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SkyHighSpirits

Vintarian
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  1. Mostly looking for progression-based updates. Siege mechanics would be a big step in the right direction. Mobs should no longer be able to spawn inside the player’s base, but instead be able to break farm crops or infect them with rust blight. Spawning during temporal storms should be controlled so that mobs spawn at least 30 blocks away from the edge of a farm plot of size 16 or greater. This forces them to spawn outside the player’s base, eliminating a major issue most players have experienced, which honestly feels more like a bug than an intended gameplay mechanic. Mobs should be able to break doors, and in rarer cases, break walls. A rarely spawned “drill drifter” could fill this role. It would slowly break through walls (not tunnel through the ground), fitting into the idea that drifters burrow beneath the earth. With this, drifters gain actual agency: They seek out the player’s crops, and they will attempt to break in to reach them.
  2. The direction of the game at times seem a little random. I would love to see more progression and survival-aspect-oriented changes. On temporal storms and drifters One thing I would love to have changed is for drifters to be able to break doors, but be unable to spawn inside enclosed spaces. Another thing that would make temporal storms more interesting is if crops can be hit by rustblight from drifters, if you allow them to reach your fields—introducing a siege mechanic to the game. To make this work, drifters should be unable to spawn within 30 blocks of a planted farm plot with at least 16 connected and planted soil blocks. This would make farms something you actually have to defend, instead of something that just passively produces food. That said, while a 30-block spawn radius would be somewhat hard to exploit, it is likely still possible for players to game the system by placing multiple farm plots to prevent drifter spawns entirely. It would therefore be worth considering how to avoid this becoming an unintended “safe zone” mechanic. Another suggestion is for a new mob to be added which is capable of destroying any blocks below mining tier 4 or the like, but very slowly, which yet again introduces siege mechanics. This could be a drill-type drifter that fits into the lore of the game. It should not tunnel through the ground, but instead slowly break through walls, attempting to pathfind towards farm plots or the player base. This also means that drifters will now spawn outside of the player's base, where they will attempt to break in, rather than dead-center inside the room, which is the main annoyance temporal storms and drifters currently come from. The addition of these features means: Farms can be destroyed if drifters are allowed to stay for too long (siege mechanic) Bases can be breached through doors and walls (another siege mechanic) Iron doors, however, should have insanely high health. On progression and late-game systems Some other ideas could include enabling aluminium and titanium to be harvested and then worked through electrolysis. This would require a significant amount of power, which could be generated using coal and wind power to drive a generator. The generator itself could be the final reward for beating the underground boss, tying progression and combat together. From there, more advanced and realistic processes could be introduced, such as: Electrolysis for aluminium production More demanding refining processes for titanium A primitive type of arc furnace for high-temperature metalworking This would add a clear late-game progression path that feels grounded in the game’s logic and tone, while also giving players something meaningful to work towards beyond basic survival. The creators of the game are free to elaborate on this advice, ignore it completely, or implement it in their own style. I will say that food security was never stable in the Middle Ages, and neither should it be in a game like Vintage Story, where most of my goals revolve around staying alive and gathering for winter.
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