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DMKW

Vintarian
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DMKW last won the day on November 1 2017

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  1. Voted Industrial Update. Machines are fun and add to the environment with more noises and things moving in the background.
  2. True true. Mundane loot would still be the thing you'd expect to find 90% of the time. if 1 in 10 chests netted you something special then that would be pretty good I think.
  3. The problem with a lot of these open world games is they have a tendency to become very repetitive. Even in Skyrim you tend to get tired of seeing the same dungeon template over and over. Of course thats probably unavoidable. Skyrim also suffered from the fact that most dungeons didn't net you much in terms of loot. I also poured hundreds of hours into Skyrim and Oblivion and Morrowind before it. (Haven't done a lot with TES1 and 2) I explored all the dungeons but mostly only to say that I did. There was the occasional unique artifact to find which helped but a quick search of the wiki would tell you where to find it and negate the need for exploring all the boring dungeons randomly. Similarly in MC dungeons, chests really didnt offer much and most experienced players don't get to excited to see a dungeon chest these days. I think for vintage story to encourage exploration they really have to focus on unique and rare items and biome specific items as well. Biomes could have biome specific plants, creatures and creature drops, furniture and architecture styles. Thats a lot of work of course but it would help a great deal in encouraging exploration. Many things could be obtained without traveling to a specific biome but they would be found randomly in merchant inventories for a greatly marked up price or rarely in villager chests or homes. A collector would have to travel to the biome itself to obtain all items. Dungeon chests should also be random and certain artifacts should only be found in those chests and only in certain biomes and maybe at certain depths. Even better if these rare artifacts can be combined to create ultra rare artifacts. If you are one rare artifact away from crafting that combined artifact then you will be determined to explore. I want to be excited to see a dungeon chest again. Or that ultra rare painting or decorative object. in MC you get that feeling when you find that villager who sells the Mending book or you put your dragon egg on display. After that though, what else is there? I hope Vintage story takes this to the next level. But maybe my dream of MC mixed with Terraria/Starbound is one that no one else shares lol.
  4. Would be interesting if breeding wolves netted you a small chance to produce a dire wolf due to a recessive gene in all in game wolves. This chance would be very low of course but would make taming and breeding wolves very worthwhile.
  5. Yeah I remember a video of what looked to be a small windmill. I assume we will see something similar. Yes world gen would have to be written with rivers in mind. Rivers would flow to ocean, sea, lakes and other rivers. This would give them an actual use for travel. Villages more likely to spawn along these bodies of water. This opens up many possibilities as well. You could craft and place markers that mapped a path for barges to travel and transport goods. This would be a stepping stone between beast travel and the very expensive rail travel.
  6. Windmills moving based on wind would be pretty neat. If a block that rotates while powered was implemented and blocks could be attached similar to slimeblocks, then windmills could still be simulated as well as water wheels and draw bridges. When rivers are a thing I hope they are more useful than in MC. I'd like to actually use rivers to travel from one settlement or biome to another. Rivers in MC just seemed very random and used to run out after a short period of time, forcing you to pick up your boat and run across a stretch of land before dropping your boat on the other side to continue. Their randomness meant they never really lead to oceans or anywhere in particular
  7. Can't wait for armour. Wolves wont be the terrifying foes that currently are now. Which is fine because I'm sure there will be much more terrifying one shot kill foes after armour is implemented. I hope armour is better designed though as to not make all other amour but diamond armour (just an example) useless. Does anyone every actually craft leather armour in Minecraft? Maybe heavy armour will have speed and swimming reductions or something. I dunno. I suppose a big difference with this game is you can't simply craft an iron pickaxe, do a bunch of strip minning and have the best armour within a few ingame days. So maybe it wont be as much of a problem with the different crafting ages in place. Maybe you'll have to craft leather armour as thats all you'll have for some time.
  8. Awesome! So many item slots! Whats the item slot on the right, third down? Looks like a medal or something. Glad to see gloves in there! I'm very happy that you decided to only have some items available through adventuring and trading. One of the reasons Terraria was so addictive was there were so many rare items with low spawning chances. Farms were pretty much a necessity in order to acquire somethings.
  9. The new player model is spot on! With some fluid animation and clipping issues resolved this is going to be amazing! Maybe have items unequiped or or marked invisible when sleeping though? Any decisions made on what sort of layers we will have? Will it be player skin with armour layer or will there be a clothing layer? Will clothing be a thing in game for players and NPC's or is it all going to be skins? I suppose clothing can use the armor layer though. Will you stick to the helmet/cuirass/leggings/boots style? Or will other peices be added? (Pauldrons/gauntlets).
  10. DMKW

    THE IRON AGE (v1.4.6)

    Sweeeet! God rays fixed, Lava has light, No more getting attacked through walls! Can't wait to try it out. Edit: And I almost forgot, Chimneys!!! Edit 2: Lava is still lightless for me lol. Have graphics settings to default.
  11. I've run across a few issues with this new build. I installed over a previous build and continued my previous game. I remaped my controls so that CTRL and Shift are switched as I like to hold shift to sprint like in many FPSs. (I did this when I first started the game a few days back and its worked perfectly) When I hold shift and right click something from a chest it goes into my inventory like normal. When I open the firepit UI menu and shift/right click my fuel source it disappeared entirely. Lost of full stack of coal this way. Luckily a quick CTRL/ALT/Delete saved it when I reloaded the game. I tried this again, this time with soil and it also dissapeared. This time I manually placed the fuel, crucible and copper into the proper slots but when exiting the firepit UI, I could not reactivate it. I couldn't activate anything actually, including my chests. I was going to try uninstalling and reinstalling the game but I believe the installer does that already. I just attempted it again and after pulling the resources from my chest with right mouse button, once I exited the chest UI, I was not able to access the chest again and the fire UI wouldn't open at all this time. Its as if my right mouse button was disabled after one or two uses. Edit: tested this on a brand new game and everything seems to work fine. If I go back to my previous save though I still lose the function of RMB after one or two uses of it. Must be an issue with previous saves Also, where are the save files located?
  12. DMKW

    Alloying (1.3.3)

    Great update! Beautifully done. The music, the animation, the particle effects, the icons, all fit so well together to complete the atmosphere. It was certainly worth the extra time spent on it.
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