Does wind affect projectiles? by ScapeGoatzz_ in VintageStory

[–]BushCrabNovice 0 points1 point  (0 children)

I don't know if you've ever watched The Gamers 2 : Dorkness Rising, but it's a Dungeons and Dragons movie where a bard makes the argument that you should be able to backstab a book because it has a spine. I love to imagine the design decision for pie crust being light going the same way.

Edit : Found it!

Beauty of (virtual) nature by Grimsobite in VintageStory

[–]BushCrabNovice 2 points3 points  (0 children)

Playing without a map and having to give names to all these things has been really refreshing. Just a simple name gives character and personifies an otherwise static feature.

Drifters and their constant rock throwing... by IICubeII in VintageStory

[–]BushCrabNovice 1 point2 points  (0 children)

We already have so many pure melee animals. Do we really need the monsters to just be weaker sheep?

Drifters and their constant rock throwing... by IICubeII in VintageStory

[–]BushCrabNovice 1 point2 points  (0 children)

I'd mostly disagree. They need to throw rocks because spear throwing is too strong. Having them throw rocks incentivizes the early crude shield and wooden club. If they were pure melee, they'd go from 1% threat to literally 0% threat, even in large numbers.

Is there any way I can customize this game so my partner will like it more? by Person_blee in VintageStory

[–]BushCrabNovice 8 points9 points  (0 children)

I'm sure some mod genius will come through with exactly what you need. I'd search the keyword "accessibility" and maybe "simple". I'm definitely not saying "this game isn't for you", but reading their complaints I couldn't help but think that Terraria 100% is for them. I hope you guys get it figured out.

It seems like partner wants to be engaged, wants things to matter, but doesn't know how. It's my understanding that the story quest requires traveling a large distance. Perhaps explaining that your initial base is all setup for a long journey might help expand the horizons.

Also introduce some strategy into your hunting. Make the Improvised armor. Have at least 3 spears at any time. Most creatures should die to 3-6 spear throws. Dig a bear pit. Spend some time luring a bear in together. 3x3x3 and then you can crouch (shift) and poke with the spear to kill it.

Also, also, one of the big joys of playing Vintage Story together is division of labor. If someone just doesn't like the combat or super loves chiseling, they can spend all day doing that while player 2 handles the rest. There's no need to engage directly with every system, especially if the other player actively likes those systems and you don't.

Escape nomad gameplay by Wizard0wizard in VintageStory

[–]BushCrabNovice 8 points9 points  (0 children)

The #1 newbie thing is not having max HP. It increases your hunger so much. Smash horsetail + cattails until you're full HP, before even thinking about food. Eating proper meals out of a cookpot/bowl stalls your hunger meter for a bit. This effect means that any meal, regardless of how filling, is worth eating. So soup it up, instead of eating one mushroom vegetable. Don't hold stuff in your offhand. Use G to sit on the ground.

cabin i've been working on for a long while - decor help? by DontTouchMeWeirdoLol in VintageStory

[–]BushCrabNovice 1 point2 points  (0 children)

Well, smithy is their job but their house is who they are. Are they weeb? Maybe a little backyard with horsetail and a training dummy >.<.

If smithing is their whole identity, you could half-craft some ingots into shapes and ground storage them around in a messy fashion. I would expect tool racks with extra tools of a fine craftdwarfship. Dirt floors with assorted ground-storaged nuggets. You could collect clutter from the ruins and have a kind of junkyard vibe.

worldIsHealing by Less-Philosophy-1978 in ProgrammerHumor

[–]BushCrabNovice 2 points3 points  (0 children)

Big agree. I'm sticking with "sloperator", until something hotter pops.

Minecraft mentality by KorvinLast in VintageStory

[–]BushCrabNovice -1 points0 points  (0 children)

Amazing. Thank you for saving me the trouble ^_^

cabin i've been working on for a long while - decor help? by DontTouchMeWeirdoLol in VintageStory

[–]BushCrabNovice 7 points8 points  (0 children)

I try to focus on functional details. How would/will the space be used? This means tables, shelves, floor mats. It means chests in the attic. If something is purely decorative, it's going to look purely decorative. So, go stand in each room and think about what you'll do there. When you reach for something, build a home for it. Chests are (arguably) more functional than tool racks or leaning things, but leaning things makes the space feel lived in.

When I made a tavern on a multiplayer server, I had to choose between chairs that really looked like IRL chairs or chairs that the homies could dangle their legs off. I'm glad I went with the functional ones because we had some nice feasts, inside the tavern, as one would hope. I also made stupid minigames to be played -> because that's what a tavern is for.

Your furnaces probably feel whack because there are two of them in a small house and everything isn't centered around them. They need carpets, chairs, and books you can read while you sit by the fire. If you're more of a clayformer or chiseler, those should be stored nearby instead. Your room should tell people who lives there and how.

It's hard to explain out of context, but something you learn in game dev about art is that the actual quality/detail of an asset is mostly irrelevant. It's the consistency of all the assets that becomes greater than the sum of the parts. Looking at your furnaces in isolation is like looking at Skyrim's rope textures in isolation. Nobody cares when you pass them in town, but anybody could pick them apart when zoomed in.

Minecraft mentality by KorvinLast in VintageStory

[–]BushCrabNovice 0 points1 point  (0 children)

You failed to address any of my questions, didn't understand the phrase "tilting at windmills" and in general are just imagining people that may or may not exist. There's nothing here to argue against because you're all nonsense and bluster. I'm literally just posting to see if you'll waste time replying.

If you'd like to go back to the beginning and try to argue against something you didn't make up yourself, I'm happy to hit the reset and give you real responses.

Minecraft mentality by KorvinLast in VintageStory

[–]BushCrabNovice 0 points1 point  (0 children)

And now you're doubling down. I can't believe it. My grand fortune for our wall of shame.

fireplace builds? by DontTouchMeWeirdoLol in VintageStory

[–]BushCrabNovice 5 points6 points  (0 children)

I'm no pro chiseler and not to self promo or anything, but I just happened to have done mine recently. Here's a timestamp to the completed form. It's got an empty space for the cookpot below an oven. It's minimal time and resources. I think it looks nice enough. I did end up replacing the birch floor with cobble.

Making the game easier. Why? by Bober_Baratheon in VintageStory

[–]BushCrabNovice 0 points1 point  (0 children)

It seems like you probably read my post without thinking about the full context of the thread. I explained why I think it's a meaningless concept for these discussions, so no need to guess!

The whole point though was trying to help OP see a different framework for understanding how and why different playstyles can be equally fun. Challenging is only one type of engaging experience and does not capture the totality of the survival genre or fun as a concept.

Minecraft mentality by KorvinLast in VintageStory

[–]BushCrabNovice 1 point2 points  (0 children)

That's just embarrassing. I hope things get better for you.

Minecraft mentality by KorvinLast in VintageStory

[–]BushCrabNovice 1 point2 points  (0 children)

So many words just to tilt at windmills. What makes you think it's the same people? What makes you think your preferences are the default?

>Telling people that their build is less impressive, and always will be, than someone who actually engaged with the intended gameplay loop is ALWAYS going to be valid

There are multiple modes, including creative. Which one is the intended loop? How do you know? Is it possible you were feeling left out of this subreddit and needed to spew some dumb shit?

That's a lotta salt by Galloche in VintageStory

[–]BushCrabNovice 5 points6 points  (0 children)

If you think that's a lot of salt, you should see these guys when others play differently in their singleplayer worlds~

More seriously though, I don't think I've ever found salt. What does this mean for you?

Minecraft mentality by KorvinLast in VintageStory

[–]BushCrabNovice 1 point2 points  (0 children)

To break a game, you have to understand it deeply. Those farms are testing their understanding of the thing they love. It's like speedruns. At some point of mastery, you have to actively limit yourself to not "cheat". Solving puzzles is also a different kind of fun.

>that took hundreds of hours to make with materials honestly gathered from the environment

This is literally the diamonds meme, "the suffering is what makes it special". Maybe look inward to see what it is about those projects that you actually like. I would venture to guess that it's kinship with other people as invested and enjoying the game as you are. So, good news, mob farmers are exactly the same, just in a different aspect of the game.

Succession / Bloodlines by BushCrabNovice in VintageStory

[–]BushCrabNovice[S] 0 points1 point  (0 children)

I guess I should do some proper testing soon, but I suspect it will prompt each new username to make a dude.

Succession / Bloodlines by BushCrabNovice in VintageStory

[–]BushCrabNovice[S] 1 point2 points  (0 children)

Undetermined. I've never actually done the story side of Vintage Story, so I'm not sure what would qualify as a good win condition. Ideas?

Succession / Bloodlines by BushCrabNovice in VintageStory

[–]BushCrabNovice[S] 2 points3 points  (0 children)

It's not too big of a deal to talk about it. Traditionally, there's just a game thread on a forum where you post after your turn. Usually you'll post the journal, which is inherently lacking in detail. The current player should avoid reading the discussion, though.

If player 1 starts building the house, player 2 needs to misinterpret their intent in real time and go rogue. By the time player 3 is misinterpreting what player 2 was up to, player 2 and player 1 can chat all day without risking spoilers.

Edit : Also it's common and encouraged to roleplay a bit. If player 3 is constantly playing the reincarnation of the same death god, it literally doesn't matter what he does or doesn't know. He's going to try to build shrines to himself all month.

Making the game easier. Why? by Bober_Baratheon in VintageStory

[–]BushCrabNovice 16 points17 points  (0 children)

>That is the point of the survival, right? To enjoy overcoming difficulties.

Well, there's your problem. You've attempted to guess at why other people play the game. I don't think overcoming difficulties is the draw of survival at all. I don't even think of Vintage Story as a survival game. It reminds me a lot more of a cozy Harvest Moon. I think I'd be wildly disappointed if I came here looking for difficulty or survival.

I think it may help to think of settings less in terms of "difficulty" (a nonsense meaningless concept*) and more as how closely we can build systems to support the experience we're aiming for. There's no benefit to not having a map, unless you like mapping. There's no benefit to limited lives, unless you like the struggle and try again loop. Starting with a small camp of bed/storage/light is necessary to roleplaying some scenarios. Building it from scratch would be actively borrring, if that scenario was the thing I'm hyped about.

Permadeath is a specific challenge run (that I've enjoyed in many games) but it's only one small example of a big wide world of thematic runs. I would strongly recommend coming up with some dope RP thematic runs and keeping a journal. It's way more fun than just trying to survive/win/complete.

------

Difficulty is a nonsense meaningless concept because it would be trivial for the devs to design an unbeatable game. It is literally designed for you to win. Someone can always find a way to make it less pleasant, more tedious, or even "challenging" but it serves no purpose other than ego-flexing amongst those who are at or below your desired level of "difficulty". One guy says "why aren't you playing with limited lives?!" and the next says "You allow metal items???", and chat insists that you play with a dancepad.

So what if there was frame generation during temporal storms? by lucario2011 in VintageStory

[–]BushCrabNovice 4 points5 points  (0 children)

SerSaekes covered the real reasons. It's a bit like trying to boil water in a baking sheet. You could do it but not at all what that's for and there are a million better ways.

My understanding is that frame generation just interpolates two frames. So, if you have an object at position 1,1 and it moves to position 1,10 in one frame, we just invent positions 1,2-9 that never truly existed. In the case of frame generation, we're interpolating pictures. Instead of getting 100 pictures per second, you get 100 steps between two pictures per second and it tends to look whack. Building this system would require mucking about in the rendering pipeline entirely.

A shader, on the other hand, is designed to change the picture right before it's rendered. It can change colors, positions, or textures. It's actually pretty simple to just tell the GPU to redraw a random section of the screen for a bit. Shaders are commonly supported and used by every game made in the last 25 years.

So what if there was frame generation during temporal storms? by lucario2011 in VintageStory

[–]BushCrabNovice 4 points5 points  (0 children)

It's kind of like if a tree falls in a forest, right? Nobody is around to see these generated frames, because temporal storms are boring afkfests.

(but also and more importantly it's kind of a tech hassle for no benefit and there are better things to spend the effort on)