait in different locations. We could have a lot of fun with it. However, as I play VS and envision what fishing should look like, I pictures something simpler and more old-world (and not so old-world in some places), feeling: Add fish traps made from woven reeds and split bamboo shafts or sticks. Sticks and reeds should yield crude fish traps, but bamboo gives you the same option, as well as the option to make a large fish trap. Larger fish traps can catch small to medium sized fish, and more than just one or two. Only smaller fish are caught in crude fish traps, and only one to three small fish at a time. A handful of small fish make a small meal, but these crude traps are also useful for catching small fish for bait for catching larger fish once you have fishing line. Add braided fishing hand-line. This would be a long, strong, thin cord made from a decent amount of oiled flax twine that is braided together to add strength. To make oiled flax twine, add a few bundles of twine and some animal fat. Use the oiled flax twine to make a braided fishing hand-line. The oil from the fat helps protect the cord while being used in water, making the cord suitable for fishing purposes. This hand line would be too thick to put on any reel. It is made for hand use only, or for tying off on stakes at shore or to trees or limbs. Fishing with a hand line yields a small chance at catching a small fish, but better chances at catching medium to large fish. Add bait Nothing complicated here. Allow bits of meat or fat to be cut up into bait, and allow smaller fish to be used as bait. If insects ever become something that we can catch, they'd make great bait as well. If fish species are introduced that are climate dependent, add fruit as bait to catch fish that only eat such things. Pacu, for example, down here in the jungle; a fish which eats insects, minnows, and fruit that often fall into the water or come within reach when flooding occurs. Fishing spears. A crude fishing spear would simply be a wooden stick with a point cut onto it. Better quality fishing spears would include a sturdy shaft with four long, thin metal spikes firmly attached to the end of it. Add nets. Require these be made of large amounts of oiled flax twine. They can be staked off between shore lines or stakes driven into shallow water. Check them often, and especially in the morning. Leave them untended for prolonged periods of time, and the net rots and takes damage and you don't catch much if anything. This would be the end game, afk fishing method for a decent supply of fish with minimal effort. Lot of oiled flax twine would be needed for this, and you would have to keep an eye on it to keep it from rotting away in the water, but it could yield decent amounts of small to medium fish. (It goes without saying that this suggestion would require the simple addition of oiled flax twine into the game, as it's creation was laid out in this suggestion). A personal note: I love to fish. Where I live now, fishing is a bit harder to do given the natural terrain and lack of availability of good fishing waters that are easily accessible. Before moving here though, fishing was a regular event, and I had rods and gear for all manner of prey. Now, though, I live in a place where things are entirely different. People fish, but they do it with gill nets, cast nets, and for larger fish- hand lines. Yes, simple strong fishing line or cord with a weight and a hook. They will throw the line out and wait, holding line in hand, or in rivers they will tie the line off in a downed tree or a hanging tree limb in a way that allows the bait to suspend in the current. VERY few use fishing rods, and I imagine in most cultures such as this one, it is the same. And yes, they use fishing spears as well, to this day. They will swim down in clear rivers and spear fish. It does not get any simpler. They even place split bamboo traps in streams and shallow water, made from woven reeds and split bamboo shafts, and tied where necessary with vines or strands from banana plants. All of these methods are used to this very day, and feed families and communities regularly in a place where rod and reel is neither easy to acquire, nor ideal to their needs. All are reflected in my suggestion to what fishing should look like in the game. I personally think they would make for a great, simple and rewarding fishing system that would fit nicely into the VS world environment. Humbly submitted, ~TH~ P.S. If anyone comes up with a dynamic and complicated but fun fishing/fishing gear system mod complete with various fish types linked to environments and such, and the ability to mount them for display, I'd add the mod to my personal game for the sheer fun of it. I think it would break immersion though to make them part of the core game. Just my opinion though, for what it is worth.
  2. Don't let our fourth or fifth place on the forum multiplayer thread fool you. The Wilderlands is alive and well. The other larger server threads keep bumping us down. No hard feelings though. A little friendly competition on the boards is good for moral.
  3. I love the detail in the game so far, and the depth and immersion that are created by those details. With regard to the way firewood burns, I feel longer burn times are needed badly, and more split wood per log would be an improvement as well. I would even enjoy seeing longer burn time and better charcoal returns from various wood types. Oak burns longer than pine, and some jungle woods are extremely dense and burn even longer and hotter and might make better/more charcoal as well. This could lead into an overall expansion of characteristics for different trees and wood types in general, but I will refrain from making those suggestions here.
  4. I need to clarify what I meant by hunt players- You would have to get close enough for them to aggro on you first, after that, they would be hard to shake off your trail. Polar bears in the north can track prey over very large distances, and if wolves hunt and eat us, there is enough meat on us to tempt a hungry polar bear. I would think polar bears should be rare- much more rare than wolves. Finding one would be a big deal and reap great rewards in meat, fat and fur if you manage to take one down. Having one aggro on you would also be a pretty significant event that you should have to deal with. Oh, and they should have the ability to climb multiple blocks worth of snow, making it harder to pit trap them and kill them with anything other than throwing spears or shooting them full of arrows. As for the seals, I agree that initially there should only be the one type as suggested. Leopard seals should come later, when we get an ocean/lake update.
  5. As the title suggests, I feel that the arctic areas need some love. Not a whole lot up there except ice and snow and cold, with a sparse scattering of arctic foxes. All good so far. A few additions would be fitting, and nice to have. I'd suggest the following: -Fur Seals. These should be found around open water areas and yield furs suitable for arctic-worthy clothing. (Add furs to the game as an item for use in making extreme cold weather coats, fur boots, fur gloves, fur hats, etc). They should also yield large amounts of fat/oil and a good amount of meat. -Leopard seals. Also found in the arctic close to water. They should be very rare. Good source of hides as well as large amounts of fat and meat. Also very dangerous, but slow on land. Deadly if encountered in the water. Probably should be included when we get a lake/ocean update. -Polar bears. I feel these almost need to be a must-have. The primary predator of the far north. They should hunt players down over long distances and follow them over long distances as well once they aggro on the player. They would be a great source of fat, meat, and large furs and hides. -Arctic hares. A rabbit that likes it cold. I'd imagine they would show up more in the southern arctic zones where pine trees still show up from time to time. And a fifth suggestion just for the fun of it- -Walrus. They would just be fun to have around making noise. Humbly submitted for consideration... ~TH~
  6. Greetings! A quick update on a few changes to the server settings... After a few weeks of playing around on the settings listed in the OP, we decided to slow the clock down to allow for 4hour long game days. This gives about 6 game days per 24hr period. This allows for a much more relaxing time for players working long stretches during the daylight, and more time in the dark for those that enjoy dealing with the things that go bump in the night. Tree sapling growth has also been adjusted to 45 days rather than 90, leaving the same amount of real life time required to spawn new trees, but halving the in game day requirement. That is all for now. Hope to see some of you in the Wilderlands soon... ~TH~
  7. As title says, I'd like to see braziers added to the game. I know there have been discussions and news that eventually fire pits will get an overhaul, bringing a change to burn times (fuel consumption rates) and other fire mechanics with ovens and (hopefully) fireplaces and other things making their way into the game. As a way of lighting and warming larger rooms or just as outdoor torches intended to light up large areas, I'd like to see braziers. I think they would make a great aesthetic addition to the game. A few pics as examples along the lines of what I'd envision:
  8. Right click pick up, or do they need to be broken like a normal block, which I would expect. Either work, or course. Just thought it might look cool to be able to slide them.
  9. Now if we could just push things like those pieces around...
  10. I think that rather than a whole new world or realms or anything like in Minecraft or other games, we should have the following: Down deep underground at the bottom of the world there should be areas of extreme temporal instability- something unusual that one notices when in the area, aside from just your temporal gear spinning like mad. These places should be found in caverns that may or may not have tunnel systems connecting them to the surface. Down there at the bottom of the world in these locations, we would find small cavernous areas carved out in the past that are now ruins- relics from our ancestors which they built in these special places. Add some form of temporal device that can be repaired, picked up and moved. Placing a certain number of these devices in a certain configuration in one of these temporal areas creates a gateway of sorts that allows one to pass over into the rust world, but more completely than what happens when your temporal stability gets low- no damage is taken just for being there, you have crossed over completely. Perhaps if damage is allowed to occur, let it be more slowly. One would have to take poultices to keep hp up if you intend to be on the other side for long. Temporal gears would be a must as well in order to level out your temporal instability while on the other side, as your gear would spin at a high rate on the other side too. You would have to plan to manage stability issues. When crossing over, you find that the rust world is the same as our world. It is a reflection of all things physical, and natural. Perhaps even buildings would be reflected there, or perhaps only buildings of certain types of materials. In the rust world however, you find ruins and such that are not reflected in our world. You wold find new items and resources that could be carried back through the gateway too- mementos of your time on the other side. You could also find new terrain features that are additions to the reflection of our world- terrain features comprised of materials and resources only found in the rust world. You would encounter all of the drifter types that spawn during temporal storms, and they would move the same as well- faster and more aggressive. Maybe they have a nest of some sorts that could be raided to help reduce their presence in a local area in the rust world. These would re-spawn over time, and you would have to deal with them again in the future. You also find other creatures that are unable to spawn into our world, yet, and face different challenges dealing with them as you explore the rust world. I would also suggest that in this world- in the rust world, we would find a more extensive cave system that would span significant parts of the world, if not the entirety of it. Trans-locators allow us to move from one point in our world to another point in our world, sometimes over great distances. Temporal gateways would allow us to move from our world to the rust world, and back again. Activating multiple gateways could allow one to enter into the rust world, travel the extensive cave system to another temporal gateway, and emerge in a distant area in our world. I would suggest that trans-locators are a thing of our world only, built by our ancestors to travel their world more easily and that perhaps the discovery of that technology led to the cataclysm- when they experimented with applying the technology to the special underground locations of unusual temporal activity. The making of the gateways would be a mystery to be worked out through lore. Some of that lore could possibly be found on the other side. It stands to reason that if ancestors made these doorways in the past, then they crossed over. Surely they left some mark of their presence on the other side? Perhaps the building of these doorways led to the cataclysm that befell the world and brought about the temporal instability that plagues the land, and gave birth to our race in the process. If we could understand what happened and how, maybe the effects of the breach could be mitigated. Maybe the breach could even repaired...? Humbly submitted for consideration... ~TH~
  11. Would love to eventually see damage types added around various weapons. Hammers would just need to be repaired, of course. That is why I said that a sharpness attribute would be added to "appropriate" weapons and tools. Personally I want to wield a shield and a war hammer as a main, and strap a double bladed war axe on my back for when brute force is called for.
  12. Not sure what you mean by battles dragging on over time, and having to constantly sharpen a weapon. Three or four hits on a drifter with a lower tier weapon and they are down. That happens fast. If you are talking about combat in pvp against players wearing armor, I suppose that could go on for a while. I have no experience with pvp combat though. That being said, I never implied that a weapon would dull quickly. It would take time, and as with all metal types, higher tier weapons and tools would last longer before needing to be sharpened. A main point of my suggestion is providing mechanics by which a weapon or tool could be maintained and kept forever with proper care. This allows a player to have items that they favor and maybe, down the road, could even customize. It would also allow for historic weapons with lore attached that could be bought from traders and used and maintained by a player indefinitely. As for having to repair a weapon or tool, I do not see the issue with a player having to repair a weapon or a tool once in a while on an anvil to keep it from breaking. Again, I'm not suggesting that has to be done after every use. Damage as well would take time, as it does now. I have read over some of the other suggestions on this topic. I wanted to offer something simpler that could, in time, be built on.
  13. This suggestion adds a deeper element to several things: It introduces a system of weapon and tool care, making it possible to potentially maintain an item indefinitely with proper maintenance. It introduces a deeper element to blacksmithing work. It adds an additional element to combat and work in general, rewarding greater damage against opponents and better resource gathering and output to the player that takes proper care of their gear. Here is what I offer for consideration: All appropriate weapons and tools would have a sharpness/dullness factor added to them. Add a base attack stat to weapon at creation that can be increased by sharpening with a whetstone, and decreases if the weapon becomes dull with use. The sharper the weapon, the more lethal it becomes. A duller weapon does less damage than it's base stats. A horribly dull sword for instance, regardless of metal type, would not be much better than a club. A sharper tool works more quickly, and would potentially yield a bit higher resource return. A dull tool takes longer and yields potentially less. A sharp copper axe would cut better than a dull bronze axe, for example, and cut cleaner. (Never mind that a copper axe would never work for cutting down tress anyway... but I digress ). Add whetstones and grind stones for use in sharpening tools and weapons. Whetstones would be rarely found when breaking various stone types at the surface or when mining. Some stones would only be able to sharpen lower tier weapons and tools. A softer stone, for example, would be useless for sharpening a dull steel sword, but still work great for putting an edge on a copper blade. These whetstones can be carried in one's inventory for use, but they would take damage quickly and need to be replaced. Grindstones would be crafted by a player using a chisel and a solid block of stone of the type they desire to use, and would be permanent, stationary, and mechanically powered to be used. Make damage repairable. Weapons and tools would take damage with use- more damage if used when dull. To repair a tool or weapon, allow the item to be placed in a furnace for heating, and then place on an anvil when ready. Damage to the weapon or tool would show up as missing pixels of metal that need to be filled in. More damage, more missing bits of metal. Allow an ingot of metal to be divided into quarters using a chisel and hammer. These quarter ingots could be stored in a container, but not stacked on a surface like ingots. Allow these quarter ingots of metal to be used in repairing an item by shift-right click placing the heated quarter ingot onto the item to be repaired. Smith the bits of metal into the damaged areas to repair the item and remove the extra. Congrats, you just repaired your favorite sword. All together I feel these changes would make for a more immersive and rewarding experience in the Vintage Story world. Humbly submitted for consideration, ~TH~
  14. Greetings! The Wilderlands server has been updated to the current stable version (1.14.8). Currently there are 18 players whitelisted into the server, but we are not yet experiencing any crowding issues. A few of us are on fairly regularly throughout the day with others joining from time to time. The player population is pretty spread out at the moment, but not too far from spawn. Around the spawn area a village setting is slowly unfolding, but much of the world remains untouched. So far there are a lot of lone wolves, you might say, but I expect that in time small villages will spring up around the various outposts that have been set up by the early player base. Now is a good time to join if you enjoy a more measured pace and a smaller but active Vintage Story community. Hope to see some of you in the Wilderlands soon... ~TH~ If you would like to know more, feel free to ask. You may also want to consider joining our Discord channel: https://discord.gg/DgwfgsSbr5
  15. 𝐓𝐡𝐞 𝐒𝐡𝐨𝐩𝐬 𝐨𝐟 𝐇𝐨𝐠𝐬𝐟𝐨𝐨𝐭 Upon logging in, you will find yourself at Hogsfoot, the spawn-village. There you will find safety while you get on your feet, and plenty of player-run shops in the area offering their wares to help you get started. You will find many other shops and impressive builds in the area, from player's private homes to public structures. Some have private trade booths set up, so be sure to look around. Whatever you are looking for, it is likely someone is offering it. If you can't find something you need, just ask. ~
  16. 𝐀 𝐫𝐮𝐠𝐠𝐞𝐝 𝐚𝐧𝐝 𝐮𝐧𝐜𝐨𝐦𝐩𝐫𝐨𝐦𝐢𝐬𝐢𝐧𝐠 𝐰𝐨𝐫𝐥𝐝, 𝐟𝐨𝐫 𝐭𝐡𝐨𝐬𝐞 𝐥𝐨𝐨𝐤𝐢𝐧𝐠 𝐭𝐨 𝐞𝐱𝐩𝐥𝐨𝐫𝐞 𝐚 𝐯𝐚𝐬𝐭 𝐚𝐧𝐝 𝐜𝐡𝐚𝐥𝐥𝐞𝐧𝐠𝐢𝐧𝐠 𝐰𝐢𝐥𝐝𝐞𝐫𝐧𝐞𝐬𝐬. 𝐓𝐡𝐞 𝐖𝐢𝐥𝐝𝐞𝐫𝐥𝐚𝐧𝐝𝐬' 𝐖𝐨𝐫𝐥𝐝: A rugged world: 30% increase in trees and brush, and 512 block world height. Dense forests and striking mountain ranges. No map functions: Map, mini-map, and coordinates have been disabled. Lost in the Wilds mod has also removed access to way-point list and coordinate details from all sources. In their place, a compass mod has been added to help with navigation. Drifter overhaul: These are not your vanilla variety drifters. Altered ai, leaping attacks, altered attack timing, "rage-mode", larger and beefier.. not to be taken lightly. Oh.. and all but nightmare drifters can spawn anywhere in the game world in near zero lighting, so watch yourself around cave entrances, even in daylight. Totally re-worked cave and cavern generation via Lands of Chaos mod, along with occasional cave-ins. Caves also have expanded locust infestations and types. See Lands of Chaos mod page and our Discord server for details. Market trade stall functionality via Trade-O-Mat mod. Hunger rate reduced by 25%. 30 day months. One game-day lasts 6 real-life hours. 4 game-days per real day, and 30 game-day months. One full game year last three real-life months, but pass faster the more nights are slept through. 12 player slots, with plans to increase as needed. Time passes in-game. The server is lightly modded. The goal of the server is to remain as close to the vanilla content of the game as possible, and so any mods that we add are very carefully chosen. Vintage Story was made with modding in mind, to easily allow for customizing your game experience as desired. Also, the game is still in development. With those two things in mind, mods are carefully chosen to do two things: To fill in for under-developed aspects of current game development, and/or to customize the server to create a challenging but balanced Wilderlands experience. We aim to keep the number of mods we use to a minimum, but are not averse to adding a mod if it is deemed to fit the vision for the server and does not cause significant performance issues. For full details on server settings, click the spoiler tab: If this sounds intriguing to you, feel free to join us on our Discord channel: https://discord.gg/DgwfgsSbr5 Or drop me a note here in the forums. I check back here often. Looking forward... ~TH~
  17. I enjoy the early game very much, and will usually spend a lot of time in stone age before choosing where my home would be. I'm pretty nomadic in my play style as well, setting up small outposts and traveling thousands of blocks in a day, stashing reed containers here and there if I manage to find anything valuable that I don't want to risk losing, returning later with more care to collect my loot. This means a lot of foraging, and nailing chickens and rabbits on the run with spears usually, or a crude bow from time to time. My class of choice therefore is the hunter, whether on a multiplayer server or on my own. It serves me well.
  18. Adjusting stack size though does nothing to implement such things as slowing you down and increasing hunger rate if you are over burdened, or allowing for a speed increase to movement if you are carrying nothing. I was communicating that I'd like to see something more dynamic in load bearing other than just limiting amounts you can carry at a time. Add "enable player load bearing mechanics" as a difficulty setting to turn this on at world gen, and an in-game world config option to adjust a character's weight bearing stats (strength) as you desire.
  19. I did not say it had to be THAT realistic. But I would like to see something added to the game that took load into account, especially if animal drawn carts/wagons or some sort of rail system were introduced into the game. Make it part of the world difficulty settings and give players the option to add that to their game or multiplayer server.
  20. I feel you pain. I suggested the same once in a conversation. Hope that eventually that little "Save as default world settings" button makes it's way to the bottom of the options page.
  21. I'm not sure what the ultimate solution would be, but I'll certainly be paying attention to the conversation as it unfolds. On a separate note though: Bring on weight attributes and food/health mechanics that affect strength and how much one can carry! Of course, we would need some varied modes of transportation to move bulk amounts of items before we could do that. Here's to hoping.
  22. Something like that is what I'd have in mind. If you would want to build with dirt blocks, mix with grass to make a building block called cob, which is already in the game. Adding at world generation the option for soil instability helped some, since you can't build with dirt with that option activated. That helped placing/building with soil feel more natural, but the mechanics for breaking and placing soil, sand, and gravel stills feels off to me compared to the way other materials work in the game.
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