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Gazz

Vintarian
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Everything posted by Gazz

  1. (didn't want to spam the announcement topic with that =)) That approach sounds complicated for the UI because you have both "wetness" and "cold from being wet" and a conversion rate from wet to cold that is probably influenced by wind speed, too. Without visualising the values (which is it's own issue) this would be some magic black box system that the player can not interact with. I wouldn't complicate it without knowing the full design. Certainly clothing will play a role and we don't know what else.
  2. You can already have multiple modes selected by using more than one tool / hotbar slot.
  3. Oh. I had no idea that was in there. I don't use a lot of mods and even from the ones I do use I tend to strip the "Eh, don't care" features.
  4. I don't understand this discussion. Limestone is the most common "rare" resource. It already is everywhere. There is no luck involved. If there is any water around you at all, you have lime. Dig up the muddy gravel underwater and process it with a bucket. You got limestone. For leather making you don't need thousands. Finding oaks can take a while but lime is incredibly easy to get.
  5. No, it should not be disabled. It's useful to just keep going with several items.
  6. It's a fantasy game so I don't see the problem with swords. This is not a simulation. =P
  7. Gazz

    Death

    Depends on the settings you chose when starting the game.
  8. Gazz

    Smithing

    You can already do that. Tools remember their mode so you can have 2+ hammers on the hotbar with different modes.
  9. That's all true but I'd like to set it a leeetle lower to 7. In a rich area it gets tricky to triangulate a deposit when you get readings from 2 or 3 nearby ones. 6 or lower and I start seeing a lot of nope so that's probably too short. Maybe that's just personal preference but I have been tinkering with the value quite a bit and 7 worked out best.
  10. Gazz

    The Greenhouse

    It could have something in addition to those +5°. A greater chance to get bonus seeds would make the greenhouse viable to kickstart a new type of crop. A grow speed bonus (high enough to outweigh the lack of the "rain bonus") would probably not be game-breaking.
  11. Gazz

    The Greenhouse

    My point is: If a greenhouse is not a tangible and undeniable benefit then it is a lot of extra effort to create a more cumbersome farm (small walled-in sections that are hard to navigate) for a might-be gain. In my current game I started a farm early and kept it going when I swung by the base. It's not winter, yet, and I have almost 50 stacks of grain and maybe half that in veggies. Also some 25 stacks of charcoal because trees will not grow in winter, either. If you work on food / coal at the start of the game then a greenhouse - that you can not build at this point - is irrelevant. In the current situation / implementation, the greenhouse is a late game luxury or creative building item. Something you build for showing it off, not because there is a gameplay reason to.
  12. Also: Digging dirt with an obsidian shovel does have a hit sound. Digging basalt sand with an obsidian shovel does not have a hit sound.
  13. With smithing/pottery you will target a micro voxel by targeting it's side face. When knapping this "misses" and targets the voxel before it.
  14. If a hoe runs out of durability during use it has no destruction sound like other tools. Tested with a basalt hoe but may affect others.
  15. It doesn't happen every time but if you hit it right you can clip through solid blocks and closed trapdoors. It's hard to get a screenshot of this but you can also see outside the geometry so you can spot underground caves.
  16. Gazz

    The Vision

    No, I'm not making this another wishlist post. The question is if there is something planned to make all that progression matter beyond creative building.
  17. Well, I was talking about micro adjustments, not a visible movement. If your "aim" is 1 or 2 pixels off - and it's kinda obvious that you are trying to move in a cardinal direction - the game would move the avatar heading by maybe 0.3°/s to "perfect" that aim. While in active control, that would be impossible to even notice, especially if you're moving - which is the only time when this would kick in.
  18. Well, yeah. It is 2x the resources but you cover 1.4x the distance so it's not "double the resources". It's 142%. Not such a bad deal because you cut down on travel time, which is the whole purpose. Dito. If a mountain just happens to be too tall and get in the way - say hello to my little friend, the pickaxe. Now if someone does not build straight roads and is in constant manual control of the avatar, this system will have no discernible effect at all. /shrug
  19. Gazz

    The Vision

    What is it? I have seen the landing page of the website with the game's overall description and the roadmap. "Progress through the ages" seems to be the only mention of any kind of goal in the game. If that is indeed the plan then the overall structure of the game can be considered "done". No endgame, no further challenges, just creative building with more and more materials for the sake of doing so. The overall gameplay very much follows the Minecraft mold with it's absence of any notable threat. The FAQ explains that "Vintage Story strives to be a survival and exploration game" but survival doesn't look that hard unless you're playing gung-ho and do silly things. (as I usually do) Once you have a torch and stone tools you can survive and explore forever, eating cooked meat and cat's tails as you go. The temporal storms are a hint at something that isn't 100% theme park gameplay but they are also designed to not pose any challenge at all. You stand on a 3-high pillar of dirt and wait because combat doesn't really work with the distorted vision so in their current implementation the storms are only enforced AFK time. Other than a random wolf or monster nothing is actively coming after you and requiring you to deal with it. Instead you either build a 2-high dirt wall or simply walk away. I'm not trying to rip on the game - just genuinely curious on the general direction. Are there any plans to add "harder biomes" that you have to gear up for? Any tactical or strategic threat to your base/progression? Regions so temporally unstable that it requires specific gear/armor to exploit their unique resources? Or in other words: Will there be a gameplay reason for wanting to do all this progression, something that feeds back into the exploration aspect of the game?
  20. Early game nights are only scary if you try to brute-force it. Personally I just go about my business as usual, every hour of the day. Just be ready to run. I had started a new game and being quite rusty, I didn't even die until day 18-20 doing that. You can always mine at night. If you don't have a copper pick and hammer, yet, you can pan all night and get the copper to make them. Spend one or two nights doing that and you're set. No different from killing rats and snakes in your average MMO. But is VS a slow game? Yes. You don't get to "beat" the game in an hour or two. Sometimes you just have to chill out and enjoy the journey. The ingame "guides" are quite good but you are expected to read them carefully because they don't hammer home every single point. Every detail counts.
  21. Thanks. (and not-sorry for all the nitpicking =)) One of the differences between a complex and a frustrating game is whether you can solve the ingame challenges with ingame means.
  22. Gazz

    The Greenhouse

    I am aware that this is a first implementation and the balancing is probably "in the general ballpark area". That's the whole "alpha" thing. All I did was set up in a green-ish biome with medium fertile dirt (so can't be too harsh) and a decent flat area to build on. Definitely not a permafrost place and winter temperatures went as low as -15 or so. I don't have any tables on what biomes have what temperature modifiers nor insight into how exactly seasons affect temperature so I'm in no position to make any useful suggestions on the balancing of the numbers. Going by what I can see ingame and read from the change log, it's simply a toss-up. A regular farm would have a (somewhat?) shorter growth season but a greenhouse will get less(?) of a moisture bonus because it doesn't rain inside. The really important question is: What is the design and how does the player (who can not know all these details) make sense of it? By what metric can a player tell if building a greenhouse will be a positive or a negative for farming? For instance: "A greenhouse increases the temperature by 5°C and will not let the temperature fall below -5°C regardless of outside temperature." As a player, that would be a statement I can work with. Crops would grow at minimum speed but I would know for a fact that it will work. How slow this minimum growth speed is? That's a matter of balancing. What you are describing is a rule of "It kinda sorta works in some places and maybe just some of the time. Or it may not." That's not something a game can communicate to the player.
  23. Gazz

    The Greenhouse

    So I tried building one and it worked fine but... I'm not so certain that it's an actual ingame benefit. The 5° on temperature is a neat idea but when it's winter it's too cold anyway so whatever. In the screenshot I have a pretty well-irrigated farm with all tiles between 50 and 75% moisture. (water spots under the walls) "High moisture now gives a small growth speed bonus." so while I potentially increase the seasonal window for farming, I lose out on the speed bonus because the glass roof keeps the rain out. Rain is common and keeps a farm nice and moist. Harvest less often over a longer period of time or harvest more often over a shorter period? That looks like a whole lot of effort to build a clunky farm that is hard to move around in, just to achieve a zero sum game.
  24. Survival handbook > Guides > Progression does instruct to work the iron bloom "on the anvil"... but then it doesn't work. It does in fact require a bronze anvil which is not mentioned anywhere. In the Wiki I think it's mentioned in exactly one spot. You'd really have to know it to begin with to find that information.
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